babylon.no-module.max.js 5.7 MB

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  1. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  2. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  3. var BABYLON;
  4. (function (BABYLON) {
  5. /**
  6. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  7. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8. */
  9. var EffectFallbacks = /** @class */ (function () {
  10. function EffectFallbacks() {
  11. this._defines = {};
  12. this._currentRank = 32;
  13. this._maxRank = -1;
  14. }
  15. /**
  16. * Removes the fallback from the bound mesh.
  17. */
  18. EffectFallbacks.prototype.unBindMesh = function () {
  19. this._mesh = null;
  20. };
  21. /**
  22. * Adds a fallback on the specified property.
  23. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  24. * @param define The name of the define in the shader
  25. */
  26. EffectFallbacks.prototype.addFallback = function (rank, define) {
  27. if (!this._defines[rank]) {
  28. if (rank < this._currentRank) {
  29. this._currentRank = rank;
  30. }
  31. if (rank > this._maxRank) {
  32. this._maxRank = rank;
  33. }
  34. this._defines[rank] = new Array();
  35. }
  36. this._defines[rank].push(define);
  37. };
  38. /**
  39. * Sets the mesh to use CPU skinning when needing to fallback.
  40. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  41. * @param mesh The mesh to use the fallbacks.
  42. */
  43. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  44. this._mesh = mesh;
  45. if (rank < this._currentRank) {
  46. this._currentRank = rank;
  47. }
  48. if (rank > this._maxRank) {
  49. this._maxRank = rank;
  50. }
  51. };
  52. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  53. /**
  54. * Checks to see if more fallbacks are still availible.
  55. */
  56. get: function () {
  57. return this._currentRank <= this._maxRank;
  58. },
  59. enumerable: true,
  60. configurable: true
  61. });
  62. /**
  63. * Removes the defines that shoould be removed when falling back.
  64. * @param currentDefines defines the current define statements for the shader.
  65. * @param effect defines the current effect we try to compile
  66. * @returns The resulting defines with defines of the current rank removed.
  67. */
  68. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  69. // First we try to switch to CPU skinning
  70. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  71. this._mesh.computeBonesUsingShaders = false;
  72. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  73. effect._bonesComputationForcedToCPU = true;
  74. var scene = this._mesh.getScene();
  75. for (var index = 0; index < scene.meshes.length; index++) {
  76. var otherMesh = scene.meshes[index];
  77. if (!otherMesh.material) {
  78. continue;
  79. }
  80. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  81. continue;
  82. }
  83. if (otherMesh.material.getEffect() === effect) {
  84. otherMesh.computeBonesUsingShaders = false;
  85. }
  86. else if (otherMesh.subMeshes) {
  87. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  88. var subMesh = _a[_i];
  89. var subMeshEffect = subMesh.effect;
  90. if (subMeshEffect === effect) {
  91. otherMesh.computeBonesUsingShaders = false;
  92. break;
  93. }
  94. }
  95. }
  96. }
  97. }
  98. else {
  99. var currentFallbacks = this._defines[this._currentRank];
  100. if (currentFallbacks) {
  101. for (var index = 0; index < currentFallbacks.length; index++) {
  102. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  103. }
  104. }
  105. this._currentRank++;
  106. }
  107. return currentDefines;
  108. };
  109. return EffectFallbacks;
  110. }());
  111. BABYLON.EffectFallbacks = EffectFallbacks;
  112. /**
  113. * Options to be used when creating an effect.
  114. */
  115. var EffectCreationOptions = /** @class */ (function () {
  116. function EffectCreationOptions() {
  117. }
  118. return EffectCreationOptions;
  119. }());
  120. BABYLON.EffectCreationOptions = EffectCreationOptions;
  121. /**
  122. * Effect containing vertex and fragment shader that can be executed on an object.
  123. */
  124. var Effect = /** @class */ (function () {
  125. /**
  126. * Instantiates an effect.
  127. * An effect can be used to create/manage/execute vertex and fragment shaders.
  128. * @param baseName Name of the effect.
  129. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  130. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  131. * @param samplers List of sampler variables that will be passed to the shader.
  132. * @param engine Engine to be used to render the effect
  133. * @param defines Define statements to be added to the shader.
  134. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  135. * @param onCompiled Callback that will be called when the shader is compiled.
  136. * @param onError Callback that will be called if an error occurs during shader compilation.
  137. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  138. */
  139. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  140. if (samplers === void 0) { samplers = null; }
  141. if (defines === void 0) { defines = null; }
  142. if (fallbacks === void 0) { fallbacks = null; }
  143. if (onCompiled === void 0) { onCompiled = null; }
  144. if (onError === void 0) { onError = null; }
  145. var _this = this;
  146. /**
  147. * Unique ID of the effect.
  148. */
  149. this.uniqueId = 0;
  150. /**
  151. * Observable that will be called when the shader is compiled.
  152. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  153. */
  154. this.onCompileObservable = new BABYLON.Observable();
  155. /**
  156. * Observable that will be called if an error occurs during shader compilation.
  157. */
  158. this.onErrorObservable = new BABYLON.Observable();
  159. /** @hidden */
  160. this._bonesComputationForcedToCPU = false;
  161. this._uniformBuffersNames = {};
  162. this._isReady = false;
  163. this._compilationError = "";
  164. this.name = baseName;
  165. if (attributesNamesOrOptions.attributes) {
  166. var options = attributesNamesOrOptions;
  167. this._engine = uniformsNamesOrEngine;
  168. this._attributesNames = options.attributes;
  169. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  170. this._samplers = options.samplers.slice();
  171. this.defines = options.defines;
  172. this.onError = options.onError;
  173. this.onCompiled = options.onCompiled;
  174. this._fallbacks = options.fallbacks;
  175. this._indexParameters = options.indexParameters;
  176. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  177. if (options.uniformBuffersNames) {
  178. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  179. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  180. }
  181. }
  182. }
  183. else {
  184. this._engine = engine;
  185. this.defines = defines;
  186. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  187. this._samplers = samplers ? samplers.slice() : [];
  188. this._attributesNames = attributesNamesOrOptions;
  189. this.onError = onError;
  190. this.onCompiled = onCompiled;
  191. this._indexParameters = indexParameters;
  192. this._fallbacks = fallbacks;
  193. }
  194. this.uniqueId = Effect._uniqueIdSeed++;
  195. var vertexSource;
  196. var fragmentSource;
  197. if (baseName.vertexElement) {
  198. vertexSource = document.getElementById(baseName.vertexElement);
  199. if (!vertexSource) {
  200. vertexSource = baseName.vertexElement;
  201. }
  202. }
  203. else {
  204. vertexSource = baseName.vertex || baseName;
  205. }
  206. if (baseName.fragmentElement) {
  207. fragmentSource = document.getElementById(baseName.fragmentElement);
  208. if (!fragmentSource) {
  209. fragmentSource = baseName.fragmentElement;
  210. }
  211. }
  212. else {
  213. fragmentSource = baseName.fragment || baseName;
  214. }
  215. this._loadVertexShader(vertexSource, function (vertexCode) {
  216. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  217. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  218. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  219. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  220. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  221. if (baseName) {
  222. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  223. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  224. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  225. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  226. }
  227. else {
  228. _this._vertexSourceCode = migratedVertexCode;
  229. _this._fragmentSourceCode = migratedFragmentCode;
  230. }
  231. _this._prepareEffect();
  232. });
  233. });
  234. });
  235. });
  236. });
  237. });
  238. }
  239. Object.defineProperty(Effect.prototype, "onBindObservable", {
  240. /**
  241. * Observable that will be called when effect is bound.
  242. */
  243. get: function () {
  244. if (!this._onBindObservable) {
  245. this._onBindObservable = new BABYLON.Observable();
  246. }
  247. return this._onBindObservable;
  248. },
  249. enumerable: true,
  250. configurable: true
  251. });
  252. Object.defineProperty(Effect.prototype, "key", {
  253. /**
  254. * Unique key for this effect
  255. */
  256. get: function () {
  257. return this._key;
  258. },
  259. enumerable: true,
  260. configurable: true
  261. });
  262. /**
  263. * If the effect has been compiled and prepared.
  264. * @returns if the effect is compiled and prepared.
  265. */
  266. Effect.prototype.isReady = function () {
  267. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  268. return this._engine._isProgramCompiled(this._program);
  269. }
  270. return this._isReady;
  271. };
  272. /**
  273. * The engine the effect was initialized with.
  274. * @returns the engine.
  275. */
  276. Effect.prototype.getEngine = function () {
  277. return this._engine;
  278. };
  279. /**
  280. * The compiled webGL program for the effect
  281. * @returns the webGL program.
  282. */
  283. Effect.prototype.getProgram = function () {
  284. return this._program;
  285. };
  286. /**
  287. * The set of names of attribute variables for the shader.
  288. * @returns An array of attribute names.
  289. */
  290. Effect.prototype.getAttributesNames = function () {
  291. return this._attributesNames;
  292. };
  293. /**
  294. * Returns the attribute at the given index.
  295. * @param index The index of the attribute.
  296. * @returns The location of the attribute.
  297. */
  298. Effect.prototype.getAttributeLocation = function (index) {
  299. return this._attributes[index];
  300. };
  301. /**
  302. * Returns the attribute based on the name of the variable.
  303. * @param name of the attribute to look up.
  304. * @returns the attribute location.
  305. */
  306. Effect.prototype.getAttributeLocationByName = function (name) {
  307. var index = this._attributesNames.indexOf(name);
  308. return this._attributes[index];
  309. };
  310. /**
  311. * The number of attributes.
  312. * @returns the numnber of attributes.
  313. */
  314. Effect.prototype.getAttributesCount = function () {
  315. return this._attributes.length;
  316. };
  317. /**
  318. * Gets the index of a uniform variable.
  319. * @param uniformName of the uniform to look up.
  320. * @returns the index.
  321. */
  322. Effect.prototype.getUniformIndex = function (uniformName) {
  323. return this._uniformsNames.indexOf(uniformName);
  324. };
  325. /**
  326. * Returns the attribute based on the name of the variable.
  327. * @param uniformName of the uniform to look up.
  328. * @returns the location of the uniform.
  329. */
  330. Effect.prototype.getUniform = function (uniformName) {
  331. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  332. };
  333. /**
  334. * Returns an array of sampler variable names
  335. * @returns The array of sampler variable neames.
  336. */
  337. Effect.prototype.getSamplers = function () {
  338. return this._samplers;
  339. };
  340. /**
  341. * The error from the last compilation.
  342. * @returns the error string.
  343. */
  344. Effect.prototype.getCompilationError = function () {
  345. return this._compilationError;
  346. };
  347. /**
  348. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  349. * @param func The callback to be used.
  350. */
  351. Effect.prototype.executeWhenCompiled = function (func) {
  352. var _this = this;
  353. if (this.isReady()) {
  354. func(this);
  355. return;
  356. }
  357. this.onCompileObservable.add(function (effect) {
  358. func(effect);
  359. });
  360. if (!this._program || this._program.isParallelCompiled) {
  361. setTimeout(function () {
  362. _this._checkIsReady();
  363. }, 16);
  364. }
  365. };
  366. Effect.prototype._checkIsReady = function () {
  367. var _this = this;
  368. if (this.isReady()) {
  369. return;
  370. }
  371. setTimeout(function () {
  372. _this._checkIsReady();
  373. }, 16);
  374. };
  375. /** @hidden */
  376. Effect.prototype._loadVertexShader = function (vertex, callback) {
  377. if (BABYLON.Tools.IsWindowObjectExist()) {
  378. // DOM element ?
  379. if (vertex instanceof HTMLElement) {
  380. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  381. callback(vertexCode);
  382. return;
  383. }
  384. }
  385. // Base64 encoded ?
  386. if (vertex.substr(0, 7) === "base64:") {
  387. var vertexBinary = window.atob(vertex.substr(7));
  388. callback(vertexBinary);
  389. return;
  390. }
  391. // Is in local store ?
  392. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  393. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  394. return;
  395. }
  396. var vertexShaderUrl;
  397. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  398. vertexShaderUrl = vertex;
  399. }
  400. else {
  401. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  402. }
  403. // Vertex shader
  404. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  405. };
  406. /** @hidden */
  407. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  408. if (BABYLON.Tools.IsWindowObjectExist()) {
  409. // DOM element ?
  410. if (fragment instanceof HTMLElement) {
  411. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  412. callback(fragmentCode);
  413. return;
  414. }
  415. }
  416. // Base64 encoded ?
  417. if (fragment.substr(0, 7) === "base64:") {
  418. var fragmentBinary = window.atob(fragment.substr(7));
  419. callback(fragmentBinary);
  420. return;
  421. }
  422. // Is in local store ?
  423. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  424. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  425. return;
  426. }
  427. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  428. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  429. return;
  430. }
  431. var fragmentShaderUrl;
  432. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  433. fragmentShaderUrl = fragment;
  434. }
  435. else {
  436. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  437. }
  438. // Fragment shader
  439. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  440. };
  441. /** @hidden */
  442. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  443. // Rebuild shaders source code
  444. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  445. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  446. vertexCode = prefix + vertexCode;
  447. fragmentCode = prefix + fragmentCode;
  448. // Number lines of shaders source code
  449. var i = 2;
  450. var regex = /\n/gm;
  451. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  452. i = 2;
  453. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  454. // Dump shaders name and formatted source code
  455. if (this.name.vertexElement) {
  456. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  457. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  458. }
  459. else if (this.name.vertex) {
  460. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  461. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  462. }
  463. else {
  464. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  465. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  466. }
  467. };
  468. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  469. var preparedSourceCode = this._processPrecision(sourceCode);
  470. if (this._engine.webGLVersion == 1) {
  471. callback(preparedSourceCode);
  472. return;
  473. }
  474. // Already converted
  475. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  476. callback(preparedSourceCode.replace("#version 300 es", ""));
  477. return;
  478. }
  479. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  480. // Remove extensions
  481. // #extension GL_OES_standard_derivatives : enable
  482. // #extension GL_EXT_shader_texture_lod : enable
  483. // #extension GL_EXT_frag_depth : enable
  484. // #extension GL_EXT_draw_buffers : require
  485. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  486. var result = preparedSourceCode.replace(regex, "");
  487. // Migrate to GLSL v300
  488. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  489. result = result.replace(/attribute[ \t]/g, "in ");
  490. result = result.replace(/[ \t]attribute/g, " in");
  491. result = result.replace(/texture2D\s*\(/g, "texture(");
  492. if (isFragment) {
  493. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  494. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  495. result = result.replace(/textureCube\s*\(/g, "texture(");
  496. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  497. result = result.replace(/gl_FragColor/g, "glFragColor");
  498. result = result.replace(/gl_FragData/g, "glFragData");
  499. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  500. }
  501. callback(result);
  502. };
  503. Effect.prototype._processIncludes = function (sourceCode, callback) {
  504. var _this = this;
  505. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  506. var match = regex.exec(sourceCode);
  507. var returnValue = new String(sourceCode);
  508. while (match != null) {
  509. var includeFile = match[1];
  510. // Uniform declaration
  511. if (includeFile.indexOf("__decl__") !== -1) {
  512. includeFile = includeFile.replace(/__decl__/, "");
  513. if (this._engine.supportsUniformBuffers) {
  514. includeFile = includeFile.replace(/Vertex/, "Ubo");
  515. includeFile = includeFile.replace(/Fragment/, "Ubo");
  516. }
  517. includeFile = includeFile + "Declaration";
  518. }
  519. if (Effect.IncludesShadersStore[includeFile]) {
  520. // Substitution
  521. var includeContent = Effect.IncludesShadersStore[includeFile];
  522. if (match[2]) {
  523. var splits = match[3].split(",");
  524. for (var index = 0; index < splits.length; index += 2) {
  525. var source = new RegExp(splits[index], "g");
  526. var dest = splits[index + 1];
  527. includeContent = includeContent.replace(source, dest);
  528. }
  529. }
  530. if (match[4]) {
  531. var indexString = match[5];
  532. if (indexString.indexOf("..") !== -1) {
  533. var indexSplits = indexString.split("..");
  534. var minIndex = parseInt(indexSplits[0]);
  535. var maxIndex = parseInt(indexSplits[1]);
  536. var sourceIncludeContent = includeContent.slice(0);
  537. includeContent = "";
  538. if (isNaN(maxIndex)) {
  539. maxIndex = this._indexParameters[indexSplits[1]];
  540. }
  541. for (var i = minIndex; i < maxIndex; i++) {
  542. if (!this._engine.supportsUniformBuffers) {
  543. // Ubo replacement
  544. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  545. return p1 + "{X}";
  546. });
  547. }
  548. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  549. }
  550. }
  551. else {
  552. if (!this._engine.supportsUniformBuffers) {
  553. // Ubo replacement
  554. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  555. return p1 + "{X}";
  556. });
  557. }
  558. includeContent = includeContent.replace(/\{X\}/g, indexString);
  559. }
  560. }
  561. // Replace
  562. returnValue = returnValue.replace(match[0], includeContent);
  563. }
  564. else {
  565. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  566. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  567. Effect.IncludesShadersStore[includeFile] = fileContent;
  568. _this._processIncludes(returnValue, callback);
  569. });
  570. return;
  571. }
  572. match = regex.exec(sourceCode);
  573. }
  574. callback(returnValue);
  575. };
  576. Effect.prototype._processPrecision = function (source) {
  577. if (source.indexOf("precision highp float") === -1) {
  578. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  579. source = "precision mediump float;\n" + source;
  580. }
  581. else {
  582. source = "precision highp float;\n" + source;
  583. }
  584. }
  585. else {
  586. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  587. source = source.replace("precision highp float", "precision mediump float");
  588. }
  589. }
  590. return source;
  591. };
  592. /**
  593. * Recompiles the webGL program
  594. * @param vertexSourceCode The source code for the vertex shader.
  595. * @param fragmentSourceCode The source code for the fragment shader.
  596. * @param onCompiled Callback called when completed.
  597. * @param onError Callback called on error.
  598. * @hidden
  599. */
  600. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  601. var _this = this;
  602. this._isReady = false;
  603. this._vertexSourceCodeOverride = vertexSourceCode;
  604. this._fragmentSourceCodeOverride = fragmentSourceCode;
  605. this.onError = function (effect, error) {
  606. if (onError) {
  607. onError(error);
  608. }
  609. };
  610. this.onCompiled = function () {
  611. var scenes = _this.getEngine().scenes;
  612. for (var i = 0; i < scenes.length; i++) {
  613. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  614. }
  615. if (onCompiled) {
  616. onCompiled(_this._program);
  617. }
  618. };
  619. this._fallbacks = null;
  620. this._prepareEffect();
  621. };
  622. /**
  623. * Gets the uniform locations of the the specified variable names
  624. * @param names THe names of the variables to lookup.
  625. * @returns Array of locations in the same order as variable names.
  626. */
  627. Effect.prototype.getSpecificUniformLocations = function (names) {
  628. var engine = this._engine;
  629. return engine.getUniforms(this._program, names);
  630. };
  631. /**
  632. * Prepares the effect
  633. * @hidden
  634. */
  635. Effect.prototype._prepareEffect = function () {
  636. var _this = this;
  637. var attributesNames = this._attributesNames;
  638. var defines = this.defines;
  639. var fallbacks = this._fallbacks;
  640. this._valueCache = {};
  641. var previousProgram = this._program;
  642. try {
  643. var engine_1 = this._engine;
  644. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  645. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  646. }
  647. else {
  648. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  649. }
  650. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  651. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  652. if (engine_1.supportsUniformBuffers) {
  653. for (var name in _this._uniformBuffersNames) {
  654. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  655. }
  656. }
  657. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  658. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  659. var index;
  660. for (index = 0; index < _this._samplers.length; index++) {
  661. var sampler = _this.getUniform(_this._samplers[index]);
  662. if (sampler == null) {
  663. _this._samplers.splice(index, 1);
  664. index--;
  665. }
  666. }
  667. engine_1.bindSamplers(_this);
  668. _this._compilationError = "";
  669. _this._isReady = true;
  670. if (_this.onCompiled) {
  671. _this.onCompiled(_this);
  672. }
  673. _this.onCompileObservable.notifyObservers(_this);
  674. _this.onCompileObservable.clear();
  675. // Unbind mesh reference in fallbacks
  676. if (_this._fallbacks) {
  677. _this._fallbacks.unBindMesh();
  678. }
  679. if (previousProgram) {
  680. _this.getEngine()._deleteProgram(previousProgram);
  681. }
  682. });
  683. if (this._program.isParallelCompiled) {
  684. this._checkIsReady();
  685. }
  686. }
  687. catch (e) {
  688. this._compilationError = e.message;
  689. // Let's go through fallbacks then
  690. BABYLON.Tools.Error("Unable to compile effect:");
  691. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  692. return " " + uniform;
  693. }));
  694. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  695. return " " + attribute;
  696. }));
  697. BABYLON.Tools.Error("Error: " + this._compilationError);
  698. if (previousProgram) {
  699. this._program = previousProgram;
  700. this._isReady = true;
  701. if (this.onError) {
  702. this.onError(this, this._compilationError);
  703. }
  704. this.onErrorObservable.notifyObservers(this);
  705. }
  706. if (fallbacks && fallbacks.isMoreFallbacks) {
  707. BABYLON.Tools.Error("Trying next fallback.");
  708. this.defines = fallbacks.reduce(this.defines, this);
  709. this._prepareEffect();
  710. }
  711. else { // Sorry we did everything we can
  712. if (this.onError) {
  713. this.onError(this, this._compilationError);
  714. }
  715. this.onErrorObservable.notifyObservers(this);
  716. this.onErrorObservable.clear();
  717. // Unbind mesh reference in fallbacks
  718. if (this._fallbacks) {
  719. this._fallbacks.unBindMesh();
  720. }
  721. }
  722. }
  723. };
  724. Object.defineProperty(Effect.prototype, "isSupported", {
  725. /**
  726. * Checks if the effect is supported. (Must be called after compilation)
  727. */
  728. get: function () {
  729. return this._compilationError === "";
  730. },
  731. enumerable: true,
  732. configurable: true
  733. });
  734. /**
  735. * Binds a texture to the engine to be used as output of the shader.
  736. * @param channel Name of the output variable.
  737. * @param texture Texture to bind.
  738. * @hidden
  739. */
  740. Effect.prototype._bindTexture = function (channel, texture) {
  741. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  742. };
  743. /**
  744. * Sets a texture on the engine to be used in the shader.
  745. * @param channel Name of the sampler variable.
  746. * @param texture Texture to set.
  747. */
  748. Effect.prototype.setTexture = function (channel, texture) {
  749. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  750. };
  751. /**
  752. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  753. * @param channel Name of the sampler variable.
  754. * @param texture Texture to set.
  755. */
  756. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  757. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  758. };
  759. /**
  760. * Sets an array of textures on the engine to be used in the shader.
  761. * @param channel Name of the variable.
  762. * @param textures Textures to set.
  763. */
  764. Effect.prototype.setTextureArray = function (channel, textures) {
  765. if (this._samplers.indexOf(channel + "Ex") === -1) {
  766. var initialPos = this._samplers.indexOf(channel);
  767. for (var index = 1; index < textures.length; index++) {
  768. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  769. }
  770. }
  771. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  772. };
  773. /**
  774. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  775. * @param channel Name of the sampler variable.
  776. * @param postProcess Post process to get the input texture from.
  777. */
  778. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  779. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  780. };
  781. /**
  782. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  783. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  784. * @param channel Name of the sampler variable.
  785. * @param postProcess Post process to get the output texture from.
  786. */
  787. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  788. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  789. };
  790. /** @hidden */
  791. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  792. var cache = this._valueCache[uniformName];
  793. var flag = matrix.updateFlag;
  794. if (cache !== undefined && cache === flag) {
  795. return false;
  796. }
  797. this._valueCache[uniformName] = flag;
  798. return true;
  799. };
  800. /** @hidden */
  801. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  802. var cache = this._valueCache[uniformName];
  803. if (!cache) {
  804. cache = [x, y];
  805. this._valueCache[uniformName] = cache;
  806. return true;
  807. }
  808. var changed = false;
  809. if (cache[0] !== x) {
  810. cache[0] = x;
  811. changed = true;
  812. }
  813. if (cache[1] !== y) {
  814. cache[1] = y;
  815. changed = true;
  816. }
  817. return changed;
  818. };
  819. /** @hidden */
  820. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  821. var cache = this._valueCache[uniformName];
  822. if (!cache) {
  823. cache = [x, y, z];
  824. this._valueCache[uniformName] = cache;
  825. return true;
  826. }
  827. var changed = false;
  828. if (cache[0] !== x) {
  829. cache[0] = x;
  830. changed = true;
  831. }
  832. if (cache[1] !== y) {
  833. cache[1] = y;
  834. changed = true;
  835. }
  836. if (cache[2] !== z) {
  837. cache[2] = z;
  838. changed = true;
  839. }
  840. return changed;
  841. };
  842. /** @hidden */
  843. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  844. var cache = this._valueCache[uniformName];
  845. if (!cache) {
  846. cache = [x, y, z, w];
  847. this._valueCache[uniformName] = cache;
  848. return true;
  849. }
  850. var changed = false;
  851. if (cache[0] !== x) {
  852. cache[0] = x;
  853. changed = true;
  854. }
  855. if (cache[1] !== y) {
  856. cache[1] = y;
  857. changed = true;
  858. }
  859. if (cache[2] !== z) {
  860. cache[2] = z;
  861. changed = true;
  862. }
  863. if (cache[3] !== w) {
  864. cache[3] = w;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /**
  870. * Binds a buffer to a uniform.
  871. * @param buffer Buffer to bind.
  872. * @param name Name of the uniform variable to bind to.
  873. */
  874. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  875. var bufferName = this._uniformBuffersNames[name];
  876. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  877. return;
  878. }
  879. Effect._baseCache[bufferName] = buffer;
  880. this._engine.bindUniformBufferBase(buffer, bufferName);
  881. };
  882. /**
  883. * Binds block to a uniform.
  884. * @param blockName Name of the block to bind.
  885. * @param index Index to bind.
  886. */
  887. Effect.prototype.bindUniformBlock = function (blockName, index) {
  888. this._engine.bindUniformBlock(this._program, blockName, index);
  889. };
  890. /**
  891. * Sets an interger value on a uniform variable.
  892. * @param uniformName Name of the variable.
  893. * @param value Value to be set.
  894. * @returns this effect.
  895. */
  896. Effect.prototype.setInt = function (uniformName, value) {
  897. var cache = this._valueCache[uniformName];
  898. if (cache !== undefined && cache === value) {
  899. return this;
  900. }
  901. this._valueCache[uniformName] = value;
  902. this._engine.setInt(this.getUniform(uniformName), value);
  903. return this;
  904. };
  905. /**
  906. * Sets an int array on a uniform variable.
  907. * @param uniformName Name of the variable.
  908. * @param array array to be set.
  909. * @returns this effect.
  910. */
  911. Effect.prototype.setIntArray = function (uniformName, array) {
  912. this._valueCache[uniformName] = null;
  913. this._engine.setIntArray(this.getUniform(uniformName), array);
  914. return this;
  915. };
  916. /**
  917. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  918. * @param uniformName Name of the variable.
  919. * @param array array to be set.
  920. * @returns this effect.
  921. */
  922. Effect.prototype.setIntArray2 = function (uniformName, array) {
  923. this._valueCache[uniformName] = null;
  924. this._engine.setIntArray2(this.getUniform(uniformName), array);
  925. return this;
  926. };
  927. /**
  928. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  929. * @param uniformName Name of the variable.
  930. * @param array array to be set.
  931. * @returns this effect.
  932. */
  933. Effect.prototype.setIntArray3 = function (uniformName, array) {
  934. this._valueCache[uniformName] = null;
  935. this._engine.setIntArray3(this.getUniform(uniformName), array);
  936. return this;
  937. };
  938. /**
  939. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  940. * @param uniformName Name of the variable.
  941. * @param array array to be set.
  942. * @returns this effect.
  943. */
  944. Effect.prototype.setIntArray4 = function (uniformName, array) {
  945. this._valueCache[uniformName] = null;
  946. this._engine.setIntArray4(this.getUniform(uniformName), array);
  947. return this;
  948. };
  949. /**
  950. * Sets an float array on a uniform variable.
  951. * @param uniformName Name of the variable.
  952. * @param array array to be set.
  953. * @returns this effect.
  954. */
  955. Effect.prototype.setFloatArray = function (uniformName, array) {
  956. this._valueCache[uniformName] = null;
  957. this._engine.setFloatArray(this.getUniform(uniformName), array);
  958. return this;
  959. };
  960. /**
  961. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  962. * @param uniformName Name of the variable.
  963. * @param array array to be set.
  964. * @returns this effect.
  965. */
  966. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  967. this._valueCache[uniformName] = null;
  968. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  969. return this;
  970. };
  971. /**
  972. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  973. * @param uniformName Name of the variable.
  974. * @param array array to be set.
  975. * @returns this effect.
  976. */
  977. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  978. this._valueCache[uniformName] = null;
  979. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  980. return this;
  981. };
  982. /**
  983. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  984. * @param uniformName Name of the variable.
  985. * @param array array to be set.
  986. * @returns this effect.
  987. */
  988. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  989. this._valueCache[uniformName] = null;
  990. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  991. return this;
  992. };
  993. /**
  994. * Sets an array on a uniform variable.
  995. * @param uniformName Name of the variable.
  996. * @param array array to be set.
  997. * @returns this effect.
  998. */
  999. Effect.prototype.setArray = function (uniformName, array) {
  1000. this._valueCache[uniformName] = null;
  1001. this._engine.setArray(this.getUniform(uniformName), array);
  1002. return this;
  1003. };
  1004. /**
  1005. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1006. * @param uniformName Name of the variable.
  1007. * @param array array to be set.
  1008. * @returns this effect.
  1009. */
  1010. Effect.prototype.setArray2 = function (uniformName, array) {
  1011. this._valueCache[uniformName] = null;
  1012. this._engine.setArray2(this.getUniform(uniformName), array);
  1013. return this;
  1014. };
  1015. /**
  1016. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1017. * @param uniformName Name of the variable.
  1018. * @param array array to be set.
  1019. * @returns this effect.
  1020. */
  1021. Effect.prototype.setArray3 = function (uniformName, array) {
  1022. this._valueCache[uniformName] = null;
  1023. this._engine.setArray3(this.getUniform(uniformName), array);
  1024. return this;
  1025. };
  1026. /**
  1027. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1028. * @param uniformName Name of the variable.
  1029. * @param array array to be set.
  1030. * @returns this effect.
  1031. */
  1032. Effect.prototype.setArray4 = function (uniformName, array) {
  1033. this._valueCache[uniformName] = null;
  1034. this._engine.setArray4(this.getUniform(uniformName), array);
  1035. return this;
  1036. };
  1037. /**
  1038. * Sets matrices on a uniform variable.
  1039. * @param uniformName Name of the variable.
  1040. * @param matrices matrices to be set.
  1041. * @returns this effect.
  1042. */
  1043. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1044. if (!matrices) {
  1045. return this;
  1046. }
  1047. this._valueCache[uniformName] = null;
  1048. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1049. return this;
  1050. };
  1051. /**
  1052. * Sets matrix on a uniform variable.
  1053. * @param uniformName Name of the variable.
  1054. * @param matrix matrix to be set.
  1055. * @returns this effect.
  1056. */
  1057. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1058. if (this._cacheMatrix(uniformName, matrix)) {
  1059. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1060. }
  1061. return this;
  1062. };
  1063. /**
  1064. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1065. * @param uniformName Name of the variable.
  1066. * @param matrix matrix to be set.
  1067. * @returns this effect.
  1068. */
  1069. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1070. this._valueCache[uniformName] = null;
  1071. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1072. return this;
  1073. };
  1074. /**
  1075. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1076. * @param uniformName Name of the variable.
  1077. * @param matrix matrix to be set.
  1078. * @returns this effect.
  1079. */
  1080. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1081. this._valueCache[uniformName] = null;
  1082. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1083. return this;
  1084. };
  1085. /**
  1086. * Sets a float on a uniform variable.
  1087. * @param uniformName Name of the variable.
  1088. * @param value value to be set.
  1089. * @returns this effect.
  1090. */
  1091. Effect.prototype.setFloat = function (uniformName, value) {
  1092. var cache = this._valueCache[uniformName];
  1093. if (cache !== undefined && cache === value) {
  1094. return this;
  1095. }
  1096. this._valueCache[uniformName] = value;
  1097. this._engine.setFloat(this.getUniform(uniformName), value);
  1098. return this;
  1099. };
  1100. /**
  1101. * Sets a boolean on a uniform variable.
  1102. * @param uniformName Name of the variable.
  1103. * @param bool value to be set.
  1104. * @returns this effect.
  1105. */
  1106. Effect.prototype.setBool = function (uniformName, bool) {
  1107. var cache = this._valueCache[uniformName];
  1108. if (cache !== undefined && cache === bool) {
  1109. return this;
  1110. }
  1111. this._valueCache[uniformName] = bool;
  1112. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1113. return this;
  1114. };
  1115. /**
  1116. * Sets a Vector2 on a uniform variable.
  1117. * @param uniformName Name of the variable.
  1118. * @param vector2 vector2 to be set.
  1119. * @returns this effect.
  1120. */
  1121. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1122. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1123. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1124. }
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a float2 on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param x First float in float2.
  1131. * @param y Second float in float2.
  1132. * @returns this effect.
  1133. */
  1134. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1135. if (this._cacheFloat2(uniformName, x, y)) {
  1136. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1137. }
  1138. return this;
  1139. };
  1140. /**
  1141. * Sets a Vector3 on a uniform variable.
  1142. * @param uniformName Name of the variable.
  1143. * @param vector3 Value to be set.
  1144. * @returns this effect.
  1145. */
  1146. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1147. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1148. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1149. }
  1150. return this;
  1151. };
  1152. /**
  1153. * Sets a float3 on a uniform variable.
  1154. * @param uniformName Name of the variable.
  1155. * @param x First float in float3.
  1156. * @param y Second float in float3.
  1157. * @param z Third float in float3.
  1158. * @returns this effect.
  1159. */
  1160. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1161. if (this._cacheFloat3(uniformName, x, y, z)) {
  1162. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1163. }
  1164. return this;
  1165. };
  1166. /**
  1167. * Sets a Vector4 on a uniform variable.
  1168. * @param uniformName Name of the variable.
  1169. * @param vector4 Value to be set.
  1170. * @returns this effect.
  1171. */
  1172. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1173. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1174. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1175. }
  1176. return this;
  1177. };
  1178. /**
  1179. * Sets a float4 on a uniform variable.
  1180. * @param uniformName Name of the variable.
  1181. * @param x First float in float4.
  1182. * @param y Second float in float4.
  1183. * @param z Third float in float4.
  1184. * @param w Fourth float in float4.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1188. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1189. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Color3 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param color3 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setColor3 = function (uniformName, color3) {
  1200. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1201. this._engine.setColor3(this.getUniform(uniformName), color3);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a Color4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param color3 Value to be set.
  1209. * @param alpha Alpha value to be set.
  1210. * @returns this effect.
  1211. */
  1212. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1213. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1214. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1215. }
  1216. return this;
  1217. };
  1218. /**
  1219. * Sets a Color4 on a uniform variable
  1220. * @param uniformName defines the name of the variable
  1221. * @param color4 defines the value to be set
  1222. * @returns this effect.
  1223. */
  1224. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1225. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1226. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1227. }
  1228. return this;
  1229. };
  1230. /**
  1231. * This function will add a new shader to the shader store
  1232. * @param name the name of the shader
  1233. * @param pixelShader optional pixel shader content
  1234. * @param vertexShader optional vertex shader content
  1235. */
  1236. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1237. if (pixelShader) {
  1238. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1239. }
  1240. if (vertexShader) {
  1241. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1242. }
  1243. };
  1244. /**
  1245. * Resets the cache of effects.
  1246. */
  1247. Effect.ResetCache = function () {
  1248. Effect._baseCache = {};
  1249. };
  1250. Effect._uniqueIdSeed = 0;
  1251. Effect._baseCache = {};
  1252. /**
  1253. * Store of each shader (The can be looked up using effect.key)
  1254. */
  1255. Effect.ShadersStore = {};
  1256. /**
  1257. * Store of each included file for a shader (The can be looked up using effect.key)
  1258. */
  1259. Effect.IncludesShadersStore = {};
  1260. return Effect;
  1261. }());
  1262. BABYLON.Effect = Effect;
  1263. })(BABYLON || (BABYLON = {}));
  1264. //# sourceMappingURL=babylon.effect.js.map
  1265. //# sourceMappingURL=babylon.types.js.map
  1266. var BABYLON;
  1267. (function (BABYLON) {
  1268. /**
  1269. * Gather the list of keyboard event types as constants.
  1270. */
  1271. var KeyboardEventTypes = /** @class */ (function () {
  1272. function KeyboardEventTypes() {
  1273. }
  1274. /**
  1275. * The keydown event is fired when a key becomes active (pressed).
  1276. */
  1277. KeyboardEventTypes.KEYDOWN = 0x01;
  1278. /**
  1279. * The keyup event is fired when a key has been released.
  1280. */
  1281. KeyboardEventTypes.KEYUP = 0x02;
  1282. return KeyboardEventTypes;
  1283. }());
  1284. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1285. /**
  1286. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1287. */
  1288. var KeyboardInfo = /** @class */ (function () {
  1289. /**
  1290. * Instantiates a new keyboard info.
  1291. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1292. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1293. * @param event Defines the related dom event
  1294. */
  1295. function KeyboardInfo(
  1296. /**
  1297. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1298. */
  1299. type,
  1300. /**
  1301. * Defines the related dom event
  1302. */
  1303. event) {
  1304. this.type = type;
  1305. this.event = event;
  1306. }
  1307. return KeyboardInfo;
  1308. }());
  1309. BABYLON.KeyboardInfo = KeyboardInfo;
  1310. /**
  1311. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1312. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1313. */
  1314. var KeyboardInfoPre = /** @class */ (function (_super) {
  1315. __extends(KeyboardInfoPre, _super);
  1316. /**
  1317. * Instantiates a new keyboard pre info.
  1318. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfoPre(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. var _this = _super.call(this, type, event) || this;
  1332. _this.type = type;
  1333. _this.event = event;
  1334. _this.skipOnPointerObservable = false;
  1335. return _this;
  1336. }
  1337. return KeyboardInfoPre;
  1338. }(KeyboardInfo));
  1339. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1340. })(BABYLON || (BABYLON = {}));
  1341. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1342. var BABYLON;
  1343. (function (BABYLON) {
  1344. /**
  1345. * Gather the list of pointer event types as constants.
  1346. */
  1347. var PointerEventTypes = /** @class */ (function () {
  1348. function PointerEventTypes() {
  1349. }
  1350. /**
  1351. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1352. */
  1353. PointerEventTypes.POINTERDOWN = 0x01;
  1354. /**
  1355. * The pointerup event is fired when a pointer is no longer active.
  1356. */
  1357. PointerEventTypes.POINTERUP = 0x02;
  1358. /**
  1359. * The pointermove event is fired when a pointer changes coordinates.
  1360. */
  1361. PointerEventTypes.POINTERMOVE = 0x04;
  1362. /**
  1363. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1364. */
  1365. PointerEventTypes.POINTERWHEEL = 0x08;
  1366. /**
  1367. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1368. */
  1369. PointerEventTypes.POINTERPICK = 0x10;
  1370. /**
  1371. * The pointertap event is fired when a the object has been touched and released without drag.
  1372. */
  1373. PointerEventTypes.POINTERTAP = 0x20;
  1374. /**
  1375. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1376. */
  1377. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1378. return PointerEventTypes;
  1379. }());
  1380. BABYLON.PointerEventTypes = PointerEventTypes;
  1381. /**
  1382. * Base class of pointer info types.
  1383. */
  1384. var PointerInfoBase = /** @class */ (function () {
  1385. /**
  1386. * Instantiates the base class of pointers info.
  1387. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1388. * @param event Defines the related dom event
  1389. */
  1390. function PointerInfoBase(
  1391. /**
  1392. * Defines the type of event (BABYLON.PointerEventTypes)
  1393. */
  1394. type,
  1395. /**
  1396. * Defines the related dom event
  1397. */
  1398. event) {
  1399. this.type = type;
  1400. this.event = event;
  1401. }
  1402. return PointerInfoBase;
  1403. }());
  1404. BABYLON.PointerInfoBase = PointerInfoBase;
  1405. /**
  1406. * This class is used to store pointer related info for the onPrePointerObservable event.
  1407. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1408. */
  1409. var PointerInfoPre = /** @class */ (function (_super) {
  1410. __extends(PointerInfoPre, _super);
  1411. /**
  1412. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1413. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1414. * @param event Defines the related dom event
  1415. * @param localX Defines the local x coordinates of the pointer when the event occured
  1416. * @param localY Defines the local y coordinates of the pointer when the event occured
  1417. */
  1418. function PointerInfoPre(type, event, localX, localY) {
  1419. var _this = _super.call(this, type, event) || this;
  1420. /**
  1421. * Ray from a pointer if availible (eg. 6dof controller)
  1422. */
  1423. _this.ray = null;
  1424. _this.skipOnPointerObservable = false;
  1425. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1426. return _this;
  1427. }
  1428. return PointerInfoPre;
  1429. }(PointerInfoBase));
  1430. BABYLON.PointerInfoPre = PointerInfoPre;
  1431. /**
  1432. * This type contains all the data related to a pointer event in Babylon.js.
  1433. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1434. */
  1435. var PointerInfo = /** @class */ (function (_super) {
  1436. __extends(PointerInfo, _super);
  1437. /**
  1438. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1439. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1440. * @param event Defines the related dom event
  1441. * @param pickInfo Defines the picking info associated to the info (if any)\
  1442. */
  1443. function PointerInfo(type, event,
  1444. /**
  1445. * Defines the picking info associated to the info (if any)\
  1446. */
  1447. pickInfo) {
  1448. var _this = _super.call(this, type, event) || this;
  1449. _this.pickInfo = pickInfo;
  1450. return _this;
  1451. }
  1452. return PointerInfo;
  1453. }(PointerInfoBase));
  1454. BABYLON.PointerInfo = PointerInfo;
  1455. })(BABYLON || (BABYLON = {}));
  1456. //# sourceMappingURL=babylon.pointerEvents.js.map
  1457. var BABYLON;
  1458. (function (BABYLON) {
  1459. /**
  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. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4089. * @param right defines the second operand
  4090. * @returns a new Color4 object
  4091. */
  4092. Color4.prototype.add = function (right) {
  4093. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4094. };
  4095. /**
  4096. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4097. * @param right defines the second operand
  4098. * @returns a new Color4 object
  4099. */
  4100. Color4.prototype.subtract = 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. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4105. * @param right defines the second operand
  4106. * @param result defines the Color4 object where to store the result
  4107. * @returns the current Color4 object
  4108. */
  4109. Color4.prototype.subtractToRef = function (right, result) {
  4110. result.r = this.r - right.r;
  4111. result.g = this.g - right.g;
  4112. result.b = this.b - right.b;
  4113. result.a = this.a - right.a;
  4114. return this;
  4115. };
  4116. /**
  4117. * Creates a new Color4 with the current Color4 values multiplied by scale
  4118. * @param scale defines the scaling factor to apply
  4119. * @returns a new Color4 object
  4120. */
  4121. Color4.prototype.scale = function (scale) {
  4122. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4123. };
  4124. /**
  4125. * Multiplies the current Color4 values by scale and stores the result in "result"
  4126. * @param scale defines the scaling factor to apply
  4127. * @param result defines the Color4 object where to store the result
  4128. * @returns the current unmodified Color4
  4129. */
  4130. Color4.prototype.scaleToRef = function (scale, result) {
  4131. result.r = this.r * scale;
  4132. result.g = this.g * scale;
  4133. result.b = this.b * scale;
  4134. result.a = this.a * scale;
  4135. return this;
  4136. };
  4137. /**
  4138. * Scale the current Color4 values by a factor and add the result to a given Color4
  4139. * @param scale defines the scale factor
  4140. * @param result defines the Color4 object where to store the result
  4141. * @returns the unmodified current Color4
  4142. */
  4143. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4144. result.r += this.r * scale;
  4145. result.g += this.g * scale;
  4146. result.b += this.b * scale;
  4147. result.a += this.a * scale;
  4148. return this;
  4149. };
  4150. /**
  4151. * Clamps the rgb values by the min and max values and stores the result into "result"
  4152. * @param min defines minimum clamping value (default is 0)
  4153. * @param max defines maximum clamping value (default is 1)
  4154. * @param result defines color to store the result into.
  4155. * @returns the cuurent Color4
  4156. */
  4157. Color4.prototype.clampToRef = function (min, max, result) {
  4158. if (min === void 0) { min = 0; }
  4159. if (max === void 0) { max = 1; }
  4160. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4161. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4162. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4163. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4164. return this;
  4165. };
  4166. /**
  4167. * Multipy an Color4 value by another and return a new Color4 object
  4168. * @param color defines the Color4 value to multiply by
  4169. * @returns a new Color4 object
  4170. */
  4171. Color4.prototype.multiply = function (color) {
  4172. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4173. };
  4174. /**
  4175. * Multipy a Color4 value by another and push the result in a reference value
  4176. * @param color defines the Color4 value to multiply by
  4177. * @param result defines the Color4 to fill the result in
  4178. * @returns the result Color4
  4179. */
  4180. Color4.prototype.multiplyToRef = function (color, result) {
  4181. result.r = this.r * color.r;
  4182. result.g = this.g * color.g;
  4183. result.b = this.b * color.b;
  4184. result.a = this.a * color.a;
  4185. return result;
  4186. };
  4187. /**
  4188. * Creates a string with the Color4 current values
  4189. * @returns the string representation of the Color4 object
  4190. */
  4191. Color4.prototype.toString = function () {
  4192. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4193. };
  4194. /**
  4195. * Returns the string "Color4"
  4196. * @returns "Color4"
  4197. */
  4198. Color4.prototype.getClassName = function () {
  4199. return "Color4";
  4200. };
  4201. /**
  4202. * Compute the Color4 hash code
  4203. * @returns an unique number that can be used to hash Color4 objects
  4204. */
  4205. Color4.prototype.getHashCode = function () {
  4206. var hash = this.r || 0;
  4207. hash = (hash * 397) ^ (this.g || 0);
  4208. hash = (hash * 397) ^ (this.b || 0);
  4209. hash = (hash * 397) ^ (this.a || 0);
  4210. return hash;
  4211. };
  4212. /**
  4213. * Creates a new Color4 copied from the current one
  4214. * @returns a new Color4 object
  4215. */
  4216. Color4.prototype.clone = function () {
  4217. return new Color4(this.r, this.g, this.b, this.a);
  4218. };
  4219. /**
  4220. * Copies the given Color4 values into the current one
  4221. * @param source defines the source Color4 object
  4222. * @returns the current updated Color4 object
  4223. */
  4224. Color4.prototype.copyFrom = function (source) {
  4225. this.r = source.r;
  4226. this.g = source.g;
  4227. this.b = source.b;
  4228. this.a = source.a;
  4229. return this;
  4230. };
  4231. /**
  4232. * Copies the given float values into the current one
  4233. * @param r defines the red component to read from
  4234. * @param g defines the green component to read from
  4235. * @param b defines the blue component to read from
  4236. * @param a defines the alpha component to read from
  4237. * @returns the current updated Color4 object
  4238. */
  4239. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4240. this.r = r;
  4241. this.g = g;
  4242. this.b = b;
  4243. this.a = a;
  4244. return this;
  4245. };
  4246. /**
  4247. * Copies the given float values into the current one
  4248. * @param r defines the red component to read from
  4249. * @param g defines the green component to read from
  4250. * @param b defines the blue component to read from
  4251. * @param a defines the alpha component to read from
  4252. * @returns the current updated Color4 object
  4253. */
  4254. Color4.prototype.set = function (r, g, b, a) {
  4255. return this.copyFromFloats(r, g, b, a);
  4256. };
  4257. /**
  4258. * Compute the Color4 hexadecimal code as a string
  4259. * @returns a string containing the hexadecimal representation of the Color4 object
  4260. */
  4261. Color4.prototype.toHexString = function () {
  4262. var intR = (this.r * 255) | 0;
  4263. var intG = (this.g * 255) | 0;
  4264. var intB = (this.b * 255) | 0;
  4265. var intA = (this.a * 255) | 0;
  4266. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4267. };
  4268. /**
  4269. * Computes a new Color4 converted from the current one to linear space
  4270. * @returns a new Color4 object
  4271. */
  4272. Color4.prototype.toLinearSpace = function () {
  4273. var convertedColor = new Color4();
  4274. this.toLinearSpaceToRef(convertedColor);
  4275. return convertedColor;
  4276. };
  4277. /**
  4278. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4279. * @param convertedColor defines the Color4 object where to store the linear space version
  4280. * @returns the unmodified Color4
  4281. */
  4282. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4283. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4284. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4285. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4286. convertedColor.a = this.a;
  4287. return this;
  4288. };
  4289. /**
  4290. * Computes a new Color4 converted from the current one to gamma space
  4291. * @returns a new Color4 object
  4292. */
  4293. Color4.prototype.toGammaSpace = function () {
  4294. var convertedColor = new Color4();
  4295. this.toGammaSpaceToRef(convertedColor);
  4296. return convertedColor;
  4297. };
  4298. /**
  4299. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4300. * @param convertedColor defines the Color4 object where to store the gamma space version
  4301. * @returns the unmodified Color4
  4302. */
  4303. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4304. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4305. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4306. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4307. convertedColor.a = this.a;
  4308. return this;
  4309. };
  4310. // Statics
  4311. /**
  4312. * Creates a new Color4 from the string containing valid hexadecimal values
  4313. * @param hex defines a string containing valid hexadecimal values
  4314. * @returns a new Color4 object
  4315. */
  4316. Color4.FromHexString = function (hex) {
  4317. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4318. return new Color4(0.0, 0.0, 0.0, 0.0);
  4319. }
  4320. var r = parseInt(hex.substring(1, 3), 16);
  4321. var g = parseInt(hex.substring(3, 5), 16);
  4322. var b = parseInt(hex.substring(5, 7), 16);
  4323. var a = parseInt(hex.substring(7, 9), 16);
  4324. return Color4.FromInts(r, g, b, a);
  4325. };
  4326. /**
  4327. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4328. * @param left defines the start value
  4329. * @param right defines the end value
  4330. * @param amount defines the gradient factor
  4331. * @returns a new Color4 object
  4332. */
  4333. Color4.Lerp = function (left, right, amount) {
  4334. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4335. Color4.LerpToRef(left, right, amount, result);
  4336. return result;
  4337. };
  4338. /**
  4339. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4340. * @param left defines the start value
  4341. * @param right defines the end value
  4342. * @param amount defines the gradient factor
  4343. * @param result defines the Color4 object where to store data
  4344. */
  4345. Color4.LerpToRef = function (left, right, amount, result) {
  4346. result.r = left.r + (right.r - left.r) * amount;
  4347. result.g = left.g + (right.g - left.g) * amount;
  4348. result.b = left.b + (right.b - left.b) * amount;
  4349. result.a = left.a + (right.a - left.a) * amount;
  4350. };
  4351. /**
  4352. * Creates a new Color4 from a Color3 and an alpha value
  4353. * @param color3 defines the source Color3 to read from
  4354. * @param alpha defines the alpha component (1.0 by default)
  4355. * @returns a new Color4 object
  4356. */
  4357. Color4.FromColor3 = function (color3, alpha) {
  4358. if (alpha === void 0) { alpha = 1.0; }
  4359. return new Color4(color3.r, color3.g, color3.b, alpha);
  4360. };
  4361. /**
  4362. * Creates a new Color4 from the starting index element of the given array
  4363. * @param array defines the source array to read from
  4364. * @param offset defines the offset in the source array
  4365. * @returns a new Color4 object
  4366. */
  4367. Color4.FromArray = function (array, offset) {
  4368. if (offset === void 0) { offset = 0; }
  4369. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4370. };
  4371. /**
  4372. * Creates a new Color3 from integer values (< 256)
  4373. * @param r defines the red component to read from (value between 0 and 255)
  4374. * @param g defines the green component to read from (value between 0 and 255)
  4375. * @param b defines the blue component to read from (value between 0 and 255)
  4376. * @param a defines the alpha component to read from (value between 0 and 255)
  4377. * @returns a new Color3 object
  4378. */
  4379. Color4.FromInts = function (r, g, b, a) {
  4380. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4381. };
  4382. /**
  4383. * Check the content of a given array and convert it to an array containing RGBA data
  4384. * If the original array was already containing count * 4 values then it is returned directly
  4385. * @param colors defines the array to check
  4386. * @param count defines the number of RGBA data to expect
  4387. * @returns an array containing count * 4 values (RGBA)
  4388. */
  4389. Color4.CheckColors4 = function (colors, count) {
  4390. // Check if color3 was used
  4391. if (colors.length === count * 3) {
  4392. var colors4 = [];
  4393. for (var index = 0; index < colors.length; index += 3) {
  4394. var newIndex = (index / 3) * 4;
  4395. colors4[newIndex] = colors[index];
  4396. colors4[newIndex + 1] = colors[index + 1];
  4397. colors4[newIndex + 2] = colors[index + 2];
  4398. colors4[newIndex + 3] = 1.0;
  4399. }
  4400. return colors4;
  4401. }
  4402. return colors;
  4403. };
  4404. return Color4;
  4405. }());
  4406. BABYLON.Color4 = Color4;
  4407. /**
  4408. * Class representing a vector containing 2 coordinates
  4409. */
  4410. var Vector2 = /** @class */ (function () {
  4411. /**
  4412. * Creates a new Vector2 from the given x and y coordinates
  4413. * @param x defines the first coordinate
  4414. * @param y defines the second coordinate
  4415. */
  4416. function Vector2(
  4417. /** defines the first coordinate */
  4418. x,
  4419. /** defines the second coordinate */
  4420. y) {
  4421. if (x === void 0) { x = 0; }
  4422. if (y === void 0) { y = 0; }
  4423. this.x = x;
  4424. this.y = y;
  4425. }
  4426. /**
  4427. * Gets a string with the Vector2 coordinates
  4428. * @returns a string with the Vector2 coordinates
  4429. */
  4430. Vector2.prototype.toString = function () {
  4431. return "{X: " + this.x + " Y:" + this.y + "}";
  4432. };
  4433. /**
  4434. * Gets class name
  4435. * @returns the string "Vector2"
  4436. */
  4437. Vector2.prototype.getClassName = function () {
  4438. return "Vector2";
  4439. };
  4440. /**
  4441. * Gets current vector hash code
  4442. * @returns the Vector2 hash code as a number
  4443. */
  4444. Vector2.prototype.getHashCode = function () {
  4445. var hash = this.x || 0;
  4446. hash = (hash * 397) ^ (this.y || 0);
  4447. return hash;
  4448. };
  4449. // Operators
  4450. /**
  4451. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4452. * @param array defines the source array
  4453. * @param index defines the offset in source array
  4454. * @returns the current Vector2
  4455. */
  4456. Vector2.prototype.toArray = function (array, index) {
  4457. if (index === void 0) { index = 0; }
  4458. array[index] = this.x;
  4459. array[index + 1] = this.y;
  4460. return this;
  4461. };
  4462. /**
  4463. * Copy the current vector to an array
  4464. * @returns a new array with 2 elements: the Vector2 coordinates.
  4465. */
  4466. Vector2.prototype.asArray = function () {
  4467. var result = new Array();
  4468. this.toArray(result, 0);
  4469. return result;
  4470. };
  4471. /**
  4472. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4473. * @param source defines the source Vector2
  4474. * @returns the current updated Vector2
  4475. */
  4476. Vector2.prototype.copyFrom = function (source) {
  4477. this.x = source.x;
  4478. this.y = source.y;
  4479. return this;
  4480. };
  4481. /**
  4482. * Sets the Vector2 coordinates with the given floats
  4483. * @param x defines the first coordinate
  4484. * @param y defines the second coordinate
  4485. * @returns the current updated Vector2
  4486. */
  4487. Vector2.prototype.copyFromFloats = function (x, y) {
  4488. this.x = x;
  4489. this.y = y;
  4490. return this;
  4491. };
  4492. /**
  4493. * Sets the Vector2 coordinates with the given floats
  4494. * @param x defines the first coordinate
  4495. * @param y defines the second coordinate
  4496. * @returns the current updated Vector2
  4497. */
  4498. Vector2.prototype.set = function (x, y) {
  4499. return this.copyFromFloats(x, y);
  4500. };
  4501. /**
  4502. * Add another vector with the current one
  4503. * @param otherVector defines the other vector
  4504. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4505. */
  4506. Vector2.prototype.add = function (otherVector) {
  4507. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4508. };
  4509. /**
  4510. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4511. * @param otherVector defines the other vector
  4512. * @param result defines the target vector
  4513. * @returns the unmodified current Vector2
  4514. */
  4515. Vector2.prototype.addToRef = function (otherVector, result) {
  4516. result.x = this.x + otherVector.x;
  4517. result.y = this.y + otherVector.y;
  4518. return this;
  4519. };
  4520. /**
  4521. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4522. * @param otherVector defines the other vector
  4523. * @returns the current updated Vector2
  4524. */
  4525. Vector2.prototype.addInPlace = function (otherVector) {
  4526. this.x += otherVector.x;
  4527. this.y += otherVector.y;
  4528. return this;
  4529. };
  4530. /**
  4531. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4532. * @param otherVector defines the other vector
  4533. * @returns a new Vector2
  4534. */
  4535. Vector2.prototype.addVector3 = function (otherVector) {
  4536. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4537. };
  4538. /**
  4539. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4540. * @param otherVector defines the other vector
  4541. * @returns a new Vector2
  4542. */
  4543. Vector2.prototype.subtract = function (otherVector) {
  4544. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4545. };
  4546. /**
  4547. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4548. * @param otherVector defines the other vector
  4549. * @param result defines the target vector
  4550. * @returns the unmodified current Vector2
  4551. */
  4552. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4553. result.x = this.x - otherVector.x;
  4554. result.y = this.y - otherVector.y;
  4555. return this;
  4556. };
  4557. /**
  4558. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4559. * @param otherVector defines the other vector
  4560. * @returns the current updated Vector2
  4561. */
  4562. Vector2.prototype.subtractInPlace = function (otherVector) {
  4563. this.x -= otherVector.x;
  4564. this.y -= otherVector.y;
  4565. return this;
  4566. };
  4567. /**
  4568. * Multiplies in place the current Vector2 coordinates by the given ones
  4569. * @param otherVector defines the other vector
  4570. * @returns the current updated Vector2
  4571. */
  4572. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4573. this.x *= otherVector.x;
  4574. this.y *= otherVector.y;
  4575. return this;
  4576. };
  4577. /**
  4578. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4579. * @param otherVector defines the other vector
  4580. * @returns a new Vector2
  4581. */
  4582. Vector2.prototype.multiply = function (otherVector) {
  4583. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4584. };
  4585. /**
  4586. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4587. * @param otherVector defines the other vector
  4588. * @param result defines the target vector
  4589. * @returns the unmodified current Vector2
  4590. */
  4591. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4592. result.x = this.x * otherVector.x;
  4593. result.y = this.y * otherVector.y;
  4594. return this;
  4595. };
  4596. /**
  4597. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4598. * @param x defines the first coordinate
  4599. * @param y defines the second coordinate
  4600. * @returns a new Vector2
  4601. */
  4602. Vector2.prototype.multiplyByFloats = function (x, y) {
  4603. return new Vector2(this.x * x, this.y * y);
  4604. };
  4605. /**
  4606. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4607. * @param otherVector defines the other vector
  4608. * @returns a new Vector2
  4609. */
  4610. Vector2.prototype.divide = function (otherVector) {
  4611. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4612. };
  4613. /**
  4614. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4615. * @param otherVector defines the other vector
  4616. * @param result defines the target vector
  4617. * @returns the unmodified current Vector2
  4618. */
  4619. Vector2.prototype.divideToRef = function (otherVector, result) {
  4620. result.x = this.x / otherVector.x;
  4621. result.y = this.y / otherVector.y;
  4622. return this;
  4623. };
  4624. /**
  4625. * Divides the current Vector2 coordinates by the given ones
  4626. * @param otherVector defines the other vector
  4627. * @returns the current updated Vector2
  4628. */
  4629. Vector2.prototype.divideInPlace = function (otherVector) {
  4630. return this.divideToRef(otherVector, this);
  4631. };
  4632. /**
  4633. * Gets a new Vector2 with current Vector2 negated coordinates
  4634. * @returns a new Vector2
  4635. */
  4636. Vector2.prototype.negate = function () {
  4637. return new Vector2(-this.x, -this.y);
  4638. };
  4639. /**
  4640. * Multiply the Vector2 coordinates by scale
  4641. * @param scale defines the scaling factor
  4642. * @returns the current updated Vector2
  4643. */
  4644. Vector2.prototype.scaleInPlace = function (scale) {
  4645. this.x *= scale;
  4646. this.y *= scale;
  4647. return this;
  4648. };
  4649. /**
  4650. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4651. * @param scale defines the scaling factor
  4652. * @returns a new Vector2
  4653. */
  4654. Vector2.prototype.scale = function (scale) {
  4655. var result = new Vector2(0, 0);
  4656. this.scaleToRef(scale, result);
  4657. return result;
  4658. };
  4659. /**
  4660. * Scale the current Vector2 values by a factor to a given Vector2
  4661. * @param scale defines the scale factor
  4662. * @param result defines the Vector2 object where to store the result
  4663. * @returns the unmodified current Vector2
  4664. */
  4665. Vector2.prototype.scaleToRef = function (scale, result) {
  4666. result.x = this.x * scale;
  4667. result.y = this.y * scale;
  4668. return this;
  4669. };
  4670. /**
  4671. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4672. * @param scale defines the scale factor
  4673. * @param result defines the Vector2 object where to store the result
  4674. * @returns the unmodified current Vector2
  4675. */
  4676. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4677. result.x += this.x * scale;
  4678. result.y += this.y * scale;
  4679. return this;
  4680. };
  4681. /**
  4682. * Gets a boolean if two vectors are equals
  4683. * @param otherVector defines the other vector
  4684. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4685. */
  4686. Vector2.prototype.equals = function (otherVector) {
  4687. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4688. };
  4689. /**
  4690. * Gets a boolean if two vectors are equals (using an epsilon value)
  4691. * @param otherVector defines the other vector
  4692. * @param epsilon defines the minimal distance to consider equality
  4693. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4694. */
  4695. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4696. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4697. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4698. };
  4699. /**
  4700. * Gets a new Vector2 from current Vector2 floored values
  4701. * @returns a new Vector2
  4702. */
  4703. Vector2.prototype.floor = function () {
  4704. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4705. };
  4706. /**
  4707. * Gets a new Vector2 from current Vector2 floored values
  4708. * @returns a new Vector2
  4709. */
  4710. Vector2.prototype.fract = function () {
  4711. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4712. };
  4713. // Properties
  4714. /**
  4715. * Gets the length of the vector
  4716. * @returns the vector length (float)
  4717. */
  4718. Vector2.prototype.length = function () {
  4719. return Math.sqrt(this.x * this.x + this.y * this.y);
  4720. };
  4721. /**
  4722. * Gets the vector squared length
  4723. * @returns the vector squared length (float)
  4724. */
  4725. Vector2.prototype.lengthSquared = function () {
  4726. return (this.x * this.x + this.y * this.y);
  4727. };
  4728. // Methods
  4729. /**
  4730. * Normalize the vector
  4731. * @returns the current updated Vector2
  4732. */
  4733. Vector2.prototype.normalize = function () {
  4734. var len = this.length();
  4735. if (len === 0) {
  4736. return this;
  4737. }
  4738. var num = 1.0 / len;
  4739. this.x *= num;
  4740. this.y *= num;
  4741. return this;
  4742. };
  4743. /**
  4744. * Gets a new Vector2 copied from the Vector2
  4745. * @returns a new Vector2
  4746. */
  4747. Vector2.prototype.clone = function () {
  4748. return new Vector2(this.x, this.y);
  4749. };
  4750. // Statics
  4751. /**
  4752. * Gets a new Vector2(0, 0)
  4753. * @returns a new Vector2
  4754. */
  4755. Vector2.Zero = function () {
  4756. return new Vector2(0, 0);
  4757. };
  4758. /**
  4759. * Gets a new Vector2(1, 1)
  4760. * @returns a new Vector2
  4761. */
  4762. Vector2.One = function () {
  4763. return new Vector2(1, 1);
  4764. };
  4765. /**
  4766. * Gets a new Vector2 set from the given index element of the given array
  4767. * @param array defines the data source
  4768. * @param offset defines the offset in the data source
  4769. * @returns a new Vector2
  4770. */
  4771. Vector2.FromArray = function (array, offset) {
  4772. if (offset === void 0) { offset = 0; }
  4773. return new Vector2(array[offset], array[offset + 1]);
  4774. };
  4775. /**
  4776. * Sets "result" from the given index element of the given array
  4777. * @param array defines the data source
  4778. * @param offset defines the offset in the data source
  4779. * @param result defines the target vector
  4780. */
  4781. Vector2.FromArrayToRef = function (array, offset, result) {
  4782. result.x = array[offset];
  4783. result.y = array[offset + 1];
  4784. };
  4785. /**
  4786. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4787. * @param value1 defines 1st point of control
  4788. * @param value2 defines 2nd point of control
  4789. * @param value3 defines 3rd point of control
  4790. * @param value4 defines 4th point of control
  4791. * @param amount defines the interpolation factor
  4792. * @returns a new Vector2
  4793. */
  4794. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4795. var squared = amount * amount;
  4796. var cubed = amount * squared;
  4797. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4798. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4799. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4800. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4801. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4802. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4803. return new Vector2(x, y);
  4804. };
  4805. /**
  4806. * 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".
  4807. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4808. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4809. * @param value defines the value to clamp
  4810. * @param min defines the lower limit
  4811. * @param max defines the upper limit
  4812. * @returns a new Vector2
  4813. */
  4814. Vector2.Clamp = function (value, min, max) {
  4815. var x = value.x;
  4816. x = (x > max.x) ? max.x : x;
  4817. x = (x < min.x) ? min.x : x;
  4818. var y = value.y;
  4819. y = (y > max.y) ? max.y : y;
  4820. y = (y < min.y) ? min.y : y;
  4821. return new Vector2(x, y);
  4822. };
  4823. /**
  4824. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4825. * @param value1 defines the 1st control point
  4826. * @param tangent1 defines the outgoing tangent
  4827. * @param value2 defines the 2nd control point
  4828. * @param tangent2 defines the incoming tangent
  4829. * @param amount defines the interpolation factor
  4830. * @returns a new Vector2
  4831. */
  4832. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4833. var squared = amount * amount;
  4834. var cubed = amount * squared;
  4835. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4836. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4837. var part3 = (cubed - (2.0 * squared)) + amount;
  4838. var part4 = cubed - squared;
  4839. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4840. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4841. return new Vector2(x, y);
  4842. };
  4843. /**
  4844. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4845. * @param start defines the start vector
  4846. * @param end defines the end vector
  4847. * @param amount defines the interpolation factor
  4848. * @returns a new Vector2
  4849. */
  4850. Vector2.Lerp = function (start, end, amount) {
  4851. var x = start.x + ((end.x - start.x) * amount);
  4852. var y = start.y + ((end.y - start.y) * amount);
  4853. return new Vector2(x, y);
  4854. };
  4855. /**
  4856. * Gets the dot product of the vector "left" and the vector "right"
  4857. * @param left defines first vector
  4858. * @param right defines second vector
  4859. * @returns the dot product (float)
  4860. */
  4861. Vector2.Dot = function (left, right) {
  4862. return left.x * right.x + left.y * right.y;
  4863. };
  4864. /**
  4865. * Returns a new Vector2 equal to the normalized given vector
  4866. * @param vector defines the vector to normalize
  4867. * @returns a new Vector2
  4868. */
  4869. Vector2.Normalize = function (vector) {
  4870. var newVector = vector.clone();
  4871. newVector.normalize();
  4872. return newVector;
  4873. };
  4874. /**
  4875. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4876. * @param left defines 1st vector
  4877. * @param right defines 2nd vector
  4878. * @returns a new Vector2
  4879. */
  4880. Vector2.Minimize = function (left, right) {
  4881. var x = (left.x < right.x) ? left.x : right.x;
  4882. var y = (left.y < right.y) ? left.y : right.y;
  4883. return new Vector2(x, y);
  4884. };
  4885. /**
  4886. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4887. * @param left defines 1st vector
  4888. * @param right defines 2nd vector
  4889. * @returns a new Vector2
  4890. */
  4891. Vector2.Maximize = function (left, right) {
  4892. var x = (left.x > right.x) ? left.x : right.x;
  4893. var y = (left.y > right.y) ? left.y : right.y;
  4894. return new Vector2(x, y);
  4895. };
  4896. /**
  4897. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4898. * @param vector defines the vector to transform
  4899. * @param transformation defines the matrix to apply
  4900. * @returns a new Vector2
  4901. */
  4902. Vector2.Transform = function (vector, transformation) {
  4903. var r = Vector2.Zero();
  4904. Vector2.TransformToRef(vector, transformation, r);
  4905. return r;
  4906. };
  4907. /**
  4908. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4909. * @param vector defines the vector to transform
  4910. * @param transformation defines the matrix to apply
  4911. * @param result defines the target vector
  4912. */
  4913. Vector2.TransformToRef = function (vector, transformation, result) {
  4914. var m = transformation.m;
  4915. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4916. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4917. result.x = x;
  4918. result.y = y;
  4919. };
  4920. /**
  4921. * Determines if a given vector is included in a triangle
  4922. * @param p defines the vector to test
  4923. * @param p0 defines 1st triangle point
  4924. * @param p1 defines 2nd triangle point
  4925. * @param p2 defines 3rd triangle point
  4926. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4927. */
  4928. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4929. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4930. var sign = a < 0 ? -1 : 1;
  4931. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4932. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4933. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4934. };
  4935. /**
  4936. * Gets the distance between the vectors "value1" and "value2"
  4937. * @param value1 defines first vector
  4938. * @param value2 defines second vector
  4939. * @returns the distance between vectors
  4940. */
  4941. Vector2.Distance = function (value1, value2) {
  4942. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4943. };
  4944. /**
  4945. * Returns the squared distance between the vectors "value1" and "value2"
  4946. * @param value1 defines first vector
  4947. * @param value2 defines second vector
  4948. * @returns the squared distance between vectors
  4949. */
  4950. Vector2.DistanceSquared = function (value1, value2) {
  4951. var x = value1.x - value2.x;
  4952. var y = value1.y - value2.y;
  4953. return (x * x) + (y * y);
  4954. };
  4955. /**
  4956. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4957. * @param value1 defines first vector
  4958. * @param value2 defines second vector
  4959. * @returns a new Vector2
  4960. */
  4961. Vector2.Center = function (value1, value2) {
  4962. var center = value1.add(value2);
  4963. center.scaleInPlace(0.5);
  4964. return center;
  4965. };
  4966. /**
  4967. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4968. * @param p defines the middle point
  4969. * @param segA defines one point of the segment
  4970. * @param segB defines the other point of the segment
  4971. * @returns the shortest distance
  4972. */
  4973. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  4974. var l2 = Vector2.DistanceSquared(segA, segB);
  4975. if (l2 === 0.0) {
  4976. return Vector2.Distance(p, segA);
  4977. }
  4978. var v = segB.subtract(segA);
  4979. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  4980. var proj = segA.add(v.multiplyByFloats(t, t));
  4981. return Vector2.Distance(p, proj);
  4982. };
  4983. return Vector2;
  4984. }());
  4985. BABYLON.Vector2 = Vector2;
  4986. /**
  4987. * Classed used to store (x,y,z) vector representation
  4988. * A Vector3 is the main object used in 3D geometry
  4989. * It can represent etiher the coordinates of a point the space, either a direction
  4990. * Reminder: Babylon.js uses a left handed forward facing system
  4991. */
  4992. var Vector3 = /** @class */ (function () {
  4993. /**
  4994. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  4995. * @param x defines the first coordinates (on X axis)
  4996. * @param y defines the second coordinates (on Y axis)
  4997. * @param z defines the third coordinates (on Z axis)
  4998. */
  4999. function Vector3(
  5000. /**
  5001. * Defines the first coordinates (on X axis)
  5002. */
  5003. x,
  5004. /**
  5005. * Defines the second coordinates (on Y axis)
  5006. */
  5007. y,
  5008. /**
  5009. * Defines the third coordinates (on Z axis)
  5010. */
  5011. z) {
  5012. if (x === void 0) { x = 0; }
  5013. if (y === void 0) { y = 0; }
  5014. if (z === void 0) { z = 0; }
  5015. this.x = x;
  5016. this.y = y;
  5017. this.z = z;
  5018. }
  5019. /**
  5020. * Creates a string representation of the Vector3
  5021. * @returns a string with the Vector3 coordinates.
  5022. */
  5023. Vector3.prototype.toString = function () {
  5024. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  5025. };
  5026. /**
  5027. * Gets the class name
  5028. * @returns the string "Vector3"
  5029. */
  5030. Vector3.prototype.getClassName = function () {
  5031. return "Vector3";
  5032. };
  5033. /**
  5034. * Creates the Vector3 hash code
  5035. * @returns a number which tends to be unique between Vector3 instances
  5036. */
  5037. Vector3.prototype.getHashCode = function () {
  5038. var hash = this.x || 0;
  5039. hash = (hash * 397) ^ (this.y || 0);
  5040. hash = (hash * 397) ^ (this.z || 0);
  5041. return hash;
  5042. };
  5043. // Operators
  5044. /**
  5045. * Creates an array containing three elements : the coordinates of the Vector3
  5046. * @returns a new array of numbers
  5047. */
  5048. Vector3.prototype.asArray = function () {
  5049. var result = [];
  5050. this.toArray(result, 0);
  5051. return result;
  5052. };
  5053. /**
  5054. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  5055. * @param array defines the destination array
  5056. * @param index defines the offset in the destination array
  5057. * @returns the current Vector3
  5058. */
  5059. Vector3.prototype.toArray = function (array, index) {
  5060. if (index === void 0) { index = 0; }
  5061. array[index] = this.x;
  5062. array[index + 1] = this.y;
  5063. array[index + 2] = this.z;
  5064. return this;
  5065. };
  5066. /**
  5067. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  5068. * @returns a new Quaternion object, computed from the Vector3 coordinates
  5069. */
  5070. Vector3.prototype.toQuaternion = function () {
  5071. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5072. };
  5073. /**
  5074. * Adds the given vector to the current Vector3
  5075. * @param otherVector defines the second operand
  5076. * @returns the current updated Vector3
  5077. */
  5078. Vector3.prototype.addInPlace = function (otherVector) {
  5079. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5080. };
  5081. /**
  5082. * Adds the given coordinates to the current Vector3
  5083. * @param x defines the x coordinate of the operand
  5084. * @param y defines the y coordinate of the operand
  5085. * @param z defines the z coordinate of the operand
  5086. * @returns the current updated Vector3
  5087. */
  5088. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5089. this.x += x;
  5090. this.y += y;
  5091. this.z += z;
  5092. return this;
  5093. };
  5094. /**
  5095. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5096. * @param otherVector defines the second operand
  5097. * @returns the resulting Vector3
  5098. */
  5099. Vector3.prototype.add = function (otherVector) {
  5100. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5101. };
  5102. /**
  5103. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5104. * @param otherVector defines the second operand
  5105. * @param result defines the Vector3 object where to store the result
  5106. * @returns the current Vector3
  5107. */
  5108. Vector3.prototype.addToRef = function (otherVector, result) {
  5109. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5110. };
  5111. /**
  5112. * Subtract the given vector from the current Vector3
  5113. * @param otherVector defines the second operand
  5114. * @returns the current updated Vector3
  5115. */
  5116. Vector3.prototype.subtractInPlace = function (otherVector) {
  5117. this.x -= otherVector.x;
  5118. this.y -= otherVector.y;
  5119. this.z -= otherVector.z;
  5120. return this;
  5121. };
  5122. /**
  5123. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5124. * @param otherVector defines the second operand
  5125. * @returns the resulting Vector3
  5126. */
  5127. Vector3.prototype.subtract = function (otherVector) {
  5128. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5129. };
  5130. /**
  5131. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5132. * @param otherVector defines the second operand
  5133. * @param result defines the Vector3 object where to store the result
  5134. * @returns the current Vector3
  5135. */
  5136. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5137. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5138. };
  5139. /**
  5140. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5141. * @param x defines the x coordinate of the operand
  5142. * @param y defines the y coordinate of the operand
  5143. * @param z defines the z coordinate of the operand
  5144. * @returns the resulting Vector3
  5145. */
  5146. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5147. return new Vector3(this.x - x, this.y - y, this.z - z);
  5148. };
  5149. /**
  5150. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5151. * @param x defines the x coordinate of the operand
  5152. * @param y defines the y coordinate of the operand
  5153. * @param z defines the z coordinate of the operand
  5154. * @param result defines the Vector3 object where to store the result
  5155. * @returns the current Vector3
  5156. */
  5157. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5158. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5159. };
  5160. /**
  5161. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5162. * @returns a new Vector3
  5163. */
  5164. Vector3.prototype.negate = function () {
  5165. return new Vector3(-this.x, -this.y, -this.z);
  5166. };
  5167. /**
  5168. * Multiplies the Vector3 coordinates by the float "scale"
  5169. * @param scale defines the multiplier factor
  5170. * @returns the current updated Vector3
  5171. */
  5172. Vector3.prototype.scaleInPlace = function (scale) {
  5173. this.x *= scale;
  5174. this.y *= scale;
  5175. this.z *= scale;
  5176. return this;
  5177. };
  5178. /**
  5179. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5180. * @param scale defines the multiplier factor
  5181. * @returns a new Vector3
  5182. */
  5183. Vector3.prototype.scale = function (scale) {
  5184. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5185. };
  5186. /**
  5187. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5188. * @param scale defines the multiplier factor
  5189. * @param result defines the Vector3 object where to store the result
  5190. * @returns the current Vector3
  5191. */
  5192. Vector3.prototype.scaleToRef = function (scale, result) {
  5193. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5194. };
  5195. /**
  5196. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5197. * @param scale defines the scale factor
  5198. * @param result defines the Vector3 object where to store the result
  5199. * @returns the unmodified current Vector3
  5200. */
  5201. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5202. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5203. };
  5204. /**
  5205. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5206. * @param otherVector defines the second operand
  5207. * @returns true if both vectors are equals
  5208. */
  5209. Vector3.prototype.equals = function (otherVector) {
  5210. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5211. };
  5212. /**
  5213. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5214. * @param otherVector defines the second operand
  5215. * @param epsilon defines the minimal distance to define values as equals
  5216. * @returns true if both vectors are distant less than epsilon
  5217. */
  5218. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5219. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5220. 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);
  5221. };
  5222. /**
  5223. * Returns true if the current Vector3 coordinates equals the given floats
  5224. * @param x defines the x coordinate of the operand
  5225. * @param y defines the y coordinate of the operand
  5226. * @param z defines the z coordinate of the operand
  5227. * @returns true if both vectors are equals
  5228. */
  5229. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5230. return this.x === x && this.y === y && this.z === z;
  5231. };
  5232. /**
  5233. * Multiplies the current Vector3 coordinates by the given ones
  5234. * @param otherVector defines the second operand
  5235. * @returns the current updated Vector3
  5236. */
  5237. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5238. this.x *= otherVector.x;
  5239. this.y *= otherVector.y;
  5240. this.z *= otherVector.z;
  5241. return this;
  5242. };
  5243. /**
  5244. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5245. * @param otherVector defines the second operand
  5246. * @returns the new Vector3
  5247. */
  5248. Vector3.prototype.multiply = function (otherVector) {
  5249. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5250. };
  5251. /**
  5252. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5253. * @param otherVector defines the second operand
  5254. * @param result defines the Vector3 object where to store the result
  5255. * @returns the current Vector3
  5256. */
  5257. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5258. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5259. };
  5260. /**
  5261. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5262. * @param x defines the x coordinate of the operand
  5263. * @param y defines the y coordinate of the operand
  5264. * @param z defines the z coordinate of the operand
  5265. * @returns the new Vector3
  5266. */
  5267. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5268. return new Vector3(this.x * x, this.y * y, this.z * z);
  5269. };
  5270. /**
  5271. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5272. * @param otherVector defines the second operand
  5273. * @returns the new Vector3
  5274. */
  5275. Vector3.prototype.divide = function (otherVector) {
  5276. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5277. };
  5278. /**
  5279. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5280. * @param otherVector defines the second operand
  5281. * @param result defines the Vector3 object where to store the result
  5282. * @returns the current Vector3
  5283. */
  5284. Vector3.prototype.divideToRef = function (otherVector, result) {
  5285. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5286. };
  5287. /**
  5288. * Divides the current Vector3 coordinates by the given ones.
  5289. * @param otherVector defines the second operand
  5290. * @returns the current updated Vector3
  5291. */
  5292. Vector3.prototype.divideInPlace = function (otherVector) {
  5293. return this.divideToRef(otherVector, this);
  5294. };
  5295. /**
  5296. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5297. * @param other defines the second operand
  5298. * @returns the current updated Vector3
  5299. */
  5300. Vector3.prototype.minimizeInPlace = function (other) {
  5301. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5302. };
  5303. /**
  5304. * Updates the current Vector3 with the maximal 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.maximizeInPlace = function (other) {
  5309. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5310. };
  5311. /**
  5312. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5313. * @param x defines the x coordinate of the operand
  5314. * @param y defines the y coordinate of the operand
  5315. * @param z defines the z coordinate of the operand
  5316. * @returns the current updated Vector3
  5317. */
  5318. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5319. if (x < this.x) {
  5320. this.x = x;
  5321. }
  5322. if (y < this.y) {
  5323. this.y = y;
  5324. }
  5325. if (z < this.z) {
  5326. this.z = z;
  5327. }
  5328. return this;
  5329. };
  5330. /**
  5331. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5332. * @param x defines the x coordinate of the operand
  5333. * @param y defines the y coordinate of the operand
  5334. * @param z defines the z coordinate of the operand
  5335. * @returns the current updated Vector3
  5336. */
  5337. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5338. if (x > this.x) {
  5339. this.x = x;
  5340. }
  5341. if (y > this.y) {
  5342. this.y = y;
  5343. }
  5344. if (z > this.z) {
  5345. this.z = z;
  5346. }
  5347. return this;
  5348. };
  5349. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5350. /**
  5351. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5352. */
  5353. get: function () {
  5354. var absX = Math.abs(this.x);
  5355. var absY = Math.abs(this.y);
  5356. if (absX !== absY) {
  5357. return true;
  5358. }
  5359. var absZ = Math.abs(this.z);
  5360. if (absX !== absZ) {
  5361. return true;
  5362. }
  5363. if (absY !== absZ) {
  5364. return true;
  5365. }
  5366. return false;
  5367. },
  5368. enumerable: true,
  5369. configurable: true
  5370. });
  5371. /**
  5372. * Gets a new Vector3 from current Vector3 floored values
  5373. * @returns a new Vector3
  5374. */
  5375. Vector3.prototype.floor = function () {
  5376. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5377. };
  5378. /**
  5379. * Gets a new Vector3 from current Vector3 floored values
  5380. * @returns a new Vector3
  5381. */
  5382. Vector3.prototype.fract = function () {
  5383. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5384. };
  5385. // Properties
  5386. /**
  5387. * Gets the length of the Vector3
  5388. * @returns the length of the Vecto3
  5389. */
  5390. Vector3.prototype.length = function () {
  5391. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5392. };
  5393. /**
  5394. * Gets the squared length of the Vector3
  5395. * @returns squared length of the Vector3
  5396. */
  5397. Vector3.prototype.lengthSquared = function () {
  5398. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5399. };
  5400. /**
  5401. * Normalize the current Vector3.
  5402. * Please note that this is an in place operation.
  5403. * @returns the current updated Vector3
  5404. */
  5405. Vector3.prototype.normalize = function () {
  5406. return this.normalizeFromLength(this.length());
  5407. };
  5408. /**
  5409. * Reorders the x y z properties of the vector in place
  5410. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  5411. * @returns the current updated vector
  5412. */
  5413. Vector3.prototype.reorderInPlace = function (order) {
  5414. var _this = this;
  5415. order = order.toLowerCase();
  5416. if (order === "xyz") {
  5417. return this;
  5418. }
  5419. MathTmp.Vector3[0].copyFrom(this);
  5420. ["x", "y", "z"].forEach(function (val, i) {
  5421. _this[val] = MathTmp.Vector3[0][order[i]];
  5422. });
  5423. return this;
  5424. };
  5425. /**
  5426. * Rotates the vector around 0,0,0 by a quaternion
  5427. * @param quaternion the rotation quaternion
  5428. * @param result vector to store the result
  5429. * @returns the resulting vector
  5430. */
  5431. Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {
  5432. quaternion.toRotationMatrix(MathTmp.Matrix[0]);
  5433. Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);
  5434. return result;
  5435. };
  5436. /**
  5437. * Rotates a vector around a given point
  5438. * @param quaternion the rotation quaternion
  5439. * @param point the point to rotate around
  5440. * @param result vector to store the result
  5441. * @returns the resulting vector
  5442. */
  5443. Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {
  5444. this.subtractToRef(point, MathTmp.Vector3[0]);
  5445. MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);
  5446. point.addToRef(MathTmp.Vector3[0], result);
  5447. return result;
  5448. };
  5449. /**
  5450. * Normalize the current Vector3 with the given input length.
  5451. * Please note that this is an in place operation.
  5452. * @param len the length of the vector
  5453. * @returns the current updated Vector3
  5454. */
  5455. Vector3.prototype.normalizeFromLength = function (len) {
  5456. if (len === 0 || len === 1.0) {
  5457. return this;
  5458. }
  5459. return this.scaleInPlace(1.0 / len);
  5460. };
  5461. /**
  5462. * Normalize the current Vector3 to a new vector
  5463. * @returns the new Vector3
  5464. */
  5465. Vector3.prototype.normalizeToNew = function () {
  5466. var normalized = new Vector3(0, 0, 0);
  5467. this.normalizeToRef(normalized);
  5468. return normalized;
  5469. };
  5470. /**
  5471. * Normalize the current Vector3 to the reference
  5472. * @param reference define the Vector3 to update
  5473. * @returns the updated Vector3
  5474. */
  5475. Vector3.prototype.normalizeToRef = function (reference) {
  5476. var len = this.length();
  5477. if (len === 0 || len === 1.0) {
  5478. return reference.copyFromFloats(this.x, this.y, this.z);
  5479. }
  5480. return this.scaleToRef(1.0 / len, reference);
  5481. };
  5482. /**
  5483. * Creates a new Vector3 copied from the current Vector3
  5484. * @returns the new Vector3
  5485. */
  5486. Vector3.prototype.clone = function () {
  5487. return new Vector3(this.x, this.y, this.z);
  5488. };
  5489. /**
  5490. * Copies the given vector coordinates to the current Vector3 ones
  5491. * @param source defines the source Vector3
  5492. * @returns the current updated Vector3
  5493. */
  5494. Vector3.prototype.copyFrom = function (source) {
  5495. return this.copyFromFloats(source.x, source.y, source.z);
  5496. };
  5497. /**
  5498. * Copies the given floats to the current Vector3 coordinates
  5499. * @param x defines the x coordinate of the operand
  5500. * @param y defines the y coordinate of the operand
  5501. * @param z defines the z coordinate of the operand
  5502. * @returns the current updated Vector3
  5503. */
  5504. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5505. this.x = x;
  5506. this.y = y;
  5507. this.z = z;
  5508. return this;
  5509. };
  5510. /**
  5511. * Copies the given floats to the current Vector3 coordinates
  5512. * @param x defines the x coordinate of the operand
  5513. * @param y defines the y coordinate of the operand
  5514. * @param z defines the z coordinate of the operand
  5515. * @returns the current updated Vector3
  5516. */
  5517. Vector3.prototype.set = function (x, y, z) {
  5518. return this.copyFromFloats(x, y, z);
  5519. };
  5520. /**
  5521. * Copies the given float to the current Vector3 coordinates
  5522. * @param v defines the x, y and z coordinates of the operand
  5523. * @returns the current updated Vector3
  5524. */
  5525. Vector3.prototype.setAll = function (v) {
  5526. this.x = this.y = this.z = v;
  5527. return this;
  5528. };
  5529. // Statics
  5530. /**
  5531. * Get the clip factor between two vectors
  5532. * @param vector0 defines the first operand
  5533. * @param vector1 defines the second operand
  5534. * @param axis defines the axis to use
  5535. * @param size defines the size along the axis
  5536. * @returns the clip factor
  5537. */
  5538. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5539. var d0 = Vector3.Dot(vector0, axis) - size;
  5540. var d1 = Vector3.Dot(vector1, axis) - size;
  5541. var s = d0 / (d0 - d1);
  5542. return s;
  5543. };
  5544. /**
  5545. * Get angle between two vectors
  5546. * @param vector0 angle between vector0 and vector1
  5547. * @param vector1 angle between vector0 and vector1
  5548. * @param normal direction of the normal
  5549. * @return the angle between vector0 and vector1
  5550. */
  5551. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5552. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5553. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5554. var dot = Vector3.Dot(v0, v1);
  5555. var n = MathTmp.Vector3[3];
  5556. Vector3.CrossToRef(v0, v1, n);
  5557. if (Vector3.Dot(n, normal) > 0) {
  5558. return Math.acos(dot);
  5559. }
  5560. return -Math.acos(dot);
  5561. };
  5562. /**
  5563. * Returns a new Vector3 set from the index "offset" of the given array
  5564. * @param array defines the source array
  5565. * @param offset defines the offset in the source array
  5566. * @returns the new Vector3
  5567. */
  5568. Vector3.FromArray = function (array, offset) {
  5569. if (offset === void 0) { offset = 0; }
  5570. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5571. };
  5572. /**
  5573. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5574. * This function is deprecated. Use FromArray instead
  5575. * @param array defines the source array
  5576. * @param offset defines the offset in the source array
  5577. * @returns the new Vector3
  5578. */
  5579. Vector3.FromFloatArray = function (array, offset) {
  5580. return Vector3.FromArray(array, offset);
  5581. };
  5582. /**
  5583. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5584. * @param array defines the source array
  5585. * @param offset defines the offset in the source array
  5586. * @param result defines the Vector3 where to store the result
  5587. */
  5588. Vector3.FromArrayToRef = function (array, offset, result) {
  5589. result.x = array[offset];
  5590. result.y = array[offset + 1];
  5591. result.z = array[offset + 2];
  5592. };
  5593. /**
  5594. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5595. * This function is deprecated. Use FromArrayToRef instead.
  5596. * @param array defines the source array
  5597. * @param offset defines the offset in the source array
  5598. * @param result defines the Vector3 where to store the result
  5599. */
  5600. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5601. return Vector3.FromArrayToRef(array, offset, result);
  5602. };
  5603. /**
  5604. * Sets the given vector "result" with the given floats.
  5605. * @param x defines the x coordinate of the source
  5606. * @param y defines the y coordinate of the source
  5607. * @param z defines the z coordinate of the source
  5608. * @param result defines the Vector3 where to store the result
  5609. */
  5610. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5611. result.copyFromFloats(x, y, z);
  5612. };
  5613. /**
  5614. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5615. * @returns a new empty Vector3
  5616. */
  5617. Vector3.Zero = function () {
  5618. return new Vector3(0.0, 0.0, 0.0);
  5619. };
  5620. /**
  5621. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5622. * @returns a new unit Vector3
  5623. */
  5624. Vector3.One = function () {
  5625. return new Vector3(1.0, 1.0, 1.0);
  5626. };
  5627. /**
  5628. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5629. * @returns a new up Vector3
  5630. */
  5631. Vector3.Up = function () {
  5632. return new Vector3(0.0, 1.0, 0.0);
  5633. };
  5634. /**
  5635. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5636. * @returns a new down Vector3
  5637. */
  5638. Vector3.Down = function () {
  5639. return new Vector3(0.0, -1.0, 0.0);
  5640. };
  5641. /**
  5642. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5643. * @returns a new forward Vector3
  5644. */
  5645. Vector3.Forward = function () {
  5646. return new Vector3(0.0, 0.0, 1.0);
  5647. };
  5648. /**
  5649. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5650. * @returns a new forward Vector3
  5651. */
  5652. Vector3.Backward = function () {
  5653. return new Vector3(0.0, 0.0, -1.0);
  5654. };
  5655. /**
  5656. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5657. * @returns a new right Vector3
  5658. */
  5659. Vector3.Right = function () {
  5660. return new Vector3(1.0, 0.0, 0.0);
  5661. };
  5662. /**
  5663. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5664. * @returns a new left Vector3
  5665. */
  5666. Vector3.Left = function () {
  5667. return new Vector3(-1.0, 0.0, 0.0);
  5668. };
  5669. /**
  5670. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5671. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5672. * @param vector defines the Vector3 to transform
  5673. * @param transformation defines the transformation matrix
  5674. * @returns the transformed Vector3
  5675. */
  5676. Vector3.TransformCoordinates = function (vector, transformation) {
  5677. var result = Vector3.Zero();
  5678. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5679. return result;
  5680. };
  5681. /**
  5682. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5683. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5684. * @param vector defines the Vector3 to transform
  5685. * @param transformation defines the transformation matrix
  5686. * @param result defines the Vector3 where to store the result
  5687. */
  5688. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5689. Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5690. };
  5691. /**
  5692. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5693. * This method computes tranformed coordinates only, not transformed direction vectors
  5694. * @param x define the x coordinate of the source vector
  5695. * @param y define the y coordinate of the source vector
  5696. * @param z define the z coordinate of the source vector
  5697. * @param transformation defines the transformation matrix
  5698. * @param result defines the Vector3 where to store the result
  5699. */
  5700. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5701. var m = transformation.m;
  5702. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5703. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5704. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5705. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5706. result.x = rx * rw;
  5707. result.y = ry * rw;
  5708. result.z = rz * rw;
  5709. };
  5710. /**
  5711. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5712. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5713. * @param vector defines the Vector3 to transform
  5714. * @param transformation defines the transformation matrix
  5715. * @returns the new Vector3
  5716. */
  5717. Vector3.TransformNormal = function (vector, transformation) {
  5718. var result = Vector3.Zero();
  5719. Vector3.TransformNormalToRef(vector, transformation, result);
  5720. return result;
  5721. };
  5722. /**
  5723. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5724. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5725. * @param vector defines the Vector3 to transform
  5726. * @param transformation defines the transformation matrix
  5727. * @param result defines the Vector3 where to store the result
  5728. */
  5729. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5730. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5731. };
  5732. /**
  5733. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5734. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5735. * @param x define the x coordinate of the source vector
  5736. * @param y define the y coordinate of the source vector
  5737. * @param z define the z coordinate of the source vector
  5738. * @param transformation defines the transformation matrix
  5739. * @param result defines the Vector3 where to store the result
  5740. */
  5741. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5742. var m = transformation.m;
  5743. result.x = x * m[0] + y * m[4] + z * m[8];
  5744. result.y = x * m[1] + y * m[5] + z * m[9];
  5745. result.z = x * m[2] + y * m[6] + z * m[10];
  5746. };
  5747. /**
  5748. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5749. * @param value1 defines the first control point
  5750. * @param value2 defines the second control point
  5751. * @param value3 defines the third control point
  5752. * @param value4 defines the fourth control point
  5753. * @param amount defines the amount on the spline to use
  5754. * @returns the new Vector3
  5755. */
  5756. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5757. var squared = amount * amount;
  5758. var cubed = amount * squared;
  5759. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5760. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5761. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5762. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5763. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5764. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5765. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5766. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5767. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5768. return new Vector3(x, y, z);
  5769. };
  5770. /**
  5771. * 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"
  5772. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5773. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5774. * @param value defines the current value
  5775. * @param min defines the lower range value
  5776. * @param max defines the upper range value
  5777. * @returns the new Vector3
  5778. */
  5779. Vector3.Clamp = function (value, min, max) {
  5780. var v = new Vector3();
  5781. Vector3.ClampToRef(value, min, max, v);
  5782. return v;
  5783. };
  5784. /**
  5785. * 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"
  5786. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5787. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5788. * @param value defines the current value
  5789. * @param min defines the lower range value
  5790. * @param max defines the upper range value
  5791. * @param result defines the Vector3 where to store the result
  5792. */
  5793. Vector3.ClampToRef = function (value, min, max, result) {
  5794. var x = value.x;
  5795. x = (x > max.x) ? max.x : x;
  5796. x = (x < min.x) ? min.x : x;
  5797. var y = value.y;
  5798. y = (y > max.y) ? max.y : y;
  5799. y = (y < min.y) ? min.y : y;
  5800. var z = value.z;
  5801. z = (z > max.z) ? max.z : z;
  5802. z = (z < min.z) ? min.z : z;
  5803. result.copyFromFloats(x, y, z);
  5804. };
  5805. /**
  5806. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5807. * @param value1 defines the first control point
  5808. * @param tangent1 defines the first tangent vector
  5809. * @param value2 defines the second control point
  5810. * @param tangent2 defines the second tangent vector
  5811. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5812. * @returns the new Vector3
  5813. */
  5814. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5815. var squared = amount * amount;
  5816. var cubed = amount * squared;
  5817. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5818. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5819. var part3 = (cubed - (2.0 * squared)) + amount;
  5820. var part4 = cubed - squared;
  5821. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5822. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5823. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5824. return new Vector3(x, y, z);
  5825. };
  5826. /**
  5827. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5828. * @param start defines the start value
  5829. * @param end defines the end value
  5830. * @param amount max defines amount between both (between 0 and 1)
  5831. * @returns the new Vector3
  5832. */
  5833. Vector3.Lerp = function (start, end, amount) {
  5834. var result = new Vector3(0, 0, 0);
  5835. Vector3.LerpToRef(start, end, amount, result);
  5836. return result;
  5837. };
  5838. /**
  5839. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5840. * @param start defines the start value
  5841. * @param end defines the end value
  5842. * @param amount max defines amount between both (between 0 and 1)
  5843. * @param result defines the Vector3 where to store the result
  5844. */
  5845. Vector3.LerpToRef = function (start, end, amount, result) {
  5846. result.x = start.x + ((end.x - start.x) * amount);
  5847. result.y = start.y + ((end.y - start.y) * amount);
  5848. result.z = start.z + ((end.z - start.z) * amount);
  5849. };
  5850. /**
  5851. * Returns the dot product (float) between the vectors "left" and "right"
  5852. * @param left defines the left operand
  5853. * @param right defines the right operand
  5854. * @returns the dot product
  5855. */
  5856. Vector3.Dot = function (left, right) {
  5857. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5858. };
  5859. /**
  5860. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5861. * The cross product is then orthogonal to both "left" and "right"
  5862. * @param left defines the left operand
  5863. * @param right defines the right operand
  5864. * @returns the cross product
  5865. */
  5866. Vector3.Cross = function (left, right) {
  5867. var result = Vector3.Zero();
  5868. Vector3.CrossToRef(left, right, result);
  5869. return result;
  5870. };
  5871. /**
  5872. * Sets the given vector "result" with the cross product of "left" and "right"
  5873. * The cross product is then orthogonal to both "left" and "right"
  5874. * @param left defines the left operand
  5875. * @param right defines the right operand
  5876. * @param result defines the Vector3 where to store the result
  5877. */
  5878. Vector3.CrossToRef = function (left, right, result) {
  5879. var x = left.y * right.z - left.z * right.y;
  5880. var y = left.z * right.x - left.x * right.z;
  5881. var z = left.x * right.y - left.y * right.x;
  5882. result.copyFromFloats(x, y, z);
  5883. };
  5884. /**
  5885. * Returns a new Vector3 as the normalization of the given vector
  5886. * @param vector defines the Vector3 to normalize
  5887. * @returns the new Vector3
  5888. */
  5889. Vector3.Normalize = function (vector) {
  5890. var result = Vector3.Zero();
  5891. Vector3.NormalizeToRef(vector, result);
  5892. return result;
  5893. };
  5894. /**
  5895. * Sets the given vector "result" with the normalization of the given first vector
  5896. * @param vector defines the Vector3 to normalize
  5897. * @param result defines the Vector3 where to store the result
  5898. */
  5899. Vector3.NormalizeToRef = function (vector, result) {
  5900. vector.normalizeToRef(result);
  5901. };
  5902. /**
  5903. * Project a Vector3 onto screen space
  5904. * @param vector defines the Vector3 to project
  5905. * @param world defines the world matrix to use
  5906. * @param transform defines the transform (view x projection) matrix to use
  5907. * @param viewport defines the screen viewport to use
  5908. * @returns the new Vector3
  5909. */
  5910. Vector3.Project = function (vector, world, transform, viewport) {
  5911. var cw = viewport.width;
  5912. var ch = viewport.height;
  5913. var cx = viewport.x;
  5914. var cy = viewport.y;
  5915. var viewportMatrix = MathTmp.Matrix[1];
  5916. 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);
  5917. var matrix = MathTmp.Matrix[0];
  5918. world.multiplyToRef(transform, matrix);
  5919. matrix.multiplyToRef(viewportMatrix, matrix);
  5920. return Vector3.TransformCoordinates(vector, matrix);
  5921. };
  5922. /** @hidden */
  5923. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5924. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5925. var m = matrix.m;
  5926. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5927. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5928. result.scaleInPlace(1.0 / num);
  5929. }
  5930. };
  5931. /**
  5932. * Unproject from screen space to object space
  5933. * @param source defines the screen space Vector3 to use
  5934. * @param viewportWidth defines the current width of the viewport
  5935. * @param viewportHeight defines the current height of the viewport
  5936. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5937. * @param transform defines the transform (view x projection) matrix to use
  5938. * @returns the new Vector3
  5939. */
  5940. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5941. var matrix = MathTmp.Matrix[0];
  5942. world.multiplyToRef(transform, matrix);
  5943. matrix.invert();
  5944. source.x = source.x / viewportWidth * 2 - 1;
  5945. source.y = -(source.y / viewportHeight * 2 - 1);
  5946. var vector = new Vector3();
  5947. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  5948. return vector;
  5949. };
  5950. /**
  5951. * Unproject from screen space to object space
  5952. * @param source defines the screen space Vector3 to use
  5953. * @param viewportWidth defines the current width of the viewport
  5954. * @param viewportHeight defines the current height of the viewport
  5955. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5956. * @param view defines the view matrix to use
  5957. * @param projection defines the projection matrix to use
  5958. * @returns the new Vector3
  5959. */
  5960. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5961. var result = Vector3.Zero();
  5962. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5963. return result;
  5964. };
  5965. /**
  5966. * Unproject from screen space to object space
  5967. * @param source defines the screen space Vector3 to use
  5968. * @param viewportWidth defines the current width of the viewport
  5969. * @param viewportHeight defines the current height of the viewport
  5970. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5971. * @param view defines the view matrix to use
  5972. * @param projection defines the projection matrix to use
  5973. * @param result defines the Vector3 where to store the result
  5974. */
  5975. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  5976. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  5977. };
  5978. /**
  5979. * Unproject from screen space to object space
  5980. * @param sourceX defines the screen space x coordinate to use
  5981. * @param sourceY defines the screen space y coordinate to use
  5982. * @param sourceZ defines the screen space z coordinate to use
  5983. * @param viewportWidth defines the current width of the viewport
  5984. * @param viewportHeight defines the current height of the viewport
  5985. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5986. * @param view defines the view matrix to use
  5987. * @param projection defines the projection matrix to use
  5988. * @param result defines the Vector3 where to store the result
  5989. */
  5990. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  5991. var matrix = MathTmp.Matrix[0];
  5992. world.multiplyToRef(view, matrix);
  5993. matrix.multiplyToRef(projection, matrix);
  5994. matrix.invert();
  5995. var screenSource = MathTmp.Vector3[0];
  5996. screenSource.x = sourceX / viewportWidth * 2 - 1;
  5997. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  5998. screenSource.z = 2 * sourceZ - 1.0;
  5999. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  6000. };
  6001. /**
  6002. * Unproject a ray from screen space to object space
  6003. * @param sourceX defines the screen space x coordinate to use
  6004. * @param sourceY defines the screen space y coordinate to use
  6005. * @param viewportWidth defines the current width of the viewport
  6006. * @param viewportHeight defines the current height of the viewport
  6007. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6008. * @param view defines the view matrix to use
  6009. * @param projection defines the projection matrix to use
  6010. * @param ray defines the Ray where to store the result
  6011. */
  6012. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  6013. var matrix = MathTmp.Matrix[0];
  6014. world.multiplyToRef(view, matrix);
  6015. matrix.multiplyToRef(projection, matrix);
  6016. matrix.invert();
  6017. var nearScreenSource = MathTmp.Vector3[0];
  6018. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  6019. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6020. nearScreenSource.z = -1.0;
  6021. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  6022. var nearVec3 = MathTmp.Vector3[2];
  6023. var farVec3 = MathTmp.Vector3[3];
  6024. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  6025. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  6026. ray.origin.copyFrom(nearVec3);
  6027. farVec3.subtractToRef(nearVec3, ray.direction);
  6028. ray.direction.normalize();
  6029. };
  6030. /**
  6031. * Gets the minimal coordinate values between two Vector3
  6032. * @param left defines the first operand
  6033. * @param right defines the second operand
  6034. * @returns the new Vector3
  6035. */
  6036. Vector3.Minimize = function (left, right) {
  6037. var min = left.clone();
  6038. min.minimizeInPlace(right);
  6039. return min;
  6040. };
  6041. /**
  6042. * Gets the maximal coordinate values between two Vector3
  6043. * @param left defines the first operand
  6044. * @param right defines the second operand
  6045. * @returns the new Vector3
  6046. */
  6047. Vector3.Maximize = function (left, right) {
  6048. var max = left.clone();
  6049. max.maximizeInPlace(right);
  6050. return max;
  6051. };
  6052. /**
  6053. * Returns the distance between the vectors "value1" and "value2"
  6054. * @param value1 defines the first operand
  6055. * @param value2 defines the second operand
  6056. * @returns the distance
  6057. */
  6058. Vector3.Distance = function (value1, value2) {
  6059. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  6060. };
  6061. /**
  6062. * Returns the squared distance between the vectors "value1" and "value2"
  6063. * @param value1 defines the first operand
  6064. * @param value2 defines the second operand
  6065. * @returns the squared distance
  6066. */
  6067. Vector3.DistanceSquared = function (value1, value2) {
  6068. var x = value1.x - value2.x;
  6069. var y = value1.y - value2.y;
  6070. var z = value1.z - value2.z;
  6071. return (x * x) + (y * y) + (z * z);
  6072. };
  6073. /**
  6074. * Returns a new Vector3 located at the center between "value1" and "value2"
  6075. * @param value1 defines the first operand
  6076. * @param value2 defines the second operand
  6077. * @returns the new Vector3
  6078. */
  6079. Vector3.Center = function (value1, value2) {
  6080. var center = value1.add(value2);
  6081. center.scaleInPlace(0.5);
  6082. return center;
  6083. };
  6084. /**
  6085. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  6086. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  6087. * to something in order to rotate it from its local system to the given target system
  6088. * Note: axis1, axis2 and axis3 are normalized during this operation
  6089. * @param axis1 defines the first axis
  6090. * @param axis2 defines the second axis
  6091. * @param axis3 defines the third axis
  6092. * @returns a new Vector3
  6093. */
  6094. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6095. var rotation = Vector3.Zero();
  6096. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6097. return rotation;
  6098. };
  6099. /**
  6100. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6101. * @param axis1 defines the first axis
  6102. * @param axis2 defines the second axis
  6103. * @param axis3 defines the third axis
  6104. * @param ref defines the Vector3 where to store the result
  6105. */
  6106. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6107. var quat = MathTmp.Quaternion[0];
  6108. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6109. quat.toEulerAnglesToRef(ref);
  6110. };
  6111. return Vector3;
  6112. }());
  6113. BABYLON.Vector3 = Vector3;
  6114. /**
  6115. * Vector4 class created for EulerAngle class conversion to Quaternion
  6116. */
  6117. var Vector4 = /** @class */ (function () {
  6118. /**
  6119. * Creates a Vector4 object from the given floats.
  6120. * @param x x value of the vector
  6121. * @param y y value of the vector
  6122. * @param z z value of the vector
  6123. * @param w w value of the vector
  6124. */
  6125. function Vector4(
  6126. /** x value of the vector */
  6127. x,
  6128. /** y value of the vector */
  6129. y,
  6130. /** z value of the vector */
  6131. z,
  6132. /** w value of the vector */
  6133. w) {
  6134. this.x = x;
  6135. this.y = y;
  6136. this.z = z;
  6137. this.w = w;
  6138. }
  6139. /**
  6140. * Returns the string with the Vector4 coordinates.
  6141. * @returns a string containing all the vector values
  6142. */
  6143. Vector4.prototype.toString = function () {
  6144. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6145. };
  6146. /**
  6147. * Returns the string "Vector4".
  6148. * @returns "Vector4"
  6149. */
  6150. Vector4.prototype.getClassName = function () {
  6151. return "Vector4";
  6152. };
  6153. /**
  6154. * Returns the Vector4 hash code.
  6155. * @returns a unique hash code
  6156. */
  6157. Vector4.prototype.getHashCode = function () {
  6158. var hash = this.x || 0;
  6159. hash = (hash * 397) ^ (this.y || 0);
  6160. hash = (hash * 397) ^ (this.z || 0);
  6161. hash = (hash * 397) ^ (this.w || 0);
  6162. return hash;
  6163. };
  6164. // Operators
  6165. /**
  6166. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6167. * @returns the resulting array
  6168. */
  6169. Vector4.prototype.asArray = function () {
  6170. var result = new Array();
  6171. this.toArray(result, 0);
  6172. return result;
  6173. };
  6174. /**
  6175. * Populates the given array from the given index with the Vector4 coordinates.
  6176. * @param array array to populate
  6177. * @param index index of the array to start at (default: 0)
  6178. * @returns the Vector4.
  6179. */
  6180. Vector4.prototype.toArray = function (array, index) {
  6181. if (index === undefined) {
  6182. index = 0;
  6183. }
  6184. array[index] = this.x;
  6185. array[index + 1] = this.y;
  6186. array[index + 2] = this.z;
  6187. array[index + 3] = this.w;
  6188. return this;
  6189. };
  6190. /**
  6191. * Adds the given vector to the current Vector4.
  6192. * @param otherVector the vector to add
  6193. * @returns the updated Vector4.
  6194. */
  6195. Vector4.prototype.addInPlace = function (otherVector) {
  6196. this.x += otherVector.x;
  6197. this.y += otherVector.y;
  6198. this.z += otherVector.z;
  6199. this.w += otherVector.w;
  6200. return this;
  6201. };
  6202. /**
  6203. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6204. * @param otherVector the vector to add
  6205. * @returns the resulting vector
  6206. */
  6207. Vector4.prototype.add = function (otherVector) {
  6208. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6209. };
  6210. /**
  6211. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6212. * @param otherVector the vector to add
  6213. * @param result the vector to store the result
  6214. * @returns the current Vector4.
  6215. */
  6216. Vector4.prototype.addToRef = function (otherVector, result) {
  6217. result.x = this.x + otherVector.x;
  6218. result.y = this.y + otherVector.y;
  6219. result.z = this.z + otherVector.z;
  6220. result.w = this.w + otherVector.w;
  6221. return this;
  6222. };
  6223. /**
  6224. * Subtract in place the given vector from the current Vector4.
  6225. * @param otherVector the vector to subtract
  6226. * @returns the updated Vector4.
  6227. */
  6228. Vector4.prototype.subtractInPlace = function (otherVector) {
  6229. this.x -= otherVector.x;
  6230. this.y -= otherVector.y;
  6231. this.z -= otherVector.z;
  6232. this.w -= otherVector.w;
  6233. return this;
  6234. };
  6235. /**
  6236. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6237. * @param otherVector the vector to add
  6238. * @returns the new vector with the result
  6239. */
  6240. Vector4.prototype.subtract = function (otherVector) {
  6241. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6242. };
  6243. /**
  6244. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6245. * @param otherVector the vector to subtract
  6246. * @param result the vector to store the result
  6247. * @returns the current Vector4.
  6248. */
  6249. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6250. result.x = this.x - otherVector.x;
  6251. result.y = this.y - otherVector.y;
  6252. result.z = this.z - otherVector.z;
  6253. result.w = this.w - otherVector.w;
  6254. return this;
  6255. };
  6256. /**
  6257. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6258. */
  6259. /**
  6260. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6261. * @param x value to subtract
  6262. * @param y value to subtract
  6263. * @param z value to subtract
  6264. * @param w value to subtract
  6265. * @returns new vector containing the result
  6266. */
  6267. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6268. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6269. };
  6270. /**
  6271. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6272. * @param x value to subtract
  6273. * @param y value to subtract
  6274. * @param z value to subtract
  6275. * @param w value to subtract
  6276. * @param result the vector to store the result in
  6277. * @returns the current Vector4.
  6278. */
  6279. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6280. result.x = this.x - x;
  6281. result.y = this.y - y;
  6282. result.z = this.z - z;
  6283. result.w = this.w - w;
  6284. return this;
  6285. };
  6286. /**
  6287. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6288. * @returns a new vector with the negated values
  6289. */
  6290. Vector4.prototype.negate = function () {
  6291. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6292. };
  6293. /**
  6294. * Multiplies the current Vector4 coordinates by scale (float).
  6295. * @param scale the number to scale with
  6296. * @returns the updated Vector4.
  6297. */
  6298. Vector4.prototype.scaleInPlace = function (scale) {
  6299. this.x *= scale;
  6300. this.y *= scale;
  6301. this.z *= scale;
  6302. this.w *= scale;
  6303. return this;
  6304. };
  6305. /**
  6306. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6307. * @param scale the number to scale with
  6308. * @returns a new vector with the result
  6309. */
  6310. Vector4.prototype.scale = function (scale) {
  6311. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6312. };
  6313. /**
  6314. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6315. * @param scale the number to scale with
  6316. * @param result a vector to store the result in
  6317. * @returns the current Vector4.
  6318. */
  6319. Vector4.prototype.scaleToRef = function (scale, result) {
  6320. result.x = this.x * scale;
  6321. result.y = this.y * scale;
  6322. result.z = this.z * scale;
  6323. result.w = this.w * scale;
  6324. return this;
  6325. };
  6326. /**
  6327. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6328. * @param scale defines the scale factor
  6329. * @param result defines the Vector4 object where to store the result
  6330. * @returns the unmodified current Vector4
  6331. */
  6332. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6333. result.x += this.x * scale;
  6334. result.y += this.y * scale;
  6335. result.z += this.z * scale;
  6336. result.w += this.w * scale;
  6337. return this;
  6338. };
  6339. /**
  6340. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6341. * @param otherVector the vector to compare against
  6342. * @returns true if they are equal
  6343. */
  6344. Vector4.prototype.equals = function (otherVector) {
  6345. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6346. };
  6347. /**
  6348. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6349. * @param otherVector vector to compare against
  6350. * @param epsilon (Default: very small number)
  6351. * @returns true if they are equal
  6352. */
  6353. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6354. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6355. return otherVector
  6356. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6357. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6358. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6359. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6360. };
  6361. /**
  6362. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6363. * @param x x value to compare against
  6364. * @param y y value to compare against
  6365. * @param z z value to compare against
  6366. * @param w w value to compare against
  6367. * @returns true if equal
  6368. */
  6369. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6370. return this.x === x && this.y === y && this.z === z && this.w === w;
  6371. };
  6372. /**
  6373. * Multiplies in place the current Vector4 by the given one.
  6374. * @param otherVector vector to multiple with
  6375. * @returns the updated Vector4.
  6376. */
  6377. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6378. this.x *= otherVector.x;
  6379. this.y *= otherVector.y;
  6380. this.z *= otherVector.z;
  6381. this.w *= otherVector.w;
  6382. return this;
  6383. };
  6384. /**
  6385. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6386. * @param otherVector vector to multiple with
  6387. * @returns resulting new vector
  6388. */
  6389. Vector4.prototype.multiply = function (otherVector) {
  6390. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6391. };
  6392. /**
  6393. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6394. * @param otherVector vector to multiple with
  6395. * @param result vector to store the result
  6396. * @returns the current Vector4.
  6397. */
  6398. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6399. result.x = this.x * otherVector.x;
  6400. result.y = this.y * otherVector.y;
  6401. result.z = this.z * otherVector.z;
  6402. result.w = this.w * otherVector.w;
  6403. return this;
  6404. };
  6405. /**
  6406. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6407. * @param x x value multiply with
  6408. * @param y y value multiply with
  6409. * @param z z value multiply with
  6410. * @param w w value multiply with
  6411. * @returns resulting new vector
  6412. */
  6413. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6414. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6415. };
  6416. /**
  6417. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6418. * @param otherVector vector to devide with
  6419. * @returns resulting new vector
  6420. */
  6421. Vector4.prototype.divide = function (otherVector) {
  6422. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6423. };
  6424. /**
  6425. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6426. * @param otherVector vector to devide with
  6427. * @param result vector to store the result
  6428. * @returns the current Vector4.
  6429. */
  6430. Vector4.prototype.divideToRef = function (otherVector, result) {
  6431. result.x = this.x / otherVector.x;
  6432. result.y = this.y / otherVector.y;
  6433. result.z = this.z / otherVector.z;
  6434. result.w = this.w / otherVector.w;
  6435. return this;
  6436. };
  6437. /**
  6438. * Divides the current Vector3 coordinates by the given ones.
  6439. * @param otherVector vector to devide with
  6440. * @returns the updated Vector3.
  6441. */
  6442. Vector4.prototype.divideInPlace = function (otherVector) {
  6443. return this.divideToRef(otherVector, this);
  6444. };
  6445. /**
  6446. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6447. * @param other defines the second operand
  6448. * @returns the current updated Vector4
  6449. */
  6450. Vector4.prototype.minimizeInPlace = function (other) {
  6451. if (other.x < this.x) {
  6452. this.x = other.x;
  6453. }
  6454. if (other.y < this.y) {
  6455. this.y = other.y;
  6456. }
  6457. if (other.z < this.z) {
  6458. this.z = other.z;
  6459. }
  6460. if (other.w < this.w) {
  6461. this.w = other.w;
  6462. }
  6463. return this;
  6464. };
  6465. /**
  6466. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6467. * @param other defines the second operand
  6468. * @returns the current updated Vector4
  6469. */
  6470. Vector4.prototype.maximizeInPlace = function (other) {
  6471. if (other.x > this.x) {
  6472. this.x = other.x;
  6473. }
  6474. if (other.y > this.y) {
  6475. this.y = other.y;
  6476. }
  6477. if (other.z > this.z) {
  6478. this.z = other.z;
  6479. }
  6480. if (other.w > this.w) {
  6481. this.w = other.w;
  6482. }
  6483. return this;
  6484. };
  6485. /**
  6486. * Gets a new Vector4 from current Vector4 floored values
  6487. * @returns a new Vector4
  6488. */
  6489. Vector4.prototype.floor = function () {
  6490. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6491. };
  6492. /**
  6493. * Gets a new Vector4 from current Vector3 floored values
  6494. * @returns a new Vector4
  6495. */
  6496. Vector4.prototype.fract = function () {
  6497. 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));
  6498. };
  6499. // Properties
  6500. /**
  6501. * Returns the Vector4 length (float).
  6502. * @returns the length
  6503. */
  6504. Vector4.prototype.length = function () {
  6505. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6506. };
  6507. /**
  6508. * Returns the Vector4 squared length (float).
  6509. * @returns the length squared
  6510. */
  6511. Vector4.prototype.lengthSquared = function () {
  6512. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6513. };
  6514. // Methods
  6515. /**
  6516. * Normalizes in place the Vector4.
  6517. * @returns the updated Vector4.
  6518. */
  6519. Vector4.prototype.normalize = function () {
  6520. var len = this.length();
  6521. if (len === 0) {
  6522. return this;
  6523. }
  6524. return this.scaleInPlace(1.0 / len);
  6525. };
  6526. /**
  6527. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6528. * @returns this converted to a new vector3
  6529. */
  6530. Vector4.prototype.toVector3 = function () {
  6531. return new Vector3(this.x, this.y, this.z);
  6532. };
  6533. /**
  6534. * Returns a new Vector4 copied from the current one.
  6535. * @returns the new cloned vector
  6536. */
  6537. Vector4.prototype.clone = function () {
  6538. return new Vector4(this.x, this.y, this.z, this.w);
  6539. };
  6540. /**
  6541. * Updates the current Vector4 with the given one coordinates.
  6542. * @param source the source vector to copy from
  6543. * @returns the updated Vector4.
  6544. */
  6545. Vector4.prototype.copyFrom = function (source) {
  6546. this.x = source.x;
  6547. this.y = source.y;
  6548. this.z = source.z;
  6549. this.w = source.w;
  6550. return this;
  6551. };
  6552. /**
  6553. * Updates the current Vector4 coordinates with the given floats.
  6554. * @param x float to copy from
  6555. * @param y float to copy from
  6556. * @param z float to copy from
  6557. * @param w float to copy from
  6558. * @returns the updated Vector4.
  6559. */
  6560. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6561. this.x = x;
  6562. this.y = y;
  6563. this.z = z;
  6564. this.w = w;
  6565. return this;
  6566. };
  6567. /**
  6568. * Updates the current Vector4 coordinates with the given floats.
  6569. * @param x float to set from
  6570. * @param y float to set from
  6571. * @param z float to set from
  6572. * @param w float to set from
  6573. * @returns the updated Vector4.
  6574. */
  6575. Vector4.prototype.set = function (x, y, z, w) {
  6576. return this.copyFromFloats(x, y, z, w);
  6577. };
  6578. /**
  6579. * Copies the given float to the current Vector3 coordinates
  6580. * @param v defines the x, y, z and w coordinates of the operand
  6581. * @returns the current updated Vector3
  6582. */
  6583. Vector4.prototype.setAll = function (v) {
  6584. this.x = this.y = this.z = this.w = v;
  6585. return this;
  6586. };
  6587. // Statics
  6588. /**
  6589. * Returns a new Vector4 set from the starting index of the given array.
  6590. * @param array the array to pull values from
  6591. * @param offset the offset into the array to start at
  6592. * @returns the new vector
  6593. */
  6594. Vector4.FromArray = function (array, offset) {
  6595. if (!offset) {
  6596. offset = 0;
  6597. }
  6598. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6599. };
  6600. /**
  6601. * Updates the given vector "result" from the starting index of the given array.
  6602. * @param array the array to pull values from
  6603. * @param offset the offset into the array to start at
  6604. * @param result the vector to store the result in
  6605. */
  6606. Vector4.FromArrayToRef = function (array, offset, result) {
  6607. result.x = array[offset];
  6608. result.y = array[offset + 1];
  6609. result.z = array[offset + 2];
  6610. result.w = array[offset + 3];
  6611. };
  6612. /**
  6613. * Updates the given vector "result" from the starting index of the given Float32Array.
  6614. * @param array the array to pull values from
  6615. * @param offset the offset into the array to start at
  6616. * @param result the vector to store the result in
  6617. */
  6618. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6619. Vector4.FromArrayToRef(array, offset, result);
  6620. };
  6621. /**
  6622. * Updates the given vector "result" coordinates from the given floats.
  6623. * @param x float to set from
  6624. * @param y float to set from
  6625. * @param z float to set from
  6626. * @param w float to set from
  6627. * @param result the vector to the floats in
  6628. */
  6629. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6630. result.x = x;
  6631. result.y = y;
  6632. result.z = z;
  6633. result.w = w;
  6634. };
  6635. /**
  6636. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6637. * @returns the new vector
  6638. */
  6639. Vector4.Zero = function () {
  6640. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6641. };
  6642. /**
  6643. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6644. * @returns the new vector
  6645. */
  6646. Vector4.One = function () {
  6647. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6648. };
  6649. /**
  6650. * Returns a new normalized Vector4 from the given one.
  6651. * @param vector the vector to normalize
  6652. * @returns the vector
  6653. */
  6654. Vector4.Normalize = function (vector) {
  6655. var result = Vector4.Zero();
  6656. Vector4.NormalizeToRef(vector, result);
  6657. return result;
  6658. };
  6659. /**
  6660. * Updates the given vector "result" from the normalization of the given one.
  6661. * @param vector the vector to normalize
  6662. * @param result the vector to store the result in
  6663. */
  6664. Vector4.NormalizeToRef = function (vector, result) {
  6665. result.copyFrom(vector);
  6666. result.normalize();
  6667. };
  6668. /**
  6669. * Returns a vector with the minimum values from the left and right vectors
  6670. * @param left left vector to minimize
  6671. * @param right right vector to minimize
  6672. * @returns a new vector with the minimum of the left and right vector values
  6673. */
  6674. Vector4.Minimize = function (left, right) {
  6675. var min = left.clone();
  6676. min.minimizeInPlace(right);
  6677. return min;
  6678. };
  6679. /**
  6680. * Returns a vector with the maximum values from the left and right vectors
  6681. * @param left left vector to maximize
  6682. * @param right right vector to maximize
  6683. * @returns a new vector with the maximum of the left and right vector values
  6684. */
  6685. Vector4.Maximize = function (left, right) {
  6686. var max = left.clone();
  6687. max.maximizeInPlace(right);
  6688. return max;
  6689. };
  6690. /**
  6691. * Returns the distance (float) between the vectors "value1" and "value2".
  6692. * @param value1 value to calulate the distance between
  6693. * @param value2 value to calulate the distance between
  6694. * @return the distance between the two vectors
  6695. */
  6696. Vector4.Distance = function (value1, value2) {
  6697. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6698. };
  6699. /**
  6700. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6701. * @param value1 value to calulate the distance between
  6702. * @param value2 value to calulate the distance between
  6703. * @return the distance between the two vectors squared
  6704. */
  6705. Vector4.DistanceSquared = function (value1, value2) {
  6706. var x = value1.x - value2.x;
  6707. var y = value1.y - value2.y;
  6708. var z = value1.z - value2.z;
  6709. var w = value1.w - value2.w;
  6710. return (x * x) + (y * y) + (z * z) + (w * w);
  6711. };
  6712. /**
  6713. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6714. * @param value1 value to calulate the center between
  6715. * @param value2 value to calulate the center between
  6716. * @return the center between the two vectors
  6717. */
  6718. Vector4.Center = function (value1, value2) {
  6719. var center = value1.add(value2);
  6720. center.scaleInPlace(0.5);
  6721. return center;
  6722. };
  6723. /**
  6724. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6725. * This methods computes transformed normalized direction vectors only.
  6726. * @param vector the vector to transform
  6727. * @param transformation the transformation matrix to apply
  6728. * @returns the new vector
  6729. */
  6730. Vector4.TransformNormal = function (vector, transformation) {
  6731. var result = Vector4.Zero();
  6732. Vector4.TransformNormalToRef(vector, transformation, result);
  6733. return result;
  6734. };
  6735. /**
  6736. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6737. * This methods computes transformed normalized direction vectors only.
  6738. * @param vector the vector to transform
  6739. * @param transformation the transformation matrix to apply
  6740. * @param result the vector to store the result in
  6741. */
  6742. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6743. var m = transformation.m;
  6744. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6745. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6746. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6747. result.x = x;
  6748. result.y = y;
  6749. result.z = z;
  6750. result.w = vector.w;
  6751. };
  6752. /**
  6753. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6754. * This methods computes transformed normalized direction vectors only.
  6755. * @param x value to transform
  6756. * @param y value to transform
  6757. * @param z value to transform
  6758. * @param w value to transform
  6759. * @param transformation the transformation matrix to apply
  6760. * @param result the vector to store the results in
  6761. */
  6762. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6763. var m = transformation.m;
  6764. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6765. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6766. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6767. result.w = w;
  6768. };
  6769. return Vector4;
  6770. }());
  6771. BABYLON.Vector4 = Vector4;
  6772. /**
  6773. * Size containing widht and height
  6774. */
  6775. var Size = /** @class */ (function () {
  6776. /**
  6777. * Creates a Size object from the given width and height (floats).
  6778. * @param width width of the new size
  6779. * @param height height of the new size
  6780. */
  6781. function Size(width, height) {
  6782. this.width = width;
  6783. this.height = height;
  6784. }
  6785. /**
  6786. * Returns a string with the Size width and height
  6787. * @returns a string with the Size width and height
  6788. */
  6789. Size.prototype.toString = function () {
  6790. return "{W: " + this.width + ", H: " + this.height + "}";
  6791. };
  6792. /**
  6793. * "Size"
  6794. * @returns the string "Size"
  6795. */
  6796. Size.prototype.getClassName = function () {
  6797. return "Size";
  6798. };
  6799. /**
  6800. * Returns the Size hash code.
  6801. * @returns a hash code for a unique width and height
  6802. */
  6803. Size.prototype.getHashCode = function () {
  6804. var hash = this.width || 0;
  6805. hash = (hash * 397) ^ (this.height || 0);
  6806. return hash;
  6807. };
  6808. /**
  6809. * Updates the current size from the given one.
  6810. * @param src the given size
  6811. */
  6812. Size.prototype.copyFrom = function (src) {
  6813. this.width = src.width;
  6814. this.height = src.height;
  6815. };
  6816. /**
  6817. * Updates in place the current Size from the given floats.
  6818. * @param width width of the new size
  6819. * @param height height of the new size
  6820. * @returns the updated Size.
  6821. */
  6822. Size.prototype.copyFromFloats = function (width, height) {
  6823. this.width = width;
  6824. this.height = height;
  6825. return this;
  6826. };
  6827. /**
  6828. * Updates in place the current Size from the given floats.
  6829. * @param width width to set
  6830. * @param height height to set
  6831. * @returns the updated Size.
  6832. */
  6833. Size.prototype.set = function (width, height) {
  6834. return this.copyFromFloats(width, height);
  6835. };
  6836. /**
  6837. * Multiplies the width and height by numbers
  6838. * @param w factor to multiple the width by
  6839. * @param h factor to multiple the height by
  6840. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6841. */
  6842. Size.prototype.multiplyByFloats = function (w, h) {
  6843. return new Size(this.width * w, this.height * h);
  6844. };
  6845. /**
  6846. * Clones the size
  6847. * @returns a new Size copied from the given one.
  6848. */
  6849. Size.prototype.clone = function () {
  6850. return new Size(this.width, this.height);
  6851. };
  6852. /**
  6853. * True if the current Size and the given one width and height are strictly equal.
  6854. * @param other the other size to compare against
  6855. * @returns True if the current Size and the given one width and height are strictly equal.
  6856. */
  6857. Size.prototype.equals = function (other) {
  6858. if (!other) {
  6859. return false;
  6860. }
  6861. return (this.width === other.width) && (this.height === other.height);
  6862. };
  6863. Object.defineProperty(Size.prototype, "surface", {
  6864. /**
  6865. * The surface of the Size : width * height (float).
  6866. */
  6867. get: function () {
  6868. return this.width * this.height;
  6869. },
  6870. enumerable: true,
  6871. configurable: true
  6872. });
  6873. /**
  6874. * Create a new size of zero
  6875. * @returns a new Size set to (0.0, 0.0)
  6876. */
  6877. Size.Zero = function () {
  6878. return new Size(0.0, 0.0);
  6879. };
  6880. /**
  6881. * Sums the width and height of two sizes
  6882. * @param otherSize size to add to this size
  6883. * @returns a new Size set as the addition result of the current Size and the given one.
  6884. */
  6885. Size.prototype.add = function (otherSize) {
  6886. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6887. return r;
  6888. };
  6889. /**
  6890. * Subtracts the width and height of two
  6891. * @param otherSize size to subtract to this size
  6892. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6893. */
  6894. Size.prototype.subtract = function (otherSize) {
  6895. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6896. return r;
  6897. };
  6898. /**
  6899. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6900. * @param start starting size to lerp between
  6901. * @param end end size to lerp between
  6902. * @param amount amount to lerp between the start and end values
  6903. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6904. */
  6905. Size.Lerp = function (start, end, amount) {
  6906. var w = start.width + ((end.width - start.width) * amount);
  6907. var h = start.height + ((end.height - start.height) * amount);
  6908. return new Size(w, h);
  6909. };
  6910. return Size;
  6911. }());
  6912. BABYLON.Size = Size;
  6913. /**
  6914. * Class used to store quaternion data
  6915. * @see https://en.wikipedia.org/wiki/Quaternion
  6916. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6917. */
  6918. var Quaternion = /** @class */ (function () {
  6919. /**
  6920. * Creates a new Quaternion from the given floats
  6921. * @param x defines the first component (0 by default)
  6922. * @param y defines the second component (0 by default)
  6923. * @param z defines the third component (0 by default)
  6924. * @param w defines the fourth component (1.0 by default)
  6925. */
  6926. function Quaternion(
  6927. /** defines the first component (0 by default) */
  6928. x,
  6929. /** defines the second component (0 by default) */
  6930. y,
  6931. /** defines the third component (0 by default) */
  6932. z,
  6933. /** defines the fourth component (1.0 by default) */
  6934. w) {
  6935. if (x === void 0) { x = 0.0; }
  6936. if (y === void 0) { y = 0.0; }
  6937. if (z === void 0) { z = 0.0; }
  6938. if (w === void 0) { w = 1.0; }
  6939. this.x = x;
  6940. this.y = y;
  6941. this.z = z;
  6942. this.w = w;
  6943. }
  6944. /**
  6945. * Gets a string representation for the current quaternion
  6946. * @returns a string with the Quaternion coordinates
  6947. */
  6948. Quaternion.prototype.toString = function () {
  6949. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6950. };
  6951. /**
  6952. * Gets the class name of the quaternion
  6953. * @returns the string "Quaternion"
  6954. */
  6955. Quaternion.prototype.getClassName = function () {
  6956. return "Quaternion";
  6957. };
  6958. /**
  6959. * Gets a hash code for this quaternion
  6960. * @returns the quaternion hash code
  6961. */
  6962. Quaternion.prototype.getHashCode = function () {
  6963. var hash = this.x || 0;
  6964. hash = (hash * 397) ^ (this.y || 0);
  6965. hash = (hash * 397) ^ (this.z || 0);
  6966. hash = (hash * 397) ^ (this.w || 0);
  6967. return hash;
  6968. };
  6969. /**
  6970. * Copy the quaternion to an array
  6971. * @returns a new array populated with 4 elements from the quaternion coordinates
  6972. */
  6973. Quaternion.prototype.asArray = function () {
  6974. return [this.x, this.y, this.z, this.w];
  6975. };
  6976. /**
  6977. * Check if two quaternions are equals
  6978. * @param otherQuaternion defines the second operand
  6979. * @return true if the current quaternion and the given one coordinates are strictly equals
  6980. */
  6981. Quaternion.prototype.equals = function (otherQuaternion) {
  6982. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  6983. };
  6984. /**
  6985. * Clone the current quaternion
  6986. * @returns a new quaternion copied from the current one
  6987. */
  6988. Quaternion.prototype.clone = function () {
  6989. return new Quaternion(this.x, this.y, this.z, this.w);
  6990. };
  6991. /**
  6992. * Copy a quaternion to the current one
  6993. * @param other defines the other quaternion
  6994. * @returns the updated current quaternion
  6995. */
  6996. Quaternion.prototype.copyFrom = function (other) {
  6997. this.x = other.x;
  6998. this.y = other.y;
  6999. this.z = other.z;
  7000. this.w = other.w;
  7001. return this;
  7002. };
  7003. /**
  7004. * Updates the current quaternion with the given float coordinates
  7005. * @param x defines the x coordinate
  7006. * @param y defines the y coordinate
  7007. * @param z defines the z coordinate
  7008. * @param w defines the w coordinate
  7009. * @returns the updated current quaternion
  7010. */
  7011. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  7012. this.x = x;
  7013. this.y = y;
  7014. this.z = z;
  7015. this.w = w;
  7016. return this;
  7017. };
  7018. /**
  7019. * Updates the current quaternion from the given float coordinates
  7020. * @param x defines the x coordinate
  7021. * @param y defines the y coordinate
  7022. * @param z defines the z coordinate
  7023. * @param w defines the w coordinate
  7024. * @returns the updated current quaternion
  7025. */
  7026. Quaternion.prototype.set = function (x, y, z, w) {
  7027. return this.copyFromFloats(x, y, z, w);
  7028. };
  7029. /**
  7030. * Adds two quaternions
  7031. * @param other defines the second operand
  7032. * @returns a new quaternion as the addition result of the given one and the current quaternion
  7033. */
  7034. Quaternion.prototype.add = function (other) {
  7035. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  7036. };
  7037. /**
  7038. * Add a quaternion to the current one
  7039. * @param other defines the quaternion to add
  7040. * @returns the current quaternion
  7041. */
  7042. Quaternion.prototype.addInPlace = function (other) {
  7043. this.x += other.x;
  7044. this.y += other.y;
  7045. this.z += other.z;
  7046. this.w += other.w;
  7047. return this;
  7048. };
  7049. /**
  7050. * Subtract two quaternions
  7051. * @param other defines the second operand
  7052. * @returns a new quaternion as the subtraction result of the given one from the current one
  7053. */
  7054. Quaternion.prototype.subtract = function (other) {
  7055. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  7056. };
  7057. /**
  7058. * Multiplies the current quaternion by a scale factor
  7059. * @param value defines the scale factor
  7060. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  7061. */
  7062. Quaternion.prototype.scale = function (value) {
  7063. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  7064. };
  7065. /**
  7066. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  7067. * @param scale defines the scale factor
  7068. * @param result defines the Quaternion object where to store the result
  7069. * @returns the unmodified current quaternion
  7070. */
  7071. Quaternion.prototype.scaleToRef = function (scale, result) {
  7072. result.x = this.x * scale;
  7073. result.y = this.y * scale;
  7074. result.z = this.z * scale;
  7075. result.w = this.w * scale;
  7076. return this;
  7077. };
  7078. /**
  7079. * Multiplies in place the current quaternion by a scale factor
  7080. * @param value defines the scale factor
  7081. * @returns the current modified quaternion
  7082. */
  7083. Quaternion.prototype.scaleInPlace = function (value) {
  7084. this.x *= value;
  7085. this.y *= value;
  7086. this.z *= value;
  7087. this.w *= value;
  7088. return this;
  7089. };
  7090. /**
  7091. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7092. * @param scale defines the scale factor
  7093. * @param result defines the Quaternion object where to store the result
  7094. * @returns the unmodified current quaternion
  7095. */
  7096. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7097. result.x += this.x * scale;
  7098. result.y += this.y * scale;
  7099. result.z += this.z * scale;
  7100. result.w += this.w * scale;
  7101. return this;
  7102. };
  7103. /**
  7104. * Multiplies two quaternions
  7105. * @param q1 defines the second operand
  7106. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7107. */
  7108. Quaternion.prototype.multiply = function (q1) {
  7109. var result = new Quaternion(0, 0, 0, 1.0);
  7110. this.multiplyToRef(q1, result);
  7111. return result;
  7112. };
  7113. /**
  7114. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7115. * @param q1 defines the second operand
  7116. * @param result defines the target quaternion
  7117. * @returns the current quaternion
  7118. */
  7119. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7120. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7121. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7122. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7123. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7124. result.copyFromFloats(x, y, z, w);
  7125. return this;
  7126. };
  7127. /**
  7128. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7129. * @param q1 defines the second operand
  7130. * @returns the currentupdated quaternion
  7131. */
  7132. Quaternion.prototype.multiplyInPlace = function (q1) {
  7133. this.multiplyToRef(q1, this);
  7134. return this;
  7135. };
  7136. /**
  7137. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7138. * @param ref defines the target quaternion
  7139. * @returns the current quaternion
  7140. */
  7141. Quaternion.prototype.conjugateToRef = function (ref) {
  7142. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7143. return this;
  7144. };
  7145. /**
  7146. * Conjugates in place (1-q) the current quaternion
  7147. * @returns the current updated quaternion
  7148. */
  7149. Quaternion.prototype.conjugateInPlace = function () {
  7150. this.x *= -1;
  7151. this.y *= -1;
  7152. this.z *= -1;
  7153. return this;
  7154. };
  7155. /**
  7156. * Conjugates in place (1-q) the current quaternion
  7157. * @returns a new quaternion
  7158. */
  7159. Quaternion.prototype.conjugate = function () {
  7160. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7161. return result;
  7162. };
  7163. /**
  7164. * Gets length of current quaternion
  7165. * @returns the quaternion length (float)
  7166. */
  7167. Quaternion.prototype.length = function () {
  7168. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7169. };
  7170. /**
  7171. * Normalize in place the current quaternion
  7172. * @returns the current updated quaternion
  7173. */
  7174. Quaternion.prototype.normalize = function () {
  7175. var length = 1.0 / this.length();
  7176. this.x *= length;
  7177. this.y *= length;
  7178. this.z *= length;
  7179. this.w *= length;
  7180. return this;
  7181. };
  7182. /**
  7183. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7184. * @param order is a reserved parameter and is ignore for now
  7185. * @returns a new Vector3 containing the Euler angles
  7186. */
  7187. Quaternion.prototype.toEulerAngles = function (order) {
  7188. if (order === void 0) { order = "YZX"; }
  7189. var result = Vector3.Zero();
  7190. this.toEulerAnglesToRef(result, order);
  7191. return result;
  7192. };
  7193. /**
  7194. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7195. * @param result defines the vector which will be filled with the Euler angles
  7196. * @param order is a reserved parameter and is ignore for now
  7197. * @returns the current unchanged quaternion
  7198. */
  7199. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7200. if (order === void 0) { order = "YZX"; }
  7201. var qz = this.z;
  7202. var qx = this.x;
  7203. var qy = this.y;
  7204. var qw = this.w;
  7205. var sqw = qw * qw;
  7206. var sqz = qz * qz;
  7207. var sqx = qx * qx;
  7208. var sqy = qy * qy;
  7209. var zAxisY = qy * qz - qx * qw;
  7210. var limit = .4999999;
  7211. if (zAxisY < -limit) {
  7212. result.y = 2 * Math.atan2(qy, qw);
  7213. result.x = Math.PI / 2;
  7214. result.z = 0;
  7215. }
  7216. else if (zAxisY > limit) {
  7217. result.y = 2 * Math.atan2(qy, qw);
  7218. result.x = -Math.PI / 2;
  7219. result.z = 0;
  7220. }
  7221. else {
  7222. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7223. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7224. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7225. }
  7226. return this;
  7227. };
  7228. /**
  7229. * Updates the given rotation matrix with the current quaternion values
  7230. * @param result defines the target matrix
  7231. * @returns the current unchanged quaternion
  7232. */
  7233. Quaternion.prototype.toRotationMatrix = function (result) {
  7234. Matrix.FromQuaternionToRef(this, result);
  7235. return this;
  7236. };
  7237. /**
  7238. * Updates the current quaternion from the given rotation matrix values
  7239. * @param matrix defines the source matrix
  7240. * @returns the current updated quaternion
  7241. */
  7242. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7243. Quaternion.FromRotationMatrixToRef(matrix, this);
  7244. return this;
  7245. };
  7246. // Statics
  7247. /**
  7248. * Creates a new quaternion from a rotation matrix
  7249. * @param matrix defines the source matrix
  7250. * @returns a new quaternion created from the given rotation matrix values
  7251. */
  7252. Quaternion.FromRotationMatrix = function (matrix) {
  7253. var result = new Quaternion();
  7254. Quaternion.FromRotationMatrixToRef(matrix, result);
  7255. return result;
  7256. };
  7257. /**
  7258. * Updates the given quaternion with the given rotation matrix values
  7259. * @param matrix defines the source matrix
  7260. * @param result defines the target quaternion
  7261. */
  7262. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7263. var data = matrix.m;
  7264. var m11 = data[0], m12 = data[4], m13 = data[8];
  7265. var m21 = data[1], m22 = data[5], m23 = data[9];
  7266. var m31 = data[2], m32 = data[6], m33 = data[10];
  7267. var trace = m11 + m22 + m33;
  7268. var s;
  7269. if (trace > 0) {
  7270. s = 0.5 / Math.sqrt(trace + 1.0);
  7271. result.w = 0.25 / s;
  7272. result.x = (m32 - m23) * s;
  7273. result.y = (m13 - m31) * s;
  7274. result.z = (m21 - m12) * s;
  7275. }
  7276. else if (m11 > m22 && m11 > m33) {
  7277. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7278. result.w = (m32 - m23) / s;
  7279. result.x = 0.25 * s;
  7280. result.y = (m12 + m21) / s;
  7281. result.z = (m13 + m31) / s;
  7282. }
  7283. else if (m22 > m33) {
  7284. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7285. result.w = (m13 - m31) / s;
  7286. result.x = (m12 + m21) / s;
  7287. result.y = 0.25 * s;
  7288. result.z = (m23 + m32) / s;
  7289. }
  7290. else {
  7291. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7292. result.w = (m21 - m12) / s;
  7293. result.x = (m13 + m31) / s;
  7294. result.y = (m23 + m32) / s;
  7295. result.z = 0.25 * s;
  7296. }
  7297. };
  7298. /**
  7299. * Returns the dot product (float) between the quaternions "left" and "right"
  7300. * @param left defines the left operand
  7301. * @param right defines the right operand
  7302. * @returns the dot product
  7303. */
  7304. Quaternion.Dot = function (left, right) {
  7305. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7306. };
  7307. /**
  7308. * Checks if the two quaternions are close to each other
  7309. * @param quat0 defines the first quaternion to check
  7310. * @param quat1 defines the second quaternion to check
  7311. * @returns true if the two quaternions are close to each other
  7312. */
  7313. Quaternion.AreClose = function (quat0, quat1) {
  7314. var dot = Quaternion.Dot(quat0, quat1);
  7315. return dot >= 0;
  7316. };
  7317. /**
  7318. * Creates an empty quaternion
  7319. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7320. */
  7321. Quaternion.Zero = function () {
  7322. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7323. };
  7324. /**
  7325. * Inverse a given quaternion
  7326. * @param q defines the source quaternion
  7327. * @returns a new quaternion as the inverted current quaternion
  7328. */
  7329. Quaternion.Inverse = function (q) {
  7330. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7331. };
  7332. /**
  7333. * Inverse a given quaternion
  7334. * @param q defines the source quaternion
  7335. * @param result the quaternion the result will be stored in
  7336. * @returns the result quaternion
  7337. */
  7338. Quaternion.InverseToRef = function (q, result) {
  7339. result.set(-q.x, -q.y, -q.z, q.w);
  7340. return result;
  7341. };
  7342. /**
  7343. * Creates an identity quaternion
  7344. * @returns the identity quaternion
  7345. */
  7346. Quaternion.Identity = function () {
  7347. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7348. };
  7349. /**
  7350. * Gets a boolean indicating if the given quaternion is identity
  7351. * @param quaternion defines the quaternion to check
  7352. * @returns true if the quaternion is identity
  7353. */
  7354. Quaternion.IsIdentity = function (quaternion) {
  7355. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7356. };
  7357. /**
  7358. * Creates a quaternion from a rotation around an axis
  7359. * @param axis defines the axis to use
  7360. * @param angle defines the angle to use
  7361. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7362. */
  7363. Quaternion.RotationAxis = function (axis, angle) {
  7364. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7365. };
  7366. /**
  7367. * Creates a rotation around an axis and stores it into the given quaternion
  7368. * @param axis defines the axis to use
  7369. * @param angle defines the angle to use
  7370. * @param result defines the target quaternion
  7371. * @returns the target quaternion
  7372. */
  7373. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7374. var sin = Math.sin(angle / 2);
  7375. axis.normalize();
  7376. result.w = Math.cos(angle / 2);
  7377. result.x = axis.x * sin;
  7378. result.y = axis.y * sin;
  7379. result.z = axis.z * sin;
  7380. return result;
  7381. };
  7382. /**
  7383. * Creates a new quaternion from data stored into an array
  7384. * @param array defines the data source
  7385. * @param offset defines the offset in the source array where the data starts
  7386. * @returns a new quaternion
  7387. */
  7388. Quaternion.FromArray = function (array, offset) {
  7389. if (!offset) {
  7390. offset = 0;
  7391. }
  7392. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7393. };
  7394. /**
  7395. * Create a quaternion from Euler rotation angles
  7396. * @param x Pitch
  7397. * @param y Yaw
  7398. * @param z Roll
  7399. * @returns the new Quaternion
  7400. */
  7401. Quaternion.FromEulerAngles = function (x, y, z) {
  7402. var q = new Quaternion();
  7403. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7404. return q;
  7405. };
  7406. /**
  7407. * Updates a quaternion from Euler rotation angles
  7408. * @param x Pitch
  7409. * @param y Yaw
  7410. * @param z Roll
  7411. * @param result the quaternion to store the result
  7412. * @returns the updated quaternion
  7413. */
  7414. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7415. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7416. return result;
  7417. };
  7418. /**
  7419. * Create a quaternion from Euler rotation vector
  7420. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7421. * @returns the new Quaternion
  7422. */
  7423. Quaternion.FromEulerVector = function (vec) {
  7424. var q = new Quaternion();
  7425. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7426. return q;
  7427. };
  7428. /**
  7429. * Updates a quaternion from Euler rotation vector
  7430. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7431. * @param result the quaternion to store the result
  7432. * @returns the updated quaternion
  7433. */
  7434. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7435. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7436. return result;
  7437. };
  7438. /**
  7439. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7440. * @param yaw defines the rotation around Y axis
  7441. * @param pitch defines the rotation around X axis
  7442. * @param roll defines the rotation around Z axis
  7443. * @returns the new quaternion
  7444. */
  7445. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7446. var q = new Quaternion();
  7447. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7448. return q;
  7449. };
  7450. /**
  7451. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7452. * @param yaw defines the rotation around Y axis
  7453. * @param pitch defines the rotation around X axis
  7454. * @param roll defines the rotation around Z axis
  7455. * @param result defines the target quaternion
  7456. */
  7457. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7458. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7459. var halfRoll = roll * 0.5;
  7460. var halfPitch = pitch * 0.5;
  7461. var halfYaw = yaw * 0.5;
  7462. var sinRoll = Math.sin(halfRoll);
  7463. var cosRoll = Math.cos(halfRoll);
  7464. var sinPitch = Math.sin(halfPitch);
  7465. var cosPitch = Math.cos(halfPitch);
  7466. var sinYaw = Math.sin(halfYaw);
  7467. var cosYaw = Math.cos(halfYaw);
  7468. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7469. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7470. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7471. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7472. };
  7473. /**
  7474. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7475. * @param alpha defines the rotation around first axis
  7476. * @param beta defines the rotation around second axis
  7477. * @param gamma defines the rotation around third axis
  7478. * @returns the new quaternion
  7479. */
  7480. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7481. var result = new Quaternion();
  7482. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7483. return result;
  7484. };
  7485. /**
  7486. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7487. * @param alpha defines the rotation around first axis
  7488. * @param beta defines the rotation around second axis
  7489. * @param gamma defines the rotation around third axis
  7490. * @param result defines the target quaternion
  7491. */
  7492. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7493. // Produces a quaternion from Euler angles in the z-x-z orientation
  7494. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7495. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7496. var halfBeta = beta * 0.5;
  7497. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7498. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7499. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7500. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7501. };
  7502. /**
  7503. * 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)
  7504. * @param axis1 defines the first axis
  7505. * @param axis2 defines the second axis
  7506. * @param axis3 defines the third axis
  7507. * @returns the new quaternion
  7508. */
  7509. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7510. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7511. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7512. return quat;
  7513. };
  7514. /**
  7515. * 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
  7516. * @param axis1 defines the first axis
  7517. * @param axis2 defines the second axis
  7518. * @param axis3 defines the third axis
  7519. * @param ref defines the target quaternion
  7520. */
  7521. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7522. var rotMat = MathTmp.Matrix[0];
  7523. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7524. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7525. };
  7526. /**
  7527. * Interpolates between two quaternions
  7528. * @param left defines first quaternion
  7529. * @param right defines second quaternion
  7530. * @param amount defines the gradient to use
  7531. * @returns the new interpolated quaternion
  7532. */
  7533. Quaternion.Slerp = function (left, right, amount) {
  7534. var result = Quaternion.Identity();
  7535. Quaternion.SlerpToRef(left, right, amount, result);
  7536. return result;
  7537. };
  7538. /**
  7539. * Interpolates between two quaternions and stores it into a target quaternion
  7540. * @param left defines first quaternion
  7541. * @param right defines second quaternion
  7542. * @param amount defines the gradient to use
  7543. * @param result defines the target quaternion
  7544. */
  7545. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7546. var num2;
  7547. var num3;
  7548. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7549. var flag = false;
  7550. if (num4 < 0) {
  7551. flag = true;
  7552. num4 = -num4;
  7553. }
  7554. if (num4 > 0.999999) {
  7555. num3 = 1 - amount;
  7556. num2 = flag ? -amount : amount;
  7557. }
  7558. else {
  7559. var num5 = Math.acos(num4);
  7560. var num6 = (1.0 / Math.sin(num5));
  7561. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7562. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7563. }
  7564. result.x = (num3 * left.x) + (num2 * right.x);
  7565. result.y = (num3 * left.y) + (num2 * right.y);
  7566. result.z = (num3 * left.z) + (num2 * right.z);
  7567. result.w = (num3 * left.w) + (num2 * right.w);
  7568. };
  7569. /**
  7570. * Interpolate between two quaternions using Hermite interpolation
  7571. * @param value1 defines first quaternion
  7572. * @param tangent1 defines the incoming tangent
  7573. * @param value2 defines second quaternion
  7574. * @param tangent2 defines the outgoing tangent
  7575. * @param amount defines the target quaternion
  7576. * @returns the new interpolated quaternion
  7577. */
  7578. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7579. var squared = amount * amount;
  7580. var cubed = amount * squared;
  7581. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7582. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7583. var part3 = (cubed - (2.0 * squared)) + amount;
  7584. var part4 = cubed - squared;
  7585. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7586. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7587. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7588. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7589. return new Quaternion(x, y, z, w);
  7590. };
  7591. return Quaternion;
  7592. }());
  7593. BABYLON.Quaternion = Quaternion;
  7594. /**
  7595. * Class used to store matrix data (4x4)
  7596. */
  7597. var Matrix = /** @class */ (function () {
  7598. /**
  7599. * Creates an empty matrix (filled with zeros)
  7600. */
  7601. function Matrix() {
  7602. this._isIdentity = false;
  7603. this._isIdentityDirty = true;
  7604. this._isIdentity3x2 = true;
  7605. this._isIdentity3x2Dirty = true;
  7606. this._m = new Float32Array(16);
  7607. this._updateIdentityStatus(false);
  7608. }
  7609. Object.defineProperty(Matrix.prototype, "m", {
  7610. /**
  7611. * Gets the internal data of the matrix
  7612. */
  7613. get: function () { return this._m; },
  7614. enumerable: true,
  7615. configurable: true
  7616. });
  7617. /** @hidden */
  7618. Matrix.prototype._markAsUpdated = function () {
  7619. this.updateFlag = Matrix._updateFlagSeed++;
  7620. this._isIdentity = false;
  7621. this._isIdentity3x2 = false;
  7622. this._isIdentityDirty = true;
  7623. this._isIdentity3x2Dirty = true;
  7624. };
  7625. /** @hidden */
  7626. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7627. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7628. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7629. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7630. this.updateFlag = Matrix._updateFlagSeed++;
  7631. this._isIdentity = isIdentity;
  7632. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7633. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7634. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7635. };
  7636. // Properties
  7637. /**
  7638. * Check if the current matrix is identity
  7639. * @returns true is the matrix is the identity matrix
  7640. */
  7641. Matrix.prototype.isIdentity = function () {
  7642. if (this._isIdentityDirty) {
  7643. this._isIdentityDirty = false;
  7644. var m = this._m;
  7645. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7646. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7647. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7648. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7649. }
  7650. return this._isIdentity;
  7651. };
  7652. /**
  7653. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7654. * @returns true is the matrix is the identity matrix
  7655. */
  7656. Matrix.prototype.isIdentityAs3x2 = function () {
  7657. if (this._isIdentity3x2Dirty) {
  7658. this._isIdentity3x2Dirty = false;
  7659. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7660. this._isIdentity3x2 = false;
  7661. }
  7662. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7663. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7664. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7665. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7666. this._isIdentity3x2 = false;
  7667. }
  7668. else {
  7669. this._isIdentity3x2 = true;
  7670. }
  7671. }
  7672. return this._isIdentity3x2;
  7673. };
  7674. /**
  7675. * Gets the determinant of the matrix
  7676. * @returns the matrix determinant
  7677. */
  7678. Matrix.prototype.determinant = function () {
  7679. if (this._isIdentity === true) {
  7680. return 1;
  7681. }
  7682. var m = this._m;
  7683. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7684. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7685. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7686. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7687. // https://en.wikipedia.org/wiki/Laplace_expansion
  7688. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7689. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7690. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7691. // where
  7692. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7693. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7694. //
  7695. // Here we do that for the 1st row.
  7696. var det_22_33 = m22 * m33 - m32 * m23;
  7697. var det_21_33 = m21 * m33 - m31 * m23;
  7698. var det_21_32 = m21 * m32 - m31 * m22;
  7699. var det_20_33 = m20 * m33 - m30 * m23;
  7700. var det_20_32 = m20 * m32 - m22 * m30;
  7701. var det_20_31 = m20 * m31 - m30 * m21;
  7702. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7703. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7704. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7705. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7706. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7707. };
  7708. // Methods
  7709. /**
  7710. * Returns the matrix as a Float32Array
  7711. * @returns the matrix underlying array
  7712. */
  7713. Matrix.prototype.toArray = function () {
  7714. return this._m;
  7715. };
  7716. /**
  7717. * Returns the matrix as a Float32Array
  7718. * @returns the matrix underlying array.
  7719. */
  7720. Matrix.prototype.asArray = function () {
  7721. return this._m;
  7722. };
  7723. /**
  7724. * Inverts the current matrix in place
  7725. * @returns the current inverted matrix
  7726. */
  7727. Matrix.prototype.invert = function () {
  7728. this.invertToRef(this);
  7729. return this;
  7730. };
  7731. /**
  7732. * Sets all the matrix elements to zero
  7733. * @returns the current matrix
  7734. */
  7735. Matrix.prototype.reset = function () {
  7736. 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);
  7737. this._updateIdentityStatus(false);
  7738. return this;
  7739. };
  7740. /**
  7741. * Adds the current matrix with a second one
  7742. * @param other defines the matrix to add
  7743. * @returns a new matrix as the addition of the current matrix and the given one
  7744. */
  7745. Matrix.prototype.add = function (other) {
  7746. var result = new Matrix();
  7747. this.addToRef(other, result);
  7748. return result;
  7749. };
  7750. /**
  7751. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7752. * @param other defines the matrix to add
  7753. * @param result defines the target matrix
  7754. * @returns the current matrix
  7755. */
  7756. Matrix.prototype.addToRef = function (other, result) {
  7757. var m = this._m;
  7758. var resultM = result._m;
  7759. var otherM = other.m;
  7760. for (var index = 0; index < 16; index++) {
  7761. resultM[index] = m[index] + otherM[index];
  7762. }
  7763. result._markAsUpdated();
  7764. return this;
  7765. };
  7766. /**
  7767. * Adds in place the given matrix to the current matrix
  7768. * @param other defines the second operand
  7769. * @returns the current updated matrix
  7770. */
  7771. Matrix.prototype.addToSelf = function (other) {
  7772. var m = this._m;
  7773. var otherM = other.m;
  7774. for (var index = 0; index < 16; index++) {
  7775. m[index] += otherM[index];
  7776. }
  7777. this._markAsUpdated();
  7778. return this;
  7779. };
  7780. /**
  7781. * Sets the given matrix to the current inverted Matrix
  7782. * @param other defines the target matrix
  7783. * @returns the unmodified current matrix
  7784. */
  7785. Matrix.prototype.invertToRef = function (other) {
  7786. if (this._isIdentity === true) {
  7787. Matrix.IdentityToRef(other);
  7788. return this;
  7789. }
  7790. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7791. var m = this._m;
  7792. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7793. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7794. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7795. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7796. var det_22_33 = m22 * m33 - m32 * m23;
  7797. var det_21_33 = m21 * m33 - m31 * m23;
  7798. var det_21_32 = m21 * m32 - m31 * m22;
  7799. var det_20_33 = m20 * m33 - m30 * m23;
  7800. var det_20_32 = m20 * m32 - m22 * m30;
  7801. var det_20_31 = m20 * m31 - m30 * m21;
  7802. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7803. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7804. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7805. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7806. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7807. if (det === 0) {
  7808. // not invertible
  7809. other.copyFrom(this);
  7810. return this;
  7811. }
  7812. var detInv = 1 / det;
  7813. var det_12_33 = m12 * m33 - m32 * m13;
  7814. var det_11_33 = m11 * m33 - m31 * m13;
  7815. var det_11_32 = m11 * m32 - m31 * m12;
  7816. var det_10_33 = m10 * m33 - m30 * m13;
  7817. var det_10_32 = m10 * m32 - m30 * m12;
  7818. var det_10_31 = m10 * m31 - m30 * m11;
  7819. var det_12_23 = m12 * m23 - m22 * m13;
  7820. var det_11_23 = m11 * m23 - m21 * m13;
  7821. var det_11_22 = m11 * m22 - m21 * m12;
  7822. var det_10_23 = m10 * m23 - m20 * m13;
  7823. var det_10_22 = m10 * m22 - m20 * m12;
  7824. var det_10_21 = m10 * m21 - m20 * m11;
  7825. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7826. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7827. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7828. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7829. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7830. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7831. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7832. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7833. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7834. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7835. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7836. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7837. 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);
  7838. return this;
  7839. };
  7840. /**
  7841. * add a value at the specified position in the current Matrix
  7842. * @param index the index of the value within the matrix. between 0 and 15.
  7843. * @param value the value to be added
  7844. * @returns the current updated matrix
  7845. */
  7846. Matrix.prototype.addAtIndex = function (index, value) {
  7847. this._m[index] += value;
  7848. this._markAsUpdated();
  7849. return this;
  7850. };
  7851. /**
  7852. * mutiply the specified position in the current Matrix by a value
  7853. * @param index the index of the value within the matrix. between 0 and 15.
  7854. * @param value the value to be added
  7855. * @returns the current updated matrix
  7856. */
  7857. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7858. this._m[index] *= value;
  7859. this._markAsUpdated();
  7860. return this;
  7861. };
  7862. /**
  7863. * Inserts the translation vector (using 3 floats) in the current matrix
  7864. * @param x defines the 1st component of the translation
  7865. * @param y defines the 2nd component of the translation
  7866. * @param z defines the 3rd component of the translation
  7867. * @returns the current updated matrix
  7868. */
  7869. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7870. this._m[12] = x;
  7871. this._m[13] = y;
  7872. this._m[14] = z;
  7873. this._markAsUpdated();
  7874. return this;
  7875. };
  7876. /**
  7877. * Inserts the translation vector in the current matrix
  7878. * @param vector3 defines the translation to insert
  7879. * @returns the current updated matrix
  7880. */
  7881. Matrix.prototype.setTranslation = function (vector3) {
  7882. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7883. };
  7884. /**
  7885. * Gets the translation value of the current matrix
  7886. * @returns a new Vector3 as the extracted translation from the matrix
  7887. */
  7888. Matrix.prototype.getTranslation = function () {
  7889. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7890. };
  7891. /**
  7892. * Fill a Vector3 with the extracted translation from the matrix
  7893. * @param result defines the Vector3 where to store the translation
  7894. * @returns the current matrix
  7895. */
  7896. Matrix.prototype.getTranslationToRef = function (result) {
  7897. result.x = this._m[12];
  7898. result.y = this._m[13];
  7899. result.z = this._m[14];
  7900. return this;
  7901. };
  7902. /**
  7903. * Remove rotation and scaling part from the matrix
  7904. * @returns the updated matrix
  7905. */
  7906. Matrix.prototype.removeRotationAndScaling = function () {
  7907. var m = this.m;
  7908. 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);
  7909. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7910. return this;
  7911. };
  7912. /**
  7913. * Multiply two matrices
  7914. * @param other defines the second operand
  7915. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7916. */
  7917. Matrix.prototype.multiply = function (other) {
  7918. var result = new Matrix();
  7919. this.multiplyToRef(other, result);
  7920. return result;
  7921. };
  7922. /**
  7923. * Copy the current matrix from the given one
  7924. * @param other defines the source matrix
  7925. * @returns the current updated matrix
  7926. */
  7927. Matrix.prototype.copyFrom = function (other) {
  7928. other.copyToArray(this._m);
  7929. var o = other;
  7930. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7931. return this;
  7932. };
  7933. /**
  7934. * Populates the given array from the starting index with the current matrix values
  7935. * @param array defines the target array
  7936. * @param offset defines the offset in the target array where to start storing values
  7937. * @returns the current matrix
  7938. */
  7939. Matrix.prototype.copyToArray = function (array, offset) {
  7940. if (offset === void 0) { offset = 0; }
  7941. for (var index = 0; index < 16; index++) {
  7942. array[offset + index] = this._m[index];
  7943. }
  7944. return this;
  7945. };
  7946. /**
  7947. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7948. * @param other defines the second operand
  7949. * @param result defines the matrix where to store the multiplication
  7950. * @returns the current matrix
  7951. */
  7952. Matrix.prototype.multiplyToRef = function (other, result) {
  7953. if (this._isIdentity) {
  7954. result.copyFrom(other);
  7955. return this;
  7956. }
  7957. if (other._isIdentity) {
  7958. result.copyFrom(this);
  7959. return this;
  7960. }
  7961. this.multiplyToArray(other, result._m, 0);
  7962. result._markAsUpdated();
  7963. return this;
  7964. };
  7965. /**
  7966. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7967. * @param other defines the second operand
  7968. * @param result defines the array where to store the multiplication
  7969. * @param offset defines the offset in the target array where to start storing values
  7970. * @returns the current matrix
  7971. */
  7972. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  7973. var m = this._m;
  7974. var otherM = other.m;
  7975. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  7976. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  7977. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  7978. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  7979. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  7980. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  7981. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  7982. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  7983. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  7984. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  7985. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  7986. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  7987. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  7988. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  7989. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  7990. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  7991. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  7992. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  7993. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  7994. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  7995. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  7996. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  7997. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  7998. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  7999. return this;
  8000. };
  8001. /**
  8002. * Check equality between this matrix and a second one
  8003. * @param value defines the second matrix to compare
  8004. * @returns true is the current matrix and the given one values are strictly equal
  8005. */
  8006. Matrix.prototype.equals = function (value) {
  8007. var other = value;
  8008. if (!other) {
  8009. return false;
  8010. }
  8011. if (this._isIdentity || other._isIdentity) {
  8012. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  8013. return this._isIdentity && other._isIdentity;
  8014. }
  8015. }
  8016. var m = this.m;
  8017. var om = other.m;
  8018. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  8019. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  8020. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  8021. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  8022. };
  8023. /**
  8024. * Clone the current matrix
  8025. * @returns a new matrix from the current matrix
  8026. */
  8027. Matrix.prototype.clone = function () {
  8028. var matrix = new Matrix();
  8029. matrix.copyFrom(this);
  8030. return matrix;
  8031. };
  8032. /**
  8033. * Returns the name of the current matrix class
  8034. * @returns the string "Matrix"
  8035. */
  8036. Matrix.prototype.getClassName = function () {
  8037. return "Matrix";
  8038. };
  8039. /**
  8040. * Gets the hash code of the current matrix
  8041. * @returns the hash code
  8042. */
  8043. Matrix.prototype.getHashCode = function () {
  8044. var hash = this._m[0] || 0;
  8045. for (var i = 1; i < 16; i++) {
  8046. hash = (hash * 397) ^ (this._m[i] || 0);
  8047. }
  8048. return hash;
  8049. };
  8050. /**
  8051. * Decomposes the current Matrix into a translation, rotation and scaling components
  8052. * @param scale defines the scale vector3 given as a reference to update
  8053. * @param rotation defines the rotation quaternion given as a reference to update
  8054. * @param translation defines the translation vector3 given as a reference to update
  8055. * @returns true if operation was successful
  8056. */
  8057. Matrix.prototype.decompose = function (scale, rotation, translation) {
  8058. if (this._isIdentity) {
  8059. if (translation) {
  8060. translation.setAll(0);
  8061. }
  8062. if (scale) {
  8063. scale.setAll(1);
  8064. }
  8065. if (rotation) {
  8066. rotation.copyFromFloats(0, 0, 0, 1);
  8067. }
  8068. return true;
  8069. }
  8070. var m = this._m;
  8071. if (translation) {
  8072. translation.copyFromFloats(m[12], m[13], m[14]);
  8073. }
  8074. scale = scale || MathTmp.Vector3[0];
  8075. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  8076. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  8077. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  8078. if (this.determinant() <= 0) {
  8079. scale.y *= -1;
  8080. }
  8081. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  8082. if (rotation) {
  8083. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  8084. }
  8085. return false;
  8086. }
  8087. if (rotation) {
  8088. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8089. 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]);
  8090. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8091. }
  8092. return true;
  8093. };
  8094. /**
  8095. * Gets specific row of the matrix
  8096. * @param index defines the number of the row to get
  8097. * @returns the index-th row of the current matrix as a new Vector4
  8098. */
  8099. Matrix.prototype.getRow = function (index) {
  8100. if (index < 0 || index > 3) {
  8101. return null;
  8102. }
  8103. var i = index * 4;
  8104. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8105. };
  8106. /**
  8107. * Sets the index-th row of the current matrix to the vector4 values
  8108. * @param index defines the number of the row to set
  8109. * @param row defines the target vector4
  8110. * @returns the updated current matrix
  8111. */
  8112. Matrix.prototype.setRow = function (index, row) {
  8113. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8114. };
  8115. /**
  8116. * Compute the transpose of the matrix
  8117. * @returns the new transposed matrix
  8118. */
  8119. Matrix.prototype.transpose = function () {
  8120. return Matrix.Transpose(this);
  8121. };
  8122. /**
  8123. * Compute the transpose of the matrix and store it in a given matrix
  8124. * @param result defines the target matrix
  8125. * @returns the current matrix
  8126. */
  8127. Matrix.prototype.transposeToRef = function (result) {
  8128. Matrix.TransposeToRef(this, result);
  8129. return this;
  8130. };
  8131. /**
  8132. * Sets the index-th row of the current matrix with the given 4 x float values
  8133. * @param index defines the row index
  8134. * @param x defines the x component to set
  8135. * @param y defines the y component to set
  8136. * @param z defines the z component to set
  8137. * @param w defines the w component to set
  8138. * @returns the updated current matrix
  8139. */
  8140. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8141. if (index < 0 || index > 3) {
  8142. return this;
  8143. }
  8144. var i = index * 4;
  8145. this._m[i + 0] = x;
  8146. this._m[i + 1] = y;
  8147. this._m[i + 2] = z;
  8148. this._m[i + 3] = w;
  8149. this._markAsUpdated();
  8150. return this;
  8151. };
  8152. /**
  8153. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8154. * @param scale defines the scale factor
  8155. * @returns a new matrix
  8156. */
  8157. Matrix.prototype.scale = function (scale) {
  8158. var result = new Matrix();
  8159. this.scaleToRef(scale, result);
  8160. return result;
  8161. };
  8162. /**
  8163. * Scale the current matrix values by a factor to a given result matrix
  8164. * @param scale defines the scale factor
  8165. * @param result defines the matrix to store the result
  8166. * @returns the current matrix
  8167. */
  8168. Matrix.prototype.scaleToRef = function (scale, result) {
  8169. for (var index = 0; index < 16; index++) {
  8170. result._m[index] = this._m[index] * scale;
  8171. }
  8172. result._markAsUpdated();
  8173. return this;
  8174. };
  8175. /**
  8176. * Scale the current matrix values by a factor and add the result to a given matrix
  8177. * @param scale defines the scale factor
  8178. * @param result defines the Matrix to store the result
  8179. * @returns the current matrix
  8180. */
  8181. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8182. for (var index = 0; index < 16; index++) {
  8183. result._m[index] += this._m[index] * scale;
  8184. }
  8185. result._markAsUpdated();
  8186. return this;
  8187. };
  8188. /**
  8189. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8190. * @param ref matrix to store the result
  8191. */
  8192. Matrix.prototype.toNormalMatrix = function (ref) {
  8193. var tmp = MathTmp.Matrix[0];
  8194. this.invertToRef(tmp);
  8195. tmp.transposeToRef(ref);
  8196. var m = ref._m;
  8197. 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);
  8198. };
  8199. /**
  8200. * Gets only rotation part of the current matrix
  8201. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8202. */
  8203. Matrix.prototype.getRotationMatrix = function () {
  8204. var result = new Matrix();
  8205. this.getRotationMatrixToRef(result);
  8206. return result;
  8207. };
  8208. /**
  8209. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8210. * @param result defines the target matrix to store data to
  8211. * @returns the current matrix
  8212. */
  8213. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8214. var scale = MathTmp.Vector3[0];
  8215. if (!this.decompose(scale)) {
  8216. Matrix.IdentityToRef(result);
  8217. return this;
  8218. }
  8219. var m = this._m;
  8220. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8221. 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);
  8222. return this;
  8223. };
  8224. /**
  8225. * Toggles model matrix from being right handed to left handed in place and vice versa
  8226. */
  8227. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8228. var m = this._m;
  8229. m[2] *= -1;
  8230. m[6] *= -1;
  8231. m[8] *= -1;
  8232. m[9] *= -1;
  8233. m[14] *= -1;
  8234. this._markAsUpdated();
  8235. };
  8236. /**
  8237. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8238. */
  8239. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8240. var m = this._m;
  8241. m[8] *= -1;
  8242. m[9] *= -1;
  8243. m[10] *= -1;
  8244. m[11] *= -1;
  8245. this._markAsUpdated();
  8246. };
  8247. // Statics
  8248. /**
  8249. * Creates a matrix from an array
  8250. * @param array defines the source array
  8251. * @param offset defines an offset in the source array
  8252. * @returns a new Matrix set from the starting index of the given array
  8253. */
  8254. Matrix.FromArray = function (array, offset) {
  8255. if (offset === void 0) { offset = 0; }
  8256. var result = new Matrix();
  8257. Matrix.FromArrayToRef(array, offset, result);
  8258. return result;
  8259. };
  8260. /**
  8261. * Copy the content of an array into a given matrix
  8262. * @param array defines the source array
  8263. * @param offset defines an offset in the source array
  8264. * @param result defines the target matrix
  8265. */
  8266. Matrix.FromArrayToRef = function (array, offset, result) {
  8267. for (var index = 0; index < 16; index++) {
  8268. result._m[index] = array[index + offset];
  8269. }
  8270. result._markAsUpdated();
  8271. };
  8272. /**
  8273. * Stores an array into a matrix after having multiplied each component by a given factor
  8274. * @param array defines the source array
  8275. * @param offset defines the offset in the source array
  8276. * @param scale defines the scaling factor
  8277. * @param result defines the target matrix
  8278. */
  8279. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8280. for (var index = 0; index < 16; index++) {
  8281. result._m[index] = array[index + offset] * scale;
  8282. }
  8283. result._markAsUpdated();
  8284. };
  8285. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8286. /**
  8287. * Gets an identity matrix that must not be updated
  8288. */
  8289. get: function () {
  8290. return Matrix._identityReadOnly;
  8291. },
  8292. enumerable: true,
  8293. configurable: true
  8294. });
  8295. /**
  8296. * Stores a list of values (16) inside a given matrix
  8297. * @param initialM11 defines 1st value of 1st row
  8298. * @param initialM12 defines 2nd value of 1st row
  8299. * @param initialM13 defines 3rd value of 1st row
  8300. * @param initialM14 defines 4th value of 1st row
  8301. * @param initialM21 defines 1st value of 2nd row
  8302. * @param initialM22 defines 2nd value of 2nd row
  8303. * @param initialM23 defines 3rd value of 2nd row
  8304. * @param initialM24 defines 4th value of 2nd row
  8305. * @param initialM31 defines 1st value of 3rd row
  8306. * @param initialM32 defines 2nd value of 3rd row
  8307. * @param initialM33 defines 3rd value of 3rd row
  8308. * @param initialM34 defines 4th value of 3rd row
  8309. * @param initialM41 defines 1st value of 4th row
  8310. * @param initialM42 defines 2nd value of 4th row
  8311. * @param initialM43 defines 3rd value of 4th row
  8312. * @param initialM44 defines 4th value of 4th row
  8313. * @param result defines the target matrix
  8314. */
  8315. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8316. var m = result._m;
  8317. m[0] = initialM11;
  8318. m[1] = initialM12;
  8319. m[2] = initialM13;
  8320. m[3] = initialM14;
  8321. m[4] = initialM21;
  8322. m[5] = initialM22;
  8323. m[6] = initialM23;
  8324. m[7] = initialM24;
  8325. m[8] = initialM31;
  8326. m[9] = initialM32;
  8327. m[10] = initialM33;
  8328. m[11] = initialM34;
  8329. m[12] = initialM41;
  8330. m[13] = initialM42;
  8331. m[14] = initialM43;
  8332. m[15] = initialM44;
  8333. result._markAsUpdated();
  8334. };
  8335. /**
  8336. * Creates new matrix from a list of values (16)
  8337. * @param initialM11 defines 1st value of 1st row
  8338. * @param initialM12 defines 2nd value of 1st row
  8339. * @param initialM13 defines 3rd value of 1st row
  8340. * @param initialM14 defines 4th value of 1st row
  8341. * @param initialM21 defines 1st value of 2nd row
  8342. * @param initialM22 defines 2nd value of 2nd row
  8343. * @param initialM23 defines 3rd value of 2nd row
  8344. * @param initialM24 defines 4th value of 2nd row
  8345. * @param initialM31 defines 1st value of 3rd row
  8346. * @param initialM32 defines 2nd value of 3rd row
  8347. * @param initialM33 defines 3rd value of 3rd row
  8348. * @param initialM34 defines 4th value of 3rd row
  8349. * @param initialM41 defines 1st value of 4th row
  8350. * @param initialM42 defines 2nd value of 4th row
  8351. * @param initialM43 defines 3rd value of 4th row
  8352. * @param initialM44 defines 4th value of 4th row
  8353. * @returns the new matrix
  8354. */
  8355. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8356. var result = new Matrix();
  8357. var m = result._m;
  8358. m[0] = initialM11;
  8359. m[1] = initialM12;
  8360. m[2] = initialM13;
  8361. m[3] = initialM14;
  8362. m[4] = initialM21;
  8363. m[5] = initialM22;
  8364. m[6] = initialM23;
  8365. m[7] = initialM24;
  8366. m[8] = initialM31;
  8367. m[9] = initialM32;
  8368. m[10] = initialM33;
  8369. m[11] = initialM34;
  8370. m[12] = initialM41;
  8371. m[13] = initialM42;
  8372. m[14] = initialM43;
  8373. m[15] = initialM44;
  8374. result._markAsUpdated();
  8375. return result;
  8376. };
  8377. /**
  8378. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8379. * @param scale defines the scale vector3
  8380. * @param rotation defines the rotation quaternion
  8381. * @param translation defines the translation vector3
  8382. * @returns a new matrix
  8383. */
  8384. Matrix.Compose = function (scale, rotation, translation) {
  8385. var result = new Matrix();
  8386. Matrix.ComposeToRef(scale, rotation, translation, result);
  8387. return result;
  8388. };
  8389. /**
  8390. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8391. * @param scale defines the scale vector3
  8392. * @param rotation defines the rotation quaternion
  8393. * @param translation defines the translation vector3
  8394. * @param result defines the target matrix
  8395. */
  8396. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8397. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8398. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8399. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8400. result.setTranslation(translation);
  8401. };
  8402. /**
  8403. * Creates a new identity matrix
  8404. * @returns a new identity matrix
  8405. */
  8406. Matrix.Identity = function () {
  8407. 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);
  8408. identity._updateIdentityStatus(true);
  8409. return identity;
  8410. };
  8411. /**
  8412. * Creates a new identity matrix and stores the result in a given matrix
  8413. * @param result defines the target matrix
  8414. */
  8415. Matrix.IdentityToRef = function (result) {
  8416. 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);
  8417. result._updateIdentityStatus(true);
  8418. };
  8419. /**
  8420. * Creates a new zero matrix
  8421. * @returns a new zero matrix
  8422. */
  8423. Matrix.Zero = function () {
  8424. 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);
  8425. zero._updateIdentityStatus(false);
  8426. return zero;
  8427. };
  8428. /**
  8429. * Creates a new rotation matrix for "angle" radians around the X axis
  8430. * @param angle defines the angle (in radians) to use
  8431. * @return the new matrix
  8432. */
  8433. Matrix.RotationX = function (angle) {
  8434. var result = new Matrix();
  8435. Matrix.RotationXToRef(angle, result);
  8436. return result;
  8437. };
  8438. /**
  8439. * Creates a new matrix as the invert of a given matrix
  8440. * @param source defines the source matrix
  8441. * @returns the new matrix
  8442. */
  8443. Matrix.Invert = function (source) {
  8444. var result = new Matrix();
  8445. source.invertToRef(result);
  8446. return result;
  8447. };
  8448. /**
  8449. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8450. * @param angle defines the angle (in radians) to use
  8451. * @param result defines the target matrix
  8452. */
  8453. Matrix.RotationXToRef = function (angle, result) {
  8454. var s = Math.sin(angle);
  8455. var c = Math.cos(angle);
  8456. 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);
  8457. result._updateIdentityStatus(c === 1 && s === 0);
  8458. };
  8459. /**
  8460. * Creates a new rotation matrix for "angle" radians around the Y axis
  8461. * @param angle defines the angle (in radians) to use
  8462. * @return the new matrix
  8463. */
  8464. Matrix.RotationY = function (angle) {
  8465. var result = new Matrix();
  8466. Matrix.RotationYToRef(angle, result);
  8467. return result;
  8468. };
  8469. /**
  8470. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8471. * @param angle defines the angle (in radians) to use
  8472. * @param result defines the target matrix
  8473. */
  8474. Matrix.RotationYToRef = function (angle, result) {
  8475. var s = Math.sin(angle);
  8476. var c = Math.cos(angle);
  8477. 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);
  8478. result._updateIdentityStatus(c === 1 && s === 0);
  8479. };
  8480. /**
  8481. * Creates a new rotation matrix for "angle" radians around the Z axis
  8482. * @param angle defines the angle (in radians) to use
  8483. * @return the new matrix
  8484. */
  8485. Matrix.RotationZ = function (angle) {
  8486. var result = new Matrix();
  8487. Matrix.RotationZToRef(angle, result);
  8488. return result;
  8489. };
  8490. /**
  8491. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8492. * @param angle defines the angle (in radians) to use
  8493. * @param result defines the target matrix
  8494. */
  8495. Matrix.RotationZToRef = function (angle, result) {
  8496. var s = Math.sin(angle);
  8497. var c = Math.cos(angle);
  8498. 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);
  8499. result._updateIdentityStatus(c === 1 && s === 0);
  8500. };
  8501. /**
  8502. * Creates a new rotation matrix for "angle" radians around the given axis
  8503. * @param axis defines the axis to use
  8504. * @param angle defines the angle (in radians) to use
  8505. * @return the new matrix
  8506. */
  8507. Matrix.RotationAxis = function (axis, angle) {
  8508. var result = new Matrix();
  8509. Matrix.RotationAxisToRef(axis, angle, result);
  8510. return result;
  8511. };
  8512. /**
  8513. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8514. * @param axis defines the axis to use
  8515. * @param angle defines the angle (in radians) to use
  8516. * @param result defines the target matrix
  8517. */
  8518. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8519. var s = Math.sin(-angle);
  8520. var c = Math.cos(-angle);
  8521. var c1 = 1 - c;
  8522. axis.normalize();
  8523. var m = result._m;
  8524. m[0] = (axis.x * axis.x) * c1 + c;
  8525. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8526. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8527. m[3] = 0.0;
  8528. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8529. m[5] = (axis.y * axis.y) * c1 + c;
  8530. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8531. m[7] = 0.0;
  8532. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8533. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8534. m[10] = (axis.z * axis.z) * c1 + c;
  8535. m[11] = 0.0;
  8536. m[12] = 0.0;
  8537. m[13] = 0.0;
  8538. m[14] = 0.0;
  8539. m[15] = 1.0;
  8540. result._markAsUpdated();
  8541. };
  8542. /**
  8543. * Creates a rotation matrix
  8544. * @param yaw defines the yaw angle in radians (Y axis)
  8545. * @param pitch defines the pitch angle in radians (X axis)
  8546. * @param roll defines the roll angle in radians (X axis)
  8547. * @returns the new rotation matrix
  8548. */
  8549. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8550. var result = new Matrix();
  8551. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8552. return result;
  8553. };
  8554. /**
  8555. * Creates a rotation matrix and stores it in a given matrix
  8556. * @param yaw defines the yaw angle in radians (Y axis)
  8557. * @param pitch defines the pitch angle in radians (X axis)
  8558. * @param roll defines the roll angle in radians (X axis)
  8559. * @param result defines the target matrix
  8560. */
  8561. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8562. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8563. MathTmp.Quaternion[0].toRotationMatrix(result);
  8564. };
  8565. /**
  8566. * Creates a scaling matrix
  8567. * @param x defines the scale factor on X axis
  8568. * @param y defines the scale factor on Y axis
  8569. * @param z defines the scale factor on Z axis
  8570. * @returns the new matrix
  8571. */
  8572. Matrix.Scaling = function (x, y, z) {
  8573. var result = new Matrix();
  8574. Matrix.ScalingToRef(x, y, z, result);
  8575. return result;
  8576. };
  8577. /**
  8578. * Creates a scaling matrix and stores it in a given matrix
  8579. * @param x defines the scale factor on X axis
  8580. * @param y defines the scale factor on Y axis
  8581. * @param z defines the scale factor on Z axis
  8582. * @param result defines the target matrix
  8583. */
  8584. Matrix.ScalingToRef = function (x, y, z, result) {
  8585. 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);
  8586. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8587. };
  8588. /**
  8589. * Creates a translation matrix
  8590. * @param x defines the translation on X axis
  8591. * @param y defines the translation on Y axis
  8592. * @param z defines the translationon Z axis
  8593. * @returns the new matrix
  8594. */
  8595. Matrix.Translation = function (x, y, z) {
  8596. var result = new Matrix();
  8597. Matrix.TranslationToRef(x, y, z, result);
  8598. return result;
  8599. };
  8600. /**
  8601. * Creates a translation matrix and stores it in a given matrix
  8602. * @param x defines the translation on X axis
  8603. * @param y defines the translation on Y axis
  8604. * @param z defines the translationon Z axis
  8605. * @param result defines the target matrix
  8606. */
  8607. Matrix.TranslationToRef = function (x, y, z, result) {
  8608. 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);
  8609. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8610. };
  8611. /**
  8612. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8613. * @param startValue defines the start value
  8614. * @param endValue defines the end value
  8615. * @param gradient defines the gradient factor
  8616. * @returns the new matrix
  8617. */
  8618. Matrix.Lerp = function (startValue, endValue, gradient) {
  8619. var result = new Matrix();
  8620. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8621. return result;
  8622. };
  8623. /**
  8624. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8625. * @param startValue defines the start value
  8626. * @param endValue defines the end value
  8627. * @param gradient defines the gradient factor
  8628. * @param result defines the Matrix object where to store data
  8629. */
  8630. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8631. var resultM = result._m;
  8632. var startM = startValue.m;
  8633. var endM = endValue.m;
  8634. for (var index = 0; index < 16; index++) {
  8635. resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;
  8636. }
  8637. result._markAsUpdated();
  8638. };
  8639. /**
  8640. * Builds a new matrix whose values are computed by:
  8641. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8642. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8643. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8644. * @param startValue defines the first matrix
  8645. * @param endValue defines the second matrix
  8646. * @param gradient defines the gradient between the two matrices
  8647. * @returns the new matrix
  8648. */
  8649. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8650. var result = new Matrix();
  8651. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8652. return result;
  8653. };
  8654. /**
  8655. * Update a matrix to values which are computed by:
  8656. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8657. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8658. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8659. * @param startValue defines the first matrix
  8660. * @param endValue defines the second matrix
  8661. * @param gradient defines the gradient between the two matrices
  8662. * @param result defines the target matrix
  8663. */
  8664. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8665. var startScale = MathTmp.Vector3[0];
  8666. var startRotation = MathTmp.Quaternion[0];
  8667. var startTranslation = MathTmp.Vector3[1];
  8668. startValue.decompose(startScale, startRotation, startTranslation);
  8669. var endScale = MathTmp.Vector3[2];
  8670. var endRotation = MathTmp.Quaternion[1];
  8671. var endTranslation = MathTmp.Vector3[3];
  8672. endValue.decompose(endScale, endRotation, endTranslation);
  8673. var resultScale = MathTmp.Vector3[4];
  8674. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8675. var resultRotation = MathTmp.Quaternion[2];
  8676. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8677. var resultTranslation = MathTmp.Vector3[5];
  8678. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8679. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8680. };
  8681. /**
  8682. * 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"
  8683. * This function works in left handed mode
  8684. * @param eye defines the final position of the entity
  8685. * @param target defines where the entity should look at
  8686. * @param up defines the up vector for the entity
  8687. * @returns the new matrix
  8688. */
  8689. Matrix.LookAtLH = function (eye, target, up) {
  8690. var result = new Matrix();
  8691. Matrix.LookAtLHToRef(eye, target, up, result);
  8692. return result;
  8693. };
  8694. /**
  8695. * 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".
  8696. * This function works in left handed mode
  8697. * @param eye defines the final position of the entity
  8698. * @param target defines where the entity should look at
  8699. * @param up defines the up vector for the entity
  8700. * @param result defines the target matrix
  8701. */
  8702. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8703. var xAxis = MathTmp.Vector3[0];
  8704. var yAxis = MathTmp.Vector3[1];
  8705. var zAxis = MathTmp.Vector3[2];
  8706. // Z axis
  8707. target.subtractToRef(eye, zAxis);
  8708. zAxis.normalize();
  8709. // X axis
  8710. Vector3.CrossToRef(up, zAxis, xAxis);
  8711. var xSquareLength = xAxis.lengthSquared();
  8712. if (xSquareLength === 0) {
  8713. xAxis.x = 1.0;
  8714. }
  8715. else {
  8716. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8717. }
  8718. // Y axis
  8719. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8720. yAxis.normalize();
  8721. // Eye angles
  8722. var ex = -Vector3.Dot(xAxis, eye);
  8723. var ey = -Vector3.Dot(yAxis, eye);
  8724. var ez = -Vector3.Dot(zAxis, eye);
  8725. 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);
  8726. };
  8727. /**
  8728. * 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"
  8729. * This function works in right handed mode
  8730. * @param eye defines the final position of the entity
  8731. * @param target defines where the entity should look at
  8732. * @param up defines the up vector for the entity
  8733. * @returns the new matrix
  8734. */
  8735. Matrix.LookAtRH = function (eye, target, up) {
  8736. var result = new Matrix();
  8737. Matrix.LookAtRHToRef(eye, target, up, result);
  8738. return result;
  8739. };
  8740. /**
  8741. * 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".
  8742. * This function works in right handed mode
  8743. * @param eye defines the final position of the entity
  8744. * @param target defines where the entity should look at
  8745. * @param up defines the up vector for the entity
  8746. * @param result defines the target matrix
  8747. */
  8748. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8749. var xAxis = MathTmp.Vector3[0];
  8750. var yAxis = MathTmp.Vector3[1];
  8751. var zAxis = MathTmp.Vector3[2];
  8752. // Z axis
  8753. eye.subtractToRef(target, zAxis);
  8754. zAxis.normalize();
  8755. // X axis
  8756. Vector3.CrossToRef(up, zAxis, xAxis);
  8757. var xSquareLength = xAxis.lengthSquared();
  8758. if (xSquareLength === 0) {
  8759. xAxis.x = 1.0;
  8760. }
  8761. else {
  8762. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8763. }
  8764. // Y axis
  8765. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8766. yAxis.normalize();
  8767. // Eye angles
  8768. var ex = -Vector3.Dot(xAxis, eye);
  8769. var ey = -Vector3.Dot(yAxis, eye);
  8770. var ez = -Vector3.Dot(zAxis, eye);
  8771. 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);
  8772. };
  8773. /**
  8774. * Create a left-handed orthographic projection matrix
  8775. * @param width defines the viewport width
  8776. * @param height defines the viewport height
  8777. * @param znear defines the near clip plane
  8778. * @param zfar defines the far clip plane
  8779. * @returns a new matrix as a left-handed orthographic projection matrix
  8780. */
  8781. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8782. var matrix = new Matrix();
  8783. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8784. return matrix;
  8785. };
  8786. /**
  8787. * Store a left-handed orthographic projection to a given matrix
  8788. * @param width defines the viewport width
  8789. * @param height defines the viewport height
  8790. * @param znear defines the near clip plane
  8791. * @param zfar defines the far clip plane
  8792. * @param result defines the target matrix
  8793. */
  8794. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8795. var n = znear;
  8796. var f = zfar;
  8797. var a = 2.0 / width;
  8798. var b = 2.0 / height;
  8799. var c = 2.0 / (f - n);
  8800. var d = -(f + n) / (f - n);
  8801. 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);
  8802. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8803. };
  8804. /**
  8805. * Create a left-handed orthographic projection matrix
  8806. * @param left defines the viewport left coordinate
  8807. * @param right defines the viewport right coordinate
  8808. * @param bottom defines the viewport bottom coordinate
  8809. * @param top defines the viewport top coordinate
  8810. * @param znear defines the near clip plane
  8811. * @param zfar defines the far clip plane
  8812. * @returns a new matrix as a left-handed orthographic projection matrix
  8813. */
  8814. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8815. var matrix = new Matrix();
  8816. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8817. return matrix;
  8818. };
  8819. /**
  8820. * Stores a left-handed orthographic projection into a given matrix
  8821. * @param left defines the viewport left coordinate
  8822. * @param right defines the viewport right coordinate
  8823. * @param bottom defines the viewport bottom coordinate
  8824. * @param top defines the viewport top coordinate
  8825. * @param znear defines the near clip plane
  8826. * @param zfar defines the far clip plane
  8827. * @param result defines the target matrix
  8828. */
  8829. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8830. var n = znear;
  8831. var f = zfar;
  8832. var a = 2.0 / (right - left);
  8833. var b = 2.0 / (top - bottom);
  8834. var c = 2.0 / (f - n);
  8835. var d = -(f + n) / (f - n);
  8836. var i0 = (left + right) / (left - right);
  8837. var i1 = (top + bottom) / (bottom - top);
  8838. 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);
  8839. result._markAsUpdated();
  8840. };
  8841. /**
  8842. * Creates a right-handed orthographic projection matrix
  8843. * @param left defines the viewport left coordinate
  8844. * @param right defines the viewport right coordinate
  8845. * @param bottom defines the viewport bottom coordinate
  8846. * @param top defines the viewport top coordinate
  8847. * @param znear defines the near clip plane
  8848. * @param zfar defines the far clip plane
  8849. * @returns a new matrix as a right-handed orthographic projection matrix
  8850. */
  8851. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8852. var matrix = new Matrix();
  8853. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8854. return matrix;
  8855. };
  8856. /**
  8857. * Stores a right-handed orthographic projection into a given matrix
  8858. * @param left defines the viewport left coordinate
  8859. * @param right defines the viewport right coordinate
  8860. * @param bottom defines the viewport bottom coordinate
  8861. * @param top defines the viewport top coordinate
  8862. * @param znear defines the near clip plane
  8863. * @param zfar defines the far clip plane
  8864. * @param result defines the target matrix
  8865. */
  8866. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8867. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8868. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8869. };
  8870. /**
  8871. * Creates a left-handed perspective projection matrix
  8872. * @param width defines the viewport width
  8873. * @param height defines the viewport height
  8874. * @param znear defines the near clip plane
  8875. * @param zfar defines the far clip plane
  8876. * @returns a new matrix as a left-handed perspective projection matrix
  8877. */
  8878. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8879. var matrix = new Matrix();
  8880. var n = znear;
  8881. var f = zfar;
  8882. var a = 2.0 * n / width;
  8883. var b = 2.0 * n / height;
  8884. var c = (f + n) / (f - n);
  8885. var d = -2.0 * f * n / (f - n);
  8886. 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);
  8887. matrix._updateIdentityStatus(false);
  8888. return matrix;
  8889. };
  8890. /**
  8891. * Creates a left-handed perspective projection matrix
  8892. * @param fov defines the horizontal field of view
  8893. * @param aspect defines the aspect ratio
  8894. * @param znear defines the near clip plane
  8895. * @param zfar defines the far clip plane
  8896. * @returns a new matrix as a left-handed perspective projection matrix
  8897. */
  8898. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8899. var matrix = new Matrix();
  8900. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8901. return matrix;
  8902. };
  8903. /**
  8904. * Stores a left-handed perspective projection into a given matrix
  8905. * @param fov defines the horizontal field of view
  8906. * @param aspect defines the aspect ratio
  8907. * @param znear defines the near clip plane
  8908. * @param zfar defines the far clip plane
  8909. * @param result defines the target matrix
  8910. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8911. */
  8912. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8913. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8914. var n = znear;
  8915. var f = zfar;
  8916. var t = 1.0 / (Math.tan(fov * 0.5));
  8917. var a = isVerticalFovFixed ? (t / aspect) : t;
  8918. var b = isVerticalFovFixed ? t : (t * aspect);
  8919. var c = (f + n) / (f - n);
  8920. var d = -2.0 * f * n / (f - n);
  8921. 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);
  8922. result._updateIdentityStatus(false);
  8923. };
  8924. /**
  8925. * Creates a right-handed perspective projection matrix
  8926. * @param fov defines the horizontal field of view
  8927. * @param aspect defines the aspect ratio
  8928. * @param znear defines the near clip plane
  8929. * @param zfar defines the far clip plane
  8930. * @returns a new matrix as a right-handed perspective projection matrix
  8931. */
  8932. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8933. var matrix = new Matrix();
  8934. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8935. return matrix;
  8936. };
  8937. /**
  8938. * Stores a right-handed perspective projection into a given matrix
  8939. * @param fov defines the horizontal field of view
  8940. * @param aspect defines the aspect ratio
  8941. * @param znear defines the near clip plane
  8942. * @param zfar defines the far clip plane
  8943. * @param result defines the target matrix
  8944. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8945. */
  8946. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8947. //alternatively this could be expressed as:
  8948. // m = PerspectiveFovLHToRef
  8949. // m[10] *= -1.0;
  8950. // m[11] *= -1.0;
  8951. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8952. var n = znear;
  8953. var f = zfar;
  8954. var t = 1.0 / (Math.tan(fov * 0.5));
  8955. var a = isVerticalFovFixed ? (t / aspect) : t;
  8956. var b = isVerticalFovFixed ? t : (t * aspect);
  8957. var c = -(f + n) / (f - n);
  8958. var d = -2 * f * n / (f - n);
  8959. 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);
  8960. result._updateIdentityStatus(false);
  8961. };
  8962. /**
  8963. * Stores a perspective projection for WebVR info a given matrix
  8964. * @param fov defines the field of view
  8965. * @param znear defines the near clip plane
  8966. * @param zfar defines the far clip plane
  8967. * @param result defines the target matrix
  8968. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8969. */
  8970. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  8971. if (rightHanded === void 0) { rightHanded = false; }
  8972. var rightHandedFactor = rightHanded ? -1 : 1;
  8973. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  8974. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  8975. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  8976. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  8977. var xScale = 2.0 / (leftTan + rightTan);
  8978. var yScale = 2.0 / (upTan + downTan);
  8979. var m = result._m;
  8980. m[0] = xScale;
  8981. m[1] = m[2] = m[3] = m[4] = 0.0;
  8982. m[5] = yScale;
  8983. m[6] = m[7] = 0.0;
  8984. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  8985. m[9] = -((upTan - downTan) * yScale * 0.5);
  8986. m[10] = -zfar / (znear - zfar);
  8987. m[11] = 1.0 * rightHandedFactor;
  8988. m[12] = m[13] = m[15] = 0.0;
  8989. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  8990. result._markAsUpdated();
  8991. };
  8992. /**
  8993. * Computes a complete transformation matrix
  8994. * @param viewport defines the viewport to use
  8995. * @param world defines the world matrix
  8996. * @param view defines the view matrix
  8997. * @param projection defines the projection matrix
  8998. * @param zmin defines the near clip plane
  8999. * @param zmax defines the far clip plane
  9000. * @returns the transformation matrix
  9001. */
  9002. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  9003. var cw = viewport.width;
  9004. var ch = viewport.height;
  9005. var cx = viewport.x;
  9006. var cy = viewport.y;
  9007. 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);
  9008. var matrix = MathTmp.Matrix[0];
  9009. world.multiplyToRef(view, matrix);
  9010. matrix.multiplyToRef(projection, matrix);
  9011. return matrix.multiply(viewportMatrix);
  9012. };
  9013. /**
  9014. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  9015. * @param matrix defines the matrix to use
  9016. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  9017. */
  9018. Matrix.GetAsMatrix2x2 = function (matrix) {
  9019. var m = matrix.m;
  9020. return new Float32Array([m[0], m[1], m[4], m[5]]);
  9021. };
  9022. /**
  9023. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  9024. * @param matrix defines the matrix to use
  9025. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  9026. */
  9027. Matrix.GetAsMatrix3x3 = function (matrix) {
  9028. var m = matrix.m;
  9029. return new Float32Array([
  9030. m[0], m[1], m[2],
  9031. m[4], m[5], m[6],
  9032. m[8], m[9], m[10]
  9033. ]);
  9034. };
  9035. /**
  9036. * Compute the transpose of a given matrix
  9037. * @param matrix defines the matrix to transpose
  9038. * @returns the new matrix
  9039. */
  9040. Matrix.Transpose = function (matrix) {
  9041. var result = new Matrix();
  9042. Matrix.TransposeToRef(matrix, result);
  9043. return result;
  9044. };
  9045. /**
  9046. * Compute the transpose of a matrix and store it in a target matrix
  9047. * @param matrix defines the matrix to transpose
  9048. * @param result defines the target matrix
  9049. */
  9050. Matrix.TransposeToRef = function (matrix, result) {
  9051. var rm = result._m;
  9052. var mm = matrix.m;
  9053. rm[0] = mm[0];
  9054. rm[1] = mm[4];
  9055. rm[2] = mm[8];
  9056. rm[3] = mm[12];
  9057. rm[4] = mm[1];
  9058. rm[5] = mm[5];
  9059. rm[6] = mm[9];
  9060. rm[7] = mm[13];
  9061. rm[8] = mm[2];
  9062. rm[9] = mm[6];
  9063. rm[10] = mm[10];
  9064. rm[11] = mm[14];
  9065. rm[12] = mm[3];
  9066. rm[13] = mm[7];
  9067. rm[14] = mm[11];
  9068. rm[15] = mm[15];
  9069. // identity-ness does not change when transposing
  9070. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  9071. };
  9072. /**
  9073. * Computes a reflection matrix from a plane
  9074. * @param plane defines the reflection plane
  9075. * @returns a new matrix
  9076. */
  9077. Matrix.Reflection = function (plane) {
  9078. var matrix = new Matrix();
  9079. Matrix.ReflectionToRef(plane, matrix);
  9080. return matrix;
  9081. };
  9082. /**
  9083. * Computes a reflection matrix from a plane
  9084. * @param plane defines the reflection plane
  9085. * @param result defines the target matrix
  9086. */
  9087. Matrix.ReflectionToRef = function (plane, result) {
  9088. plane.normalize();
  9089. var x = plane.normal.x;
  9090. var y = plane.normal.y;
  9091. var z = plane.normal.z;
  9092. var temp = -2 * x;
  9093. var temp2 = -2 * y;
  9094. var temp3 = -2 * z;
  9095. 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);
  9096. };
  9097. /**
  9098. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9099. * @param xaxis defines the value of the 1st axis
  9100. * @param yaxis defines the value of the 2nd axis
  9101. * @param zaxis defines the value of the 3rd axis
  9102. * @param result defines the target matrix
  9103. */
  9104. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9105. 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);
  9106. };
  9107. /**
  9108. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9109. * @param quat defines the quaternion to use
  9110. * @param result defines the target matrix
  9111. */
  9112. Matrix.FromQuaternionToRef = function (quat, result) {
  9113. var xx = quat.x * quat.x;
  9114. var yy = quat.y * quat.y;
  9115. var zz = quat.z * quat.z;
  9116. var xy = quat.x * quat.y;
  9117. var zw = quat.z * quat.w;
  9118. var zx = quat.z * quat.x;
  9119. var yw = quat.y * quat.w;
  9120. var yz = quat.y * quat.z;
  9121. var xw = quat.x * quat.w;
  9122. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9123. result._m[1] = 2.0 * (xy + zw);
  9124. result._m[2] = 2.0 * (zx - yw);
  9125. result._m[3] = 0.0;
  9126. result._m[4] = 2.0 * (xy - zw);
  9127. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9128. result._m[6] = 2.0 * (yz + xw);
  9129. result._m[7] = 0.0;
  9130. result._m[8] = 2.0 * (zx + yw);
  9131. result._m[9] = 2.0 * (yz - xw);
  9132. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9133. result._m[11] = 0.0;
  9134. result._m[12] = 0.0;
  9135. result._m[13] = 0.0;
  9136. result._m[14] = 0.0;
  9137. result._m[15] = 1.0;
  9138. result._markAsUpdated();
  9139. };
  9140. Matrix._updateFlagSeed = 0;
  9141. Matrix._identityReadOnly = Matrix.Identity();
  9142. return Matrix;
  9143. }());
  9144. BABYLON.Matrix = Matrix;
  9145. /**
  9146. * Represens a plane by the equation ax + by + cz + d = 0
  9147. */
  9148. var Plane = /** @class */ (function () {
  9149. /**
  9150. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9151. * @param a a component of the plane
  9152. * @param b b component of the plane
  9153. * @param c c component of the plane
  9154. * @param d d component of the plane
  9155. */
  9156. function Plane(a, b, c, d) {
  9157. this.normal = new Vector3(a, b, c);
  9158. this.d = d;
  9159. }
  9160. /**
  9161. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9162. */
  9163. Plane.prototype.asArray = function () {
  9164. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9165. };
  9166. // Methods
  9167. /**
  9168. * @returns a new plane copied from the current Plane.
  9169. */
  9170. Plane.prototype.clone = function () {
  9171. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9172. };
  9173. /**
  9174. * @returns the string "Plane".
  9175. */
  9176. Plane.prototype.getClassName = function () {
  9177. return "Plane";
  9178. };
  9179. /**
  9180. * @returns the Plane hash code.
  9181. */
  9182. Plane.prototype.getHashCode = function () {
  9183. var hash = this.normal.getHashCode();
  9184. hash = (hash * 397) ^ (this.d || 0);
  9185. return hash;
  9186. };
  9187. /**
  9188. * Normalize the current Plane in place.
  9189. * @returns the updated Plane.
  9190. */
  9191. Plane.prototype.normalize = function () {
  9192. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9193. var magnitude = 0.0;
  9194. if (norm !== 0) {
  9195. magnitude = 1.0 / norm;
  9196. }
  9197. this.normal.x *= magnitude;
  9198. this.normal.y *= magnitude;
  9199. this.normal.z *= magnitude;
  9200. this.d *= magnitude;
  9201. return this;
  9202. };
  9203. /**
  9204. * Applies a transformation the plane and returns the result
  9205. * @param transformation the transformation matrix to be applied to the plane
  9206. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9207. */
  9208. Plane.prototype.transform = function (transformation) {
  9209. var transposedMatrix = MathTmp.Matrix[0];
  9210. Matrix.TransposeToRef(transformation, transposedMatrix);
  9211. var m = transposedMatrix.m;
  9212. var x = this.normal.x;
  9213. var y = this.normal.y;
  9214. var z = this.normal.z;
  9215. var d = this.d;
  9216. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9217. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9218. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9219. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9220. return new Plane(normalX, normalY, normalZ, finalD);
  9221. };
  9222. /**
  9223. * Calcualtte the dot product between the point and the plane normal
  9224. * @param point point to calculate the dot product with
  9225. * @returns the dot product (float) of the point coordinates and the plane normal.
  9226. */
  9227. Plane.prototype.dotCoordinate = function (point) {
  9228. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9229. };
  9230. /**
  9231. * Updates the current Plane from the plane defined by the three given points.
  9232. * @param point1 one of the points used to contruct the plane
  9233. * @param point2 one of the points used to contruct the plane
  9234. * @param point3 one of the points used to contruct the plane
  9235. * @returns the updated Plane.
  9236. */
  9237. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9238. var x1 = point2.x - point1.x;
  9239. var y1 = point2.y - point1.y;
  9240. var z1 = point2.z - point1.z;
  9241. var x2 = point3.x - point1.x;
  9242. var y2 = point3.y - point1.y;
  9243. var z2 = point3.z - point1.z;
  9244. var yz = (y1 * z2) - (z1 * y2);
  9245. var xz = (z1 * x2) - (x1 * z2);
  9246. var xy = (x1 * y2) - (y1 * x2);
  9247. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9248. var invPyth;
  9249. if (pyth !== 0) {
  9250. invPyth = 1.0 / pyth;
  9251. }
  9252. else {
  9253. invPyth = 0.0;
  9254. }
  9255. this.normal.x = yz * invPyth;
  9256. this.normal.y = xz * invPyth;
  9257. this.normal.z = xy * invPyth;
  9258. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9259. return this;
  9260. };
  9261. /**
  9262. * Checks if the plane is facing a given direction
  9263. * @param direction the direction to check if the plane is facing
  9264. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9265. * @returns True is the vector "direction" is the same side than the plane normal.
  9266. */
  9267. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9268. var dot = Vector3.Dot(this.normal, direction);
  9269. return (dot <= epsilon);
  9270. };
  9271. /**
  9272. * Calculates the distance to a point
  9273. * @param point point to calculate distance to
  9274. * @returns the signed distance (float) from the given point to the Plane.
  9275. */
  9276. Plane.prototype.signedDistanceTo = function (point) {
  9277. return Vector3.Dot(point, this.normal) + this.d;
  9278. };
  9279. // Statics
  9280. /**
  9281. * Creates a plane from an array
  9282. * @param array the array to create a plane from
  9283. * @returns a new Plane from the given array.
  9284. */
  9285. Plane.FromArray = function (array) {
  9286. return new Plane(array[0], array[1], array[2], array[3]);
  9287. };
  9288. /**
  9289. * Creates a plane from three points
  9290. * @param point1 point used to create the plane
  9291. * @param point2 point used to create the plane
  9292. * @param point3 point used to create the plane
  9293. * @returns a new Plane defined by the three given points.
  9294. */
  9295. Plane.FromPoints = function (point1, point2, point3) {
  9296. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9297. result.copyFromPoints(point1, point2, point3);
  9298. return result;
  9299. };
  9300. /**
  9301. * Creates a plane from an origin point and a normal
  9302. * @param origin origin of the plane to be constructed
  9303. * @param normal normal of the plane to be constructed
  9304. * @returns a new Plane the normal vector to this plane at the given origin point.
  9305. * Note : the vector "normal" is updated because normalized.
  9306. */
  9307. Plane.FromPositionAndNormal = function (origin, normal) {
  9308. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9309. normal.normalize();
  9310. result.normal = normal;
  9311. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9312. return result;
  9313. };
  9314. /**
  9315. * Calculates the distance from a plane and a point
  9316. * @param origin origin of the plane to be constructed
  9317. * @param normal normal of the plane to be constructed
  9318. * @param point point to calculate distance to
  9319. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9320. */
  9321. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9322. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9323. return Vector3.Dot(point, normal) + d;
  9324. };
  9325. return Plane;
  9326. }());
  9327. BABYLON.Plane = Plane;
  9328. /**
  9329. * Class used to represent a viewport on screen
  9330. */
  9331. var Viewport = /** @class */ (function () {
  9332. /**
  9333. * Creates a Viewport object located at (x, y) and sized (width, height)
  9334. * @param x defines viewport left coordinate
  9335. * @param y defines viewport top coordinate
  9336. * @param width defines the viewport width
  9337. * @param height defines the viewport height
  9338. */
  9339. function Viewport(
  9340. /** viewport left coordinate */
  9341. x,
  9342. /** viewport top coordinate */
  9343. y,
  9344. /**viewport width */
  9345. width,
  9346. /** viewport height */
  9347. height) {
  9348. this.x = x;
  9349. this.y = y;
  9350. this.width = width;
  9351. this.height = height;
  9352. }
  9353. /**
  9354. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9355. * @param renderWidthOrEngine defines either an engine or the rendering width
  9356. * @param renderHeight defines the rendering height
  9357. * @returns a new Viewport
  9358. */
  9359. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9360. if (renderWidthOrEngine.getRenderWidth) {
  9361. var engine = renderWidthOrEngine;
  9362. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9363. }
  9364. var renderWidth = renderWidthOrEngine;
  9365. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9366. };
  9367. /**
  9368. * Returns a new Viewport copied from the current one
  9369. * @returns a new Viewport
  9370. */
  9371. Viewport.prototype.clone = function () {
  9372. return new Viewport(this.x, this.y, this.width, this.height);
  9373. };
  9374. return Viewport;
  9375. }());
  9376. BABYLON.Viewport = Viewport;
  9377. /**
  9378. * Reprasents a camera frustum
  9379. */
  9380. var Frustum = /** @class */ (function () {
  9381. function Frustum() {
  9382. }
  9383. /**
  9384. * Gets the planes representing the frustum
  9385. * @param transform matrix to be applied to the returned planes
  9386. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9387. */
  9388. Frustum.GetPlanes = function (transform) {
  9389. var frustumPlanes = [];
  9390. for (var index = 0; index < 6; index++) {
  9391. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9392. }
  9393. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9394. return frustumPlanes;
  9395. };
  9396. /**
  9397. * Gets the near frustum plane transformed by the transform matrix
  9398. * @param transform transformation matrix to be applied to the resulting frustum plane
  9399. * @param frustumPlane the resuling frustum plane
  9400. */
  9401. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9402. var m = transform.m;
  9403. frustumPlane.normal.x = m[3] + m[2];
  9404. frustumPlane.normal.y = m[7] + m[6];
  9405. frustumPlane.normal.z = m[11] + m[10];
  9406. frustumPlane.d = m[15] + m[14];
  9407. frustumPlane.normalize();
  9408. };
  9409. /**
  9410. * Gets the far frustum plane transformed by the transform matrix
  9411. * @param transform transformation matrix to be applied to the resulting frustum plane
  9412. * @param frustumPlane the resuling frustum plane
  9413. */
  9414. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9415. var m = transform.m;
  9416. frustumPlane.normal.x = m[3] - m[2];
  9417. frustumPlane.normal.y = m[7] - m[6];
  9418. frustumPlane.normal.z = m[11] - m[10];
  9419. frustumPlane.d = m[15] - m[14];
  9420. frustumPlane.normalize();
  9421. };
  9422. /**
  9423. * Gets the left frustum plane transformed by the transform matrix
  9424. * @param transform transformation matrix to be applied to the resulting frustum plane
  9425. * @param frustumPlane the resuling frustum plane
  9426. */
  9427. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9428. var m = transform.m;
  9429. frustumPlane.normal.x = m[3] + m[0];
  9430. frustumPlane.normal.y = m[7] + m[4];
  9431. frustumPlane.normal.z = m[11] + m[8];
  9432. frustumPlane.d = m[15] + m[12];
  9433. frustumPlane.normalize();
  9434. };
  9435. /**
  9436. * Gets the right frustum plane transformed by the transform matrix
  9437. * @param transform transformation matrix to be applied to the resulting frustum plane
  9438. * @param frustumPlane the resuling frustum plane
  9439. */
  9440. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9441. var m = transform.m;
  9442. frustumPlane.normal.x = m[3] - m[0];
  9443. frustumPlane.normal.y = m[7] - m[4];
  9444. frustumPlane.normal.z = m[11] - m[8];
  9445. frustumPlane.d = m[15] - m[12];
  9446. frustumPlane.normalize();
  9447. };
  9448. /**
  9449. * Gets the top frustum plane transformed by the transform matrix
  9450. * @param transform transformation matrix to be applied to the resulting frustum plane
  9451. * @param frustumPlane the resuling frustum plane
  9452. */
  9453. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9454. var m = transform.m;
  9455. frustumPlane.normal.x = m[3] - m[1];
  9456. frustumPlane.normal.y = m[7] - m[5];
  9457. frustumPlane.normal.z = m[11] - m[9];
  9458. frustumPlane.d = m[15] - m[13];
  9459. frustumPlane.normalize();
  9460. };
  9461. /**
  9462. * Gets the bottom frustum plane transformed by the transform matrix
  9463. * @param transform transformation matrix to be applied to the resulting frustum plane
  9464. * @param frustumPlane the resuling frustum plane
  9465. */
  9466. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9467. var m = transform.m;
  9468. frustumPlane.normal.x = m[3] + m[1];
  9469. frustumPlane.normal.y = m[7] + m[5];
  9470. frustumPlane.normal.z = m[11] + m[9];
  9471. frustumPlane.d = m[15] + m[13];
  9472. frustumPlane.normalize();
  9473. };
  9474. /**
  9475. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9476. * @param transform transformation matrix to be applied to the resulting frustum planes
  9477. * @param frustumPlanes the resuling frustum planes
  9478. */
  9479. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9480. // Near
  9481. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9482. // Far
  9483. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9484. // Left
  9485. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9486. // Right
  9487. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9488. // Top
  9489. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9490. // Bottom
  9491. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9492. };
  9493. return Frustum;
  9494. }());
  9495. BABYLON.Frustum = Frustum;
  9496. /** Defines supported spaces */
  9497. var Space;
  9498. (function (Space) {
  9499. /** Local (object) space */
  9500. Space[Space["LOCAL"] = 0] = "LOCAL";
  9501. /** World space */
  9502. Space[Space["WORLD"] = 1] = "WORLD";
  9503. /** Bone space */
  9504. Space[Space["BONE"] = 2] = "BONE";
  9505. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9506. /** Defines the 3 main axes */
  9507. var Axis = /** @class */ (function () {
  9508. function Axis() {
  9509. }
  9510. /** X axis */
  9511. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9512. /** Y axis */
  9513. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9514. /** Z axis */
  9515. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9516. return Axis;
  9517. }());
  9518. BABYLON.Axis = Axis;
  9519. /** Class used to represent a Bezier curve */
  9520. var BezierCurve = /** @class */ (function () {
  9521. function BezierCurve() {
  9522. }
  9523. /**
  9524. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9525. * @param t defines the time
  9526. * @param x1 defines the left coordinate on X axis
  9527. * @param y1 defines the left coordinate on Y axis
  9528. * @param x2 defines the right coordinate on X axis
  9529. * @param y2 defines the right coordinate on Y axis
  9530. * @returns the interpolated value
  9531. */
  9532. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9533. // Extract X (which is equal to time here)
  9534. var f0 = 1 - 3 * x2 + 3 * x1;
  9535. var f1 = 3 * x2 - 6 * x1;
  9536. var f2 = 3 * x1;
  9537. var refinedT = t;
  9538. for (var i = 0; i < 5; i++) {
  9539. var refinedT2 = refinedT * refinedT;
  9540. var refinedT3 = refinedT2 * refinedT;
  9541. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9542. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9543. refinedT -= (x - t) * slope;
  9544. refinedT = Math.min(1, Math.max(0, refinedT));
  9545. }
  9546. // Resolve cubic bezier for the given x
  9547. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9548. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9549. Math.pow(refinedT, 3);
  9550. };
  9551. return BezierCurve;
  9552. }());
  9553. BABYLON.BezierCurve = BezierCurve;
  9554. /**
  9555. * Defines potential orientation for back face culling
  9556. */
  9557. var Orientation;
  9558. (function (Orientation) {
  9559. /**
  9560. * Clockwise
  9561. */
  9562. Orientation[Orientation["CW"] = 0] = "CW";
  9563. /** Counter clockwise */
  9564. Orientation[Orientation["CCW"] = 1] = "CCW";
  9565. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9566. /**
  9567. * Defines angle representation
  9568. */
  9569. var Angle = /** @class */ (function () {
  9570. /**
  9571. * Creates an Angle object of "radians" radians (float).
  9572. */
  9573. function Angle(radians) {
  9574. this._radians = radians;
  9575. if (this._radians < 0.0) {
  9576. this._radians += (2.0 * Math.PI);
  9577. }
  9578. }
  9579. /**
  9580. * Get value in degrees
  9581. * @returns the Angle value in degrees (float)
  9582. */
  9583. Angle.prototype.degrees = function () {
  9584. return this._radians * 180.0 / Math.PI;
  9585. };
  9586. /**
  9587. * Get value in radians
  9588. * @returns the Angle value in radians (float)
  9589. */
  9590. Angle.prototype.radians = function () {
  9591. return this._radians;
  9592. };
  9593. /**
  9594. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9595. * @param a defines first vector
  9596. * @param b defines second vector
  9597. * @returns a new Angle
  9598. */
  9599. Angle.BetweenTwoPoints = function (a, b) {
  9600. var delta = b.subtract(a);
  9601. var theta = Math.atan2(delta.y, delta.x);
  9602. return new Angle(theta);
  9603. };
  9604. /**
  9605. * Gets a new Angle object from the given float in radians
  9606. * @param radians defines the angle value in radians
  9607. * @returns a new Angle
  9608. */
  9609. Angle.FromRadians = function (radians) {
  9610. return new Angle(radians);
  9611. };
  9612. /**
  9613. * Gets a new Angle object from the given float in degrees
  9614. * @param degrees defines the angle value in degrees
  9615. * @returns a new Angle
  9616. */
  9617. Angle.FromDegrees = function (degrees) {
  9618. return new Angle(degrees * Math.PI / 180.0);
  9619. };
  9620. return Angle;
  9621. }());
  9622. BABYLON.Angle = Angle;
  9623. /**
  9624. * This represents an arc in a 2d space.
  9625. */
  9626. var Arc2 = /** @class */ (function () {
  9627. /**
  9628. * Creates an Arc object from the three given points : start, middle and end.
  9629. * @param startPoint Defines the start point of the arc
  9630. * @param midPoint Defines the midlle point of the arc
  9631. * @param endPoint Defines the end point of the arc
  9632. */
  9633. function Arc2(
  9634. /** Defines the start point of the arc */
  9635. startPoint,
  9636. /** Defines the mid point of the arc */
  9637. midPoint,
  9638. /** Defines the end point of the arc */
  9639. endPoint) {
  9640. this.startPoint = startPoint;
  9641. this.midPoint = midPoint;
  9642. this.endPoint = endPoint;
  9643. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9644. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9645. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9646. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9647. 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);
  9648. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9649. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9650. var a1 = this.startAngle.degrees();
  9651. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9652. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9653. // angles correction
  9654. if (a2 - a1 > +180.0) {
  9655. a2 -= 360.0;
  9656. }
  9657. if (a2 - a1 < -180.0) {
  9658. a2 += 360.0;
  9659. }
  9660. if (a3 - a2 > +180.0) {
  9661. a3 -= 360.0;
  9662. }
  9663. if (a3 - a2 < -180.0) {
  9664. a3 += 360.0;
  9665. }
  9666. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9667. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9668. }
  9669. return Arc2;
  9670. }());
  9671. BABYLON.Arc2 = Arc2;
  9672. /**
  9673. * Represents a 2D path made up of multiple 2D points
  9674. */
  9675. var Path2 = /** @class */ (function () {
  9676. /**
  9677. * Creates a Path2 object from the starting 2D coordinates x and y.
  9678. * @param x the starting points x value
  9679. * @param y the starting points y value
  9680. */
  9681. function Path2(x, y) {
  9682. this._points = new Array();
  9683. this._length = 0.0;
  9684. /**
  9685. * If the path start and end point are the same
  9686. */
  9687. this.closed = false;
  9688. this._points.push(new Vector2(x, y));
  9689. }
  9690. /**
  9691. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9692. * @param x the added points x value
  9693. * @param y the added points y value
  9694. * @returns the updated Path2.
  9695. */
  9696. Path2.prototype.addLineTo = function (x, y) {
  9697. if (this.closed) {
  9698. return this;
  9699. }
  9700. var newPoint = new Vector2(x, y);
  9701. var previousPoint = this._points[this._points.length - 1];
  9702. this._points.push(newPoint);
  9703. this._length += newPoint.subtract(previousPoint).length();
  9704. return this;
  9705. };
  9706. /**
  9707. * 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.
  9708. * @param midX middle point x value
  9709. * @param midY middle point y value
  9710. * @param endX end point x value
  9711. * @param endY end point y value
  9712. * @param numberOfSegments (default: 36)
  9713. * @returns the updated Path2.
  9714. */
  9715. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9716. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9717. if (this.closed) {
  9718. return this;
  9719. }
  9720. var startPoint = this._points[this._points.length - 1];
  9721. var midPoint = new Vector2(midX, midY);
  9722. var endPoint = new Vector2(endX, endY);
  9723. var arc = new Arc2(startPoint, midPoint, endPoint);
  9724. var increment = arc.angle.radians() / numberOfSegments;
  9725. if (arc.orientation === Orientation.CW) {
  9726. increment *= -1;
  9727. }
  9728. var currentAngle = arc.startAngle.radians() + increment;
  9729. for (var i = 0; i < numberOfSegments; i++) {
  9730. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9731. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9732. this.addLineTo(x, y);
  9733. currentAngle += increment;
  9734. }
  9735. return this;
  9736. };
  9737. /**
  9738. * Closes the Path2.
  9739. * @returns the Path2.
  9740. */
  9741. Path2.prototype.close = function () {
  9742. this.closed = true;
  9743. return this;
  9744. };
  9745. /**
  9746. * Gets the sum of the distance between each sequential point in the path
  9747. * @returns the Path2 total length (float).
  9748. */
  9749. Path2.prototype.length = function () {
  9750. var result = this._length;
  9751. if (!this.closed) {
  9752. var lastPoint = this._points[this._points.length - 1];
  9753. var firstPoint = this._points[0];
  9754. result += (firstPoint.subtract(lastPoint).length());
  9755. }
  9756. return result;
  9757. };
  9758. /**
  9759. * Gets the points which construct the path
  9760. * @returns the Path2 internal array of points.
  9761. */
  9762. Path2.prototype.getPoints = function () {
  9763. return this._points;
  9764. };
  9765. /**
  9766. * Retreives the point at the distance aways from the starting point
  9767. * @param normalizedLengthPosition the length along the path to retreive the point from
  9768. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9769. */
  9770. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9771. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9772. return Vector2.Zero();
  9773. }
  9774. var lengthPosition = normalizedLengthPosition * this.length();
  9775. var previousOffset = 0;
  9776. for (var i = 0; i < this._points.length; i++) {
  9777. var j = (i + 1) % this._points.length;
  9778. var a = this._points[i];
  9779. var b = this._points[j];
  9780. var bToA = b.subtract(a);
  9781. var nextOffset = (bToA.length() + previousOffset);
  9782. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9783. var dir = bToA.normalize();
  9784. var localOffset = lengthPosition - previousOffset;
  9785. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9786. }
  9787. previousOffset = nextOffset;
  9788. }
  9789. return Vector2.Zero();
  9790. };
  9791. /**
  9792. * Creates a new path starting from an x and y position
  9793. * @param x starting x value
  9794. * @param y starting y value
  9795. * @returns a new Path2 starting at the coordinates (x, y).
  9796. */
  9797. Path2.StartingAt = function (x, y) {
  9798. return new Path2(x, y);
  9799. };
  9800. return Path2;
  9801. }());
  9802. BABYLON.Path2 = Path2;
  9803. /**
  9804. * Represents a 3D path made up of multiple 3D points
  9805. */
  9806. var Path3D = /** @class */ (function () {
  9807. /**
  9808. * new Path3D(path, normal, raw)
  9809. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9810. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  9811. * @param path an array of Vector3, the curve axis of the Path3D
  9812. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9813. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9814. */
  9815. function Path3D(
  9816. /**
  9817. * an array of Vector3, the curve axis of the Path3D
  9818. */
  9819. path, firstNormal, raw) {
  9820. if (firstNormal === void 0) { firstNormal = null; }
  9821. this.path = path;
  9822. this._curve = new Array();
  9823. this._distances = new Array();
  9824. this._tangents = new Array();
  9825. this._normals = new Array();
  9826. this._binormals = new Array();
  9827. for (var p = 0; p < path.length; p++) {
  9828. this._curve[p] = path[p].clone(); // hard copy
  9829. }
  9830. this._raw = raw || false;
  9831. this._compute(firstNormal);
  9832. }
  9833. /**
  9834. * Returns the Path3D array of successive Vector3 designing its curve.
  9835. * @returns the Path3D array of successive Vector3 designing its curve.
  9836. */
  9837. Path3D.prototype.getCurve = function () {
  9838. return this._curve;
  9839. };
  9840. /**
  9841. * Returns an array populated with tangent vectors on each Path3D curve point.
  9842. * @returns an array populated with tangent vectors on each Path3D curve point.
  9843. */
  9844. Path3D.prototype.getTangents = function () {
  9845. return this._tangents;
  9846. };
  9847. /**
  9848. * Returns an array populated with normal vectors on each Path3D curve point.
  9849. * @returns an array populated with normal vectors on each Path3D curve point.
  9850. */
  9851. Path3D.prototype.getNormals = function () {
  9852. return this._normals;
  9853. };
  9854. /**
  9855. * Returns an array populated with binormal vectors on each Path3D curve point.
  9856. * @returns an array populated with binormal vectors on each Path3D curve point.
  9857. */
  9858. Path3D.prototype.getBinormals = function () {
  9859. return this._binormals;
  9860. };
  9861. /**
  9862. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9863. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9864. */
  9865. Path3D.prototype.getDistances = function () {
  9866. return this._distances;
  9867. };
  9868. /**
  9869. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9870. * @param path path which all values are copied into the curves points
  9871. * @param firstNormal which should be projected onto the curve
  9872. * @returns the same object updated.
  9873. */
  9874. Path3D.prototype.update = function (path, firstNormal) {
  9875. if (firstNormal === void 0) { firstNormal = null; }
  9876. for (var p = 0; p < path.length; p++) {
  9877. this._curve[p].x = path[p].x;
  9878. this._curve[p].y = path[p].y;
  9879. this._curve[p].z = path[p].z;
  9880. }
  9881. this._compute(firstNormal);
  9882. return this;
  9883. };
  9884. // private function compute() : computes tangents, normals and binormals
  9885. Path3D.prototype._compute = function (firstNormal) {
  9886. var l = this._curve.length;
  9887. // first and last tangents
  9888. this._tangents[0] = this._getFirstNonNullVector(0);
  9889. if (!this._raw) {
  9890. this._tangents[0].normalize();
  9891. }
  9892. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9893. if (!this._raw) {
  9894. this._tangents[l - 1].normalize();
  9895. }
  9896. // normals and binormals at first point : arbitrary vector with _normalVector()
  9897. var tg0 = this._tangents[0];
  9898. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9899. this._normals[0] = pp0;
  9900. if (!this._raw) {
  9901. this._normals[0].normalize();
  9902. }
  9903. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9904. if (!this._raw) {
  9905. this._binormals[0].normalize();
  9906. }
  9907. this._distances[0] = 0.0;
  9908. // normals and binormals : next points
  9909. var prev; // previous vector (segment)
  9910. var cur; // current vector (segment)
  9911. var curTang; // current tangent
  9912. // previous normal
  9913. var prevBinor; // previous binormal
  9914. for (var i = 1; i < l; i++) {
  9915. // tangents
  9916. prev = this._getLastNonNullVector(i);
  9917. if (i < l - 1) {
  9918. cur = this._getFirstNonNullVector(i);
  9919. this._tangents[i] = prev.add(cur);
  9920. this._tangents[i].normalize();
  9921. }
  9922. this._distances[i] = this._distances[i - 1] + prev.length();
  9923. // normals and binormals
  9924. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9925. curTang = this._tangents[i];
  9926. prevBinor = this._binormals[i - 1];
  9927. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9928. if (!this._raw) {
  9929. this._normals[i].normalize();
  9930. }
  9931. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9932. if (!this._raw) {
  9933. this._binormals[i].normalize();
  9934. }
  9935. }
  9936. };
  9937. // private function getFirstNonNullVector(index)
  9938. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9939. Path3D.prototype._getFirstNonNullVector = function (index) {
  9940. var i = 1;
  9941. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9942. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9943. i++;
  9944. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9945. }
  9946. return nNVector;
  9947. };
  9948. // private function getLastNonNullVector(index)
  9949. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9950. Path3D.prototype._getLastNonNullVector = function (index) {
  9951. var i = 1;
  9952. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9953. while (nLVector.length() === 0 && index > i + 1) {
  9954. i++;
  9955. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9956. }
  9957. return nLVector;
  9958. };
  9959. // private function normalVector(v0, vt, va) :
  9960. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9961. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9962. Path3D.prototype._normalVector = function (v0, vt, va) {
  9963. var normal0;
  9964. var tgl = vt.length();
  9965. if (tgl === 0.0) {
  9966. tgl = 1.0;
  9967. }
  9968. if (va === undefined || va === null) {
  9969. var point;
  9970. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  9971. point = new Vector3(0.0, -1.0, 0.0);
  9972. }
  9973. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  9974. point = new Vector3(1.0, 0.0, 0.0);
  9975. }
  9976. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  9977. point = new Vector3(0.0, 0.0, 1.0);
  9978. }
  9979. else {
  9980. point = Vector3.Zero();
  9981. }
  9982. normal0 = Vector3.Cross(vt, point);
  9983. }
  9984. else {
  9985. normal0 = Vector3.Cross(vt, va);
  9986. Vector3.CrossToRef(normal0, vt, normal0);
  9987. }
  9988. normal0.normalize();
  9989. return normal0;
  9990. };
  9991. return Path3D;
  9992. }());
  9993. BABYLON.Path3D = Path3D;
  9994. /**
  9995. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9996. * A Curve3 is designed from a series of successive Vector3.
  9997. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  9998. */
  9999. var Curve3 = /** @class */ (function () {
  10000. /**
  10001. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10002. * A Curve3 is designed from a series of successive Vector3.
  10003. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  10004. * @param points points which make up the curve
  10005. */
  10006. function Curve3(points) {
  10007. this._length = 0.0;
  10008. this._points = points;
  10009. this._length = this._computeLength(points);
  10010. }
  10011. /**
  10012. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  10013. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  10014. * @param v1 (Vector3) the control point
  10015. * @param v2 (Vector3) the end point of the Quadratic Bezier
  10016. * @param nbPoints (integer) the wanted number of points in the curve
  10017. * @returns the created Curve3
  10018. */
  10019. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  10020. nbPoints = nbPoints > 2 ? nbPoints : 3;
  10021. var bez = new Array();
  10022. var equation = function (t, val0, val1, val2) {
  10023. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  10024. return res;
  10025. };
  10026. for (var i = 0; i <= nbPoints; i++) {
  10027. 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)));
  10028. }
  10029. return new Curve3(bez);
  10030. };
  10031. /**
  10032. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  10033. * @param v0 (Vector3) the origin point of the Cubic Bezier
  10034. * @param v1 (Vector3) the first control point
  10035. * @param v2 (Vector3) the second control point
  10036. * @param v3 (Vector3) the end point of the Cubic Bezier
  10037. * @param nbPoints (integer) the wanted number of points in the curve
  10038. * @returns the created Curve3
  10039. */
  10040. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  10041. nbPoints = nbPoints > 3 ? nbPoints : 4;
  10042. var bez = new Array();
  10043. var equation = function (t, val0, val1, val2, val3) {
  10044. 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;
  10045. return res;
  10046. };
  10047. for (var i = 0; i <= nbPoints; i++) {
  10048. 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)));
  10049. }
  10050. return new Curve3(bez);
  10051. };
  10052. /**
  10053. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  10054. * @param p1 (Vector3) the origin point of the Hermite Spline
  10055. * @param t1 (Vector3) the tangent vector at the origin point
  10056. * @param p2 (Vector3) the end point of the Hermite Spline
  10057. * @param t2 (Vector3) the tangent vector at the end point
  10058. * @param nbPoints (integer) the wanted number of points in the curve
  10059. * @returns the created Curve3
  10060. */
  10061. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  10062. var hermite = new Array();
  10063. var step = 1.0 / nbPoints;
  10064. for (var i = 0; i <= nbPoints; i++) {
  10065. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  10066. }
  10067. return new Curve3(hermite);
  10068. };
  10069. /**
  10070. * Returns a Curve3 object along a CatmullRom Spline curve :
  10071. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  10072. * @param nbPoints (integer) the wanted number of points between each curve control points
  10073. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  10074. * @returns the created Curve3
  10075. */
  10076. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  10077. var catmullRom = new Array();
  10078. var step = 1.0 / nbPoints;
  10079. var amount = 0.0;
  10080. if (closed) {
  10081. var pointsCount = points.length;
  10082. for (var i = 0; i < pointsCount; i++) {
  10083. amount = 0;
  10084. for (var c = 0; c < nbPoints; c++) {
  10085. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  10086. amount += step;
  10087. }
  10088. }
  10089. catmullRom.push(catmullRom[0]);
  10090. }
  10091. else {
  10092. var totalPoints = new Array();
  10093. totalPoints.push(points[0].clone());
  10094. Array.prototype.push.apply(totalPoints, points);
  10095. totalPoints.push(points[points.length - 1].clone());
  10096. for (var i = 0; i < totalPoints.length - 3; i++) {
  10097. amount = 0;
  10098. for (var c = 0; c < nbPoints; c++) {
  10099. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10100. amount += step;
  10101. }
  10102. }
  10103. i--;
  10104. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10105. }
  10106. return new Curve3(catmullRom);
  10107. };
  10108. /**
  10109. * @returns the Curve3 stored array of successive Vector3
  10110. */
  10111. Curve3.prototype.getPoints = function () {
  10112. return this._points;
  10113. };
  10114. /**
  10115. * @returns the computed length (float) of the curve.
  10116. */
  10117. Curve3.prototype.length = function () {
  10118. return this._length;
  10119. };
  10120. /**
  10121. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10122. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10123. * curveA and curveB keep unchanged.
  10124. * @param curve the curve to continue from this curve
  10125. * @returns the newly constructed curve
  10126. */
  10127. Curve3.prototype.continue = function (curve) {
  10128. var lastPoint = this._points[this._points.length - 1];
  10129. var continuedPoints = this._points.slice();
  10130. var curvePoints = curve.getPoints();
  10131. for (var i = 1; i < curvePoints.length; i++) {
  10132. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10133. }
  10134. var continuedCurve = new Curve3(continuedPoints);
  10135. return continuedCurve;
  10136. };
  10137. Curve3.prototype._computeLength = function (path) {
  10138. var l = 0;
  10139. for (var i = 1; i < path.length; i++) {
  10140. l += (path[i].subtract(path[i - 1])).length();
  10141. }
  10142. return l;
  10143. };
  10144. return Curve3;
  10145. }());
  10146. BABYLON.Curve3 = Curve3;
  10147. // Vertex formats
  10148. /**
  10149. * Contains position and normal vectors for a vertex
  10150. */
  10151. var PositionNormalVertex = /** @class */ (function () {
  10152. /**
  10153. * Creates a PositionNormalVertex
  10154. * @param position the position of the vertex (defaut: 0,0,0)
  10155. * @param normal the normal of the vertex (defaut: 0,1,0)
  10156. */
  10157. function PositionNormalVertex(
  10158. /** the position of the vertex (defaut: 0,0,0) */
  10159. position,
  10160. /** the normal of the vertex (defaut: 0,1,0) */
  10161. normal) {
  10162. if (position === void 0) { position = Vector3.Zero(); }
  10163. if (normal === void 0) { normal = Vector3.Up(); }
  10164. this.position = position;
  10165. this.normal = normal;
  10166. }
  10167. /**
  10168. * Clones the PositionNormalVertex
  10169. * @returns the cloned PositionNormalVertex
  10170. */
  10171. PositionNormalVertex.prototype.clone = function () {
  10172. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10173. };
  10174. return PositionNormalVertex;
  10175. }());
  10176. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10177. /**
  10178. * Contains position, normal and uv vectors for a vertex
  10179. */
  10180. var PositionNormalTextureVertex = /** @class */ (function () {
  10181. /**
  10182. * Creates a PositionNormalTextureVertex
  10183. * @param position the position of the vertex (defaut: 0,0,0)
  10184. * @param normal the normal of the vertex (defaut: 0,1,0)
  10185. * @param uv the uv of the vertex (default: 0,0)
  10186. */
  10187. function PositionNormalTextureVertex(
  10188. /** the position of the vertex (defaut: 0,0,0) */
  10189. position,
  10190. /** the normal of the vertex (defaut: 0,1,0) */
  10191. normal,
  10192. /** the uv of the vertex (default: 0,0) */
  10193. uv) {
  10194. if (position === void 0) { position = Vector3.Zero(); }
  10195. if (normal === void 0) { normal = Vector3.Up(); }
  10196. if (uv === void 0) { uv = Vector2.Zero(); }
  10197. this.position = position;
  10198. this.normal = normal;
  10199. this.uv = uv;
  10200. }
  10201. /**
  10202. * Clones the PositionNormalTextureVertex
  10203. * @returns the cloned PositionNormalTextureVertex
  10204. */
  10205. PositionNormalTextureVertex.prototype.clone = function () {
  10206. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10207. };
  10208. return PositionNormalTextureVertex;
  10209. }());
  10210. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10211. // Temporary pre-allocated objects for engine internal use
  10212. // usage in any internal function :
  10213. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10214. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10215. /**
  10216. * @hidden
  10217. */
  10218. var Tmp = /** @class */ (function () {
  10219. function Tmp() {
  10220. }
  10221. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10222. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10223. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10224. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10225. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10226. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10227. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10228. return Tmp;
  10229. }());
  10230. BABYLON.Tmp = Tmp;
  10231. /**
  10232. * @hidden
  10233. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10234. */
  10235. var MathTmp = /** @class */ (function () {
  10236. function MathTmp() {
  10237. }
  10238. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10239. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10240. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10241. return MathTmp;
  10242. }());
  10243. })(BABYLON || (BABYLON = {}));
  10244. //# sourceMappingURL=babylon.math.js.map
  10245. var BABYLON;
  10246. (function (BABYLON) {
  10247. /**
  10248. * Scalar computation library
  10249. */
  10250. var Scalar = /** @class */ (function () {
  10251. function Scalar() {
  10252. }
  10253. /**
  10254. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10255. * @param a number
  10256. * @param b number
  10257. * @param epsilon (default = 1.401298E-45)
  10258. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10259. */
  10260. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10261. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10262. var num = a - b;
  10263. return -epsilon <= num && num <= epsilon;
  10264. };
  10265. /**
  10266. * Returns a string : the upper case translation of the number i to hexadecimal.
  10267. * @param i number
  10268. * @returns the upper case translation of the number i to hexadecimal.
  10269. */
  10270. Scalar.ToHex = function (i) {
  10271. var str = i.toString(16);
  10272. if (i <= 15) {
  10273. return ("0" + str).toUpperCase();
  10274. }
  10275. return str.toUpperCase();
  10276. };
  10277. /**
  10278. * Returns -1 if value is negative and +1 is value is positive.
  10279. * @param value the value
  10280. * @returns the value itself if it's equal to zero.
  10281. */
  10282. Scalar.Sign = function (value) {
  10283. value = +value; // convert to a number
  10284. if (value === 0 || isNaN(value)) {
  10285. return value;
  10286. }
  10287. return value > 0 ? 1 : -1;
  10288. };
  10289. /**
  10290. * Returns the value itself if it's between min and max.
  10291. * Returns min if the value is lower than min.
  10292. * Returns max if the value is greater than max.
  10293. * @param value the value to clmap
  10294. * @param min the min value to clamp to (default: 0)
  10295. * @param max the max value to clamp to (default: 1)
  10296. * @returns the clamped value
  10297. */
  10298. Scalar.Clamp = function (value, min, max) {
  10299. if (min === void 0) { min = 0; }
  10300. if (max === void 0) { max = 1; }
  10301. return Math.min(max, Math.max(min, value));
  10302. };
  10303. /**
  10304. * the log2 of value.
  10305. * @param value the value to compute log2 of
  10306. * @returns the log2 of value.
  10307. */
  10308. Scalar.Log2 = function (value) {
  10309. return Math.log(value) * Math.LOG2E;
  10310. };
  10311. /**
  10312. * Loops the value, so that it is never larger than length and never smaller than 0.
  10313. *
  10314. * This is similar to the modulo operator but it works with floating point numbers.
  10315. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10316. * With t = 5 and length = 2.5, the result would be 0.0.
  10317. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10318. * @param value the value
  10319. * @param length the length
  10320. * @returns the looped value
  10321. */
  10322. Scalar.Repeat = function (value, length) {
  10323. return value - Math.floor(value / length) * length;
  10324. };
  10325. /**
  10326. * Normalize the value between 0.0 and 1.0 using min and max values
  10327. * @param value value to normalize
  10328. * @param min max to normalize between
  10329. * @param max min to normalize between
  10330. * @returns the normalized value
  10331. */
  10332. Scalar.Normalize = function (value, min, max) {
  10333. return (value - min) / (max - min);
  10334. };
  10335. /**
  10336. * Denormalize the value from 0.0 and 1.0 using min and max values
  10337. * @param normalized value to denormalize
  10338. * @param min max to denormalize between
  10339. * @param max min to denormalize between
  10340. * @returns the denormalized value
  10341. */
  10342. Scalar.Denormalize = function (normalized, min, max) {
  10343. return (normalized * (max - min) + min);
  10344. };
  10345. /**
  10346. * Calculates the shortest difference between two given angles given in degrees.
  10347. * @param current current angle in degrees
  10348. * @param target target angle in degrees
  10349. * @returns the delta
  10350. */
  10351. Scalar.DeltaAngle = function (current, target) {
  10352. var num = Scalar.Repeat(target - current, 360.0);
  10353. if (num > 180.0) {
  10354. num -= 360.0;
  10355. }
  10356. return num;
  10357. };
  10358. /**
  10359. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10360. * @param tx value
  10361. * @param length length
  10362. * @returns The returned value will move back and forth between 0 and length
  10363. */
  10364. Scalar.PingPong = function (tx, length) {
  10365. var t = Scalar.Repeat(tx, length * 2.0);
  10366. return length - Math.abs(t - length);
  10367. };
  10368. /**
  10369. * Interpolates between min and max with smoothing at the limits.
  10370. *
  10371. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10372. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10373. * @param from from
  10374. * @param to to
  10375. * @param tx value
  10376. * @returns the smooth stepped value
  10377. */
  10378. Scalar.SmoothStep = function (from, to, tx) {
  10379. var t = Scalar.Clamp(tx);
  10380. t = -2.0 * t * t * t + 3.0 * t * t;
  10381. return to * t + from * (1.0 - t);
  10382. };
  10383. /**
  10384. * Moves a value current towards target.
  10385. *
  10386. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10387. * Negative values of maxDelta pushes the value away from target.
  10388. * @param current current value
  10389. * @param target target value
  10390. * @param maxDelta max distance to move
  10391. * @returns resulting value
  10392. */
  10393. Scalar.MoveTowards = function (current, target, maxDelta) {
  10394. var result = 0;
  10395. if (Math.abs(target - current) <= maxDelta) {
  10396. result = target;
  10397. }
  10398. else {
  10399. result = current + Scalar.Sign(target - current) * maxDelta;
  10400. }
  10401. return result;
  10402. };
  10403. /**
  10404. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10405. *
  10406. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10407. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10408. * @param current current value
  10409. * @param target target value
  10410. * @param maxDelta max distance to move
  10411. * @returns resulting angle
  10412. */
  10413. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10414. var num = Scalar.DeltaAngle(current, target);
  10415. var result = 0;
  10416. if (-maxDelta < num && num < maxDelta) {
  10417. result = target;
  10418. }
  10419. else {
  10420. target = current + num;
  10421. result = Scalar.MoveTowards(current, target, maxDelta);
  10422. }
  10423. return result;
  10424. };
  10425. /**
  10426. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10427. * @param start start value
  10428. * @param end target value
  10429. * @param amount amount to lerp between
  10430. * @returns the lerped value
  10431. */
  10432. Scalar.Lerp = function (start, end, amount) {
  10433. return start + ((end - start) * amount);
  10434. };
  10435. /**
  10436. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10437. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10438. * @param start start value
  10439. * @param end target value
  10440. * @param amount amount to lerp between
  10441. * @returns the lerped value
  10442. */
  10443. Scalar.LerpAngle = function (start, end, amount) {
  10444. var num = Scalar.Repeat(end - start, 360.0);
  10445. if (num > 180.0) {
  10446. num -= 360.0;
  10447. }
  10448. return start + num * Scalar.Clamp(amount);
  10449. };
  10450. /**
  10451. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10452. * @param a start value
  10453. * @param b target value
  10454. * @param value value between a and b
  10455. * @returns the inverseLerp value
  10456. */
  10457. Scalar.InverseLerp = function (a, b, value) {
  10458. var result = 0;
  10459. if (a != b) {
  10460. result = Scalar.Clamp((value - a) / (b - a));
  10461. }
  10462. else {
  10463. result = 0.0;
  10464. }
  10465. return result;
  10466. };
  10467. /**
  10468. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10469. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10470. * @param value1 spline value
  10471. * @param tangent1 spline value
  10472. * @param value2 spline value
  10473. * @param tangent2 spline value
  10474. * @param amount input value
  10475. * @returns hermite result
  10476. */
  10477. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10478. var squared = amount * amount;
  10479. var cubed = amount * squared;
  10480. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10481. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10482. var part3 = (cubed - (2.0 * squared)) + amount;
  10483. var part4 = cubed - squared;
  10484. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10485. };
  10486. /**
  10487. * Returns a random float number between and min and max values
  10488. * @param min min value of random
  10489. * @param max max value of random
  10490. * @returns random value
  10491. */
  10492. Scalar.RandomRange = function (min, max) {
  10493. if (min === max) {
  10494. return min;
  10495. }
  10496. return ((Math.random() * (max - min)) + min);
  10497. };
  10498. /**
  10499. * This function returns percentage of a number in a given range.
  10500. *
  10501. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10502. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10503. * @param number to convert to percentage
  10504. * @param min min range
  10505. * @param max max range
  10506. * @returns the percentage
  10507. */
  10508. Scalar.RangeToPercent = function (number, min, max) {
  10509. return ((number - min) / (max - min));
  10510. };
  10511. /**
  10512. * This function returns number that corresponds to the percentage in a given range.
  10513. *
  10514. * PercentToRange(0.34,0,100) will return 34.
  10515. * @param percent to convert to number
  10516. * @param min min range
  10517. * @param max max range
  10518. * @returns the number
  10519. */
  10520. Scalar.PercentToRange = function (percent, min, max) {
  10521. return ((max - min) * percent + min);
  10522. };
  10523. /**
  10524. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10525. * @param angle The angle to normalize in radian.
  10526. * @return The converted angle.
  10527. */
  10528. Scalar.NormalizeRadians = function (angle) {
  10529. // More precise but slower version kept for reference.
  10530. // angle = angle % Tools.TwoPi;
  10531. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10532. //if (angle > Math.PI) {
  10533. // angle -= Tools.TwoPi;
  10534. //}
  10535. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10536. return angle;
  10537. };
  10538. /**
  10539. * Two pi constants convenient for computation.
  10540. */
  10541. Scalar.TwoPi = Math.PI * 2;
  10542. return Scalar;
  10543. }());
  10544. BABYLON.Scalar = Scalar;
  10545. })(BABYLON || (BABYLON = {}));
  10546. //# sourceMappingURL=babylon.math.scalar.js.map
  10547. //# sourceMappingURL=babylon.mixins.js.map
  10548. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10549. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10550. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10551. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10552. //# sourceMappingURL=babylon.webgl2.js.map
  10553. var BABYLON;
  10554. (function (BABYLON) {
  10555. var __decoratorInitialStore = {};
  10556. var __mergedStore = {};
  10557. var _copySource = function (creationFunction, source, instanciate) {
  10558. var destination = creationFunction();
  10559. // Tags
  10560. if (BABYLON.Tags) {
  10561. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10562. }
  10563. var classStore = getMergedStore(destination);
  10564. // Properties
  10565. for (var property in classStore) {
  10566. var propertyDescriptor = classStore[property];
  10567. var sourceProperty = source[property];
  10568. var propertyType = propertyDescriptor.type;
  10569. if (sourceProperty !== undefined && sourceProperty !== null) {
  10570. switch (propertyType) {
  10571. case 0: // Value
  10572. case 6: // Mesh reference
  10573. case 11: // Camera reference
  10574. destination[property] = sourceProperty;
  10575. break;
  10576. case 1: // Texture
  10577. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10578. break;
  10579. case 2: // Color3
  10580. case 3: // FresnelParameters
  10581. case 4: // Vector2
  10582. case 5: // Vector3
  10583. case 7: // Color Curves
  10584. case 10: // Quaternion
  10585. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10586. break;
  10587. }
  10588. }
  10589. }
  10590. return destination;
  10591. };
  10592. function getDirectStore(target) {
  10593. var classKey = target.getClassName();
  10594. if (!__decoratorInitialStore[classKey]) {
  10595. __decoratorInitialStore[classKey] = {};
  10596. }
  10597. return __decoratorInitialStore[classKey];
  10598. }
  10599. /**
  10600. * Return the list of properties flagged as serializable
  10601. * @param target: host object
  10602. */
  10603. function getMergedStore(target) {
  10604. var classKey = target.getClassName();
  10605. if (__mergedStore[classKey]) {
  10606. return __mergedStore[classKey];
  10607. }
  10608. __mergedStore[classKey] = {};
  10609. var store = __mergedStore[classKey];
  10610. var currentTarget = target;
  10611. var currentKey = classKey;
  10612. while (currentKey) {
  10613. var initialStore = __decoratorInitialStore[currentKey];
  10614. for (var property in initialStore) {
  10615. store[property] = initialStore[property];
  10616. }
  10617. var parent_1 = void 0;
  10618. var done = false;
  10619. do {
  10620. parent_1 = Object.getPrototypeOf(currentTarget);
  10621. if (!parent_1.getClassName) {
  10622. done = true;
  10623. break;
  10624. }
  10625. if (parent_1.getClassName() !== currentKey) {
  10626. break;
  10627. }
  10628. currentTarget = parent_1;
  10629. } while (parent_1);
  10630. if (done) {
  10631. break;
  10632. }
  10633. currentKey = parent_1.getClassName();
  10634. currentTarget = parent_1;
  10635. }
  10636. return store;
  10637. }
  10638. function generateSerializableMember(type, sourceName) {
  10639. return function (target, propertyKey) {
  10640. var classStore = getDirectStore(target);
  10641. if (!classStore[propertyKey]) {
  10642. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10643. }
  10644. };
  10645. }
  10646. function generateExpandMember(setCallback, targetKey) {
  10647. if (targetKey === void 0) { targetKey = null; }
  10648. return function (target, propertyKey) {
  10649. var key = targetKey || ("_" + propertyKey);
  10650. Object.defineProperty(target, propertyKey, {
  10651. get: function () {
  10652. return this[key];
  10653. },
  10654. set: function (value) {
  10655. if (this[key] === value) {
  10656. return;
  10657. }
  10658. this[key] = value;
  10659. target[setCallback].apply(this);
  10660. },
  10661. enumerable: true,
  10662. configurable: true
  10663. });
  10664. };
  10665. }
  10666. function expandToProperty(callback, targetKey) {
  10667. if (targetKey === void 0) { targetKey = null; }
  10668. return generateExpandMember(callback, targetKey);
  10669. }
  10670. BABYLON.expandToProperty = expandToProperty;
  10671. function serialize(sourceName) {
  10672. return generateSerializableMember(0, sourceName); // value member
  10673. }
  10674. BABYLON.serialize = serialize;
  10675. function serializeAsTexture(sourceName) {
  10676. return generateSerializableMember(1, sourceName); // texture member
  10677. }
  10678. BABYLON.serializeAsTexture = serializeAsTexture;
  10679. function serializeAsColor3(sourceName) {
  10680. return generateSerializableMember(2, sourceName); // color3 member
  10681. }
  10682. BABYLON.serializeAsColor3 = serializeAsColor3;
  10683. function serializeAsFresnelParameters(sourceName) {
  10684. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10685. }
  10686. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10687. function serializeAsVector2(sourceName) {
  10688. return generateSerializableMember(4, sourceName); // vector2 member
  10689. }
  10690. BABYLON.serializeAsVector2 = serializeAsVector2;
  10691. function serializeAsVector3(sourceName) {
  10692. return generateSerializableMember(5, sourceName); // vector3 member
  10693. }
  10694. BABYLON.serializeAsVector3 = serializeAsVector3;
  10695. function serializeAsMeshReference(sourceName) {
  10696. return generateSerializableMember(6, sourceName); // mesh reference member
  10697. }
  10698. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10699. function serializeAsColorCurves(sourceName) {
  10700. return generateSerializableMember(7, sourceName); // color curves
  10701. }
  10702. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10703. function serializeAsColor4(sourceName) {
  10704. return generateSerializableMember(8, sourceName); // color 4
  10705. }
  10706. BABYLON.serializeAsColor4 = serializeAsColor4;
  10707. function serializeAsImageProcessingConfiguration(sourceName) {
  10708. return generateSerializableMember(9, sourceName); // image processing
  10709. }
  10710. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10711. function serializeAsQuaternion(sourceName) {
  10712. return generateSerializableMember(10, sourceName); // quaternion member
  10713. }
  10714. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10715. /**
  10716. * Decorator used to define property that can be serialized as reference to a camera
  10717. * @param sourceName defines the name of the property to decorate
  10718. */
  10719. function serializeAsCameraReference(sourceName) {
  10720. return generateSerializableMember(11, sourceName); // camera reference member
  10721. }
  10722. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10723. /**
  10724. * Class used to help serialization objects
  10725. */
  10726. var SerializationHelper = /** @class */ (function () {
  10727. function SerializationHelper() {
  10728. }
  10729. /**
  10730. * Static function used to serialized a specific entity
  10731. * @param entity defines the entity to serialize
  10732. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10733. * @returns a JSON compatible object representing the serialization of the entity
  10734. */
  10735. SerializationHelper.Serialize = function (entity, serializationObject) {
  10736. if (!serializationObject) {
  10737. serializationObject = {};
  10738. }
  10739. // Tags
  10740. if (BABYLON.Tags) {
  10741. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10742. }
  10743. var serializedProperties = getMergedStore(entity);
  10744. // Properties
  10745. for (var property in serializedProperties) {
  10746. var propertyDescriptor = serializedProperties[property];
  10747. var targetPropertyName = propertyDescriptor.sourceName || property;
  10748. var propertyType = propertyDescriptor.type;
  10749. var sourceProperty = entity[property];
  10750. if (sourceProperty !== undefined && sourceProperty !== null) {
  10751. switch (propertyType) {
  10752. case 0: // Value
  10753. serializationObject[targetPropertyName] = sourceProperty;
  10754. break;
  10755. case 1: // Texture
  10756. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10757. break;
  10758. case 2: // Color3
  10759. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10760. break;
  10761. case 3: // FresnelParameters
  10762. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10763. break;
  10764. case 4: // Vector2
  10765. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10766. break;
  10767. case 5: // Vector3
  10768. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10769. break;
  10770. case 6: // Mesh reference
  10771. serializationObject[targetPropertyName] = sourceProperty.id;
  10772. break;
  10773. case 7: // Color Curves
  10774. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10775. break;
  10776. case 8: // Color 4
  10777. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10778. break;
  10779. case 9: // Image Processing
  10780. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10781. break;
  10782. case 10: // Quaternion
  10783. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10784. break;
  10785. case 11: // Camera reference
  10786. serializationObject[targetPropertyName] = sourceProperty.id;
  10787. break;
  10788. }
  10789. }
  10790. }
  10791. return serializationObject;
  10792. };
  10793. /**
  10794. * Creates a new entity from a serialization data object
  10795. * @param creationFunction defines a function used to instanciated the new entity
  10796. * @param source defines the source serialization data
  10797. * @param scene defines the hosting scene
  10798. * @param rootUrl defines the root url for resources
  10799. * @returns a new entity
  10800. */
  10801. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10802. if (rootUrl === void 0) { rootUrl = null; }
  10803. var destination = creationFunction();
  10804. if (!rootUrl) {
  10805. rootUrl = "";
  10806. }
  10807. // Tags
  10808. if (BABYLON.Tags) {
  10809. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10810. }
  10811. var classStore = getMergedStore(destination);
  10812. // Properties
  10813. for (var property in classStore) {
  10814. var propertyDescriptor = classStore[property];
  10815. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10816. var propertyType = propertyDescriptor.type;
  10817. if (sourceProperty !== undefined && sourceProperty !== null) {
  10818. var dest = destination;
  10819. switch (propertyType) {
  10820. case 0: // Value
  10821. dest[property] = sourceProperty;
  10822. break;
  10823. case 1: // Texture
  10824. if (scene) {
  10825. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10826. }
  10827. break;
  10828. case 2: // Color3
  10829. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10830. break;
  10831. case 3: // FresnelParameters
  10832. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10833. break;
  10834. case 4: // Vector2
  10835. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10836. break;
  10837. case 5: // Vector3
  10838. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10839. break;
  10840. case 6: // Mesh reference
  10841. if (scene) {
  10842. dest[property] = scene.getLastMeshByID(sourceProperty);
  10843. }
  10844. break;
  10845. case 7: // Color Curves
  10846. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10847. break;
  10848. case 8: // Color 4
  10849. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10850. break;
  10851. case 9: // Image Processing
  10852. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10853. break;
  10854. case 10: // Quaternion
  10855. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10856. break;
  10857. case 11: // Camera reference
  10858. if (scene) {
  10859. dest[property] = scene.getCameraByID(sourceProperty);
  10860. }
  10861. break;
  10862. }
  10863. }
  10864. }
  10865. return destination;
  10866. };
  10867. /**
  10868. * Clones an object
  10869. * @param creationFunction defines the function used to instanciate the new object
  10870. * @param source defines the source object
  10871. * @returns the cloned object
  10872. */
  10873. SerializationHelper.Clone = function (creationFunction, source) {
  10874. return _copySource(creationFunction, source, false);
  10875. };
  10876. /**
  10877. * Instanciates a new object based on a source one (some data will be shared between both object)
  10878. * @param creationFunction defines the function used to instanciate the new object
  10879. * @param source defines the source object
  10880. * @returns the new object
  10881. */
  10882. SerializationHelper.Instanciate = function (creationFunction, source) {
  10883. return _copySource(creationFunction, source, true);
  10884. };
  10885. return SerializationHelper;
  10886. }());
  10887. BABYLON.SerializationHelper = SerializationHelper;
  10888. })(BABYLON || (BABYLON = {}));
  10889. //# sourceMappingURL=babylon.decorators.js.map
  10890. var BABYLON;
  10891. (function (BABYLON) {
  10892. /**
  10893. * Wrapper class for promise with external resolve and reject.
  10894. */
  10895. var Deferred = /** @class */ (function () {
  10896. /**
  10897. * Constructor for this deferred object.
  10898. */
  10899. function Deferred() {
  10900. var _this = this;
  10901. this.promise = new Promise(function (resolve, reject) {
  10902. _this._resolve = resolve;
  10903. _this._reject = reject;
  10904. });
  10905. }
  10906. Object.defineProperty(Deferred.prototype, "resolve", {
  10907. /**
  10908. * The resolve method of the promise associated with this deferred object.
  10909. */
  10910. get: function () {
  10911. return this._resolve;
  10912. },
  10913. enumerable: true,
  10914. configurable: true
  10915. });
  10916. Object.defineProperty(Deferred.prototype, "reject", {
  10917. /**
  10918. * The reject method of the promise associated with this deferred object.
  10919. */
  10920. get: function () {
  10921. return this._reject;
  10922. },
  10923. enumerable: true,
  10924. configurable: true
  10925. });
  10926. return Deferred;
  10927. }());
  10928. BABYLON.Deferred = Deferred;
  10929. })(BABYLON || (BABYLON = {}));
  10930. //# sourceMappingURL=babylon.deferred.js.map
  10931. var BABYLON;
  10932. (function (BABYLON) {
  10933. /**
  10934. * A class serves as a medium between the observable and its observers
  10935. */
  10936. var EventState = /** @class */ (function () {
  10937. /**
  10938. * Create a new EventState
  10939. * @param mask defines the mask associated with this state
  10940. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10941. * @param target defines the original target of the state
  10942. * @param currentTarget defines the current target of the state
  10943. */
  10944. function EventState(mask, skipNextObservers, target, currentTarget) {
  10945. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10946. this.initalize(mask, skipNextObservers, target, currentTarget);
  10947. }
  10948. /**
  10949. * Initialize the current event state
  10950. * @param mask defines the mask associated with this state
  10951. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10952. * @param target defines the original target of the state
  10953. * @param currentTarget defines the current target of the state
  10954. * @returns the current event state
  10955. */
  10956. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10957. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10958. this.mask = mask;
  10959. this.skipNextObservers = skipNextObservers;
  10960. this.target = target;
  10961. this.currentTarget = currentTarget;
  10962. return this;
  10963. };
  10964. return EventState;
  10965. }());
  10966. BABYLON.EventState = EventState;
  10967. /**
  10968. * Represent an Observer registered to a given Observable object.
  10969. */
  10970. var Observer = /** @class */ (function () {
  10971. /**
  10972. * Creates a new observer
  10973. * @param callback defines the callback to call when the observer is notified
  10974. * @param mask defines the mask of the observer (used to filter notifications)
  10975. * @param scope defines the current scope used to restore the JS context
  10976. */
  10977. function Observer(
  10978. /**
  10979. * Defines the callback to call when the observer is notified
  10980. */
  10981. callback,
  10982. /**
  10983. * Defines the mask of the observer (used to filter notifications)
  10984. */
  10985. mask,
  10986. /**
  10987. * Defines the current scope used to restore the JS context
  10988. */
  10989. scope) {
  10990. if (scope === void 0) { scope = null; }
  10991. this.callback = callback;
  10992. this.mask = mask;
  10993. this.scope = scope;
  10994. /** @hidden */
  10995. this._willBeUnregistered = false;
  10996. /**
  10997. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  10998. */
  10999. this.unregisterOnNextCall = false;
  11000. }
  11001. return Observer;
  11002. }());
  11003. BABYLON.Observer = Observer;
  11004. /**
  11005. * Represent a list of observers registered to multiple Observables object.
  11006. */
  11007. var MultiObserver = /** @class */ (function () {
  11008. function MultiObserver() {
  11009. }
  11010. /**
  11011. * Release associated resources
  11012. */
  11013. MultiObserver.prototype.dispose = function () {
  11014. if (this._observers && this._observables) {
  11015. for (var index = 0; index < this._observers.length; index++) {
  11016. this._observables[index].remove(this._observers[index]);
  11017. }
  11018. }
  11019. this._observers = null;
  11020. this._observables = null;
  11021. };
  11022. /**
  11023. * Raise a callback when one of the observable will notify
  11024. * @param observables defines a list of observables to watch
  11025. * @param callback defines the callback to call on notification
  11026. * @param mask defines the mask used to filter notifications
  11027. * @param scope defines the current scope used to restore the JS context
  11028. * @returns the new MultiObserver
  11029. */
  11030. MultiObserver.Watch = function (observables, callback, mask, scope) {
  11031. if (mask === void 0) { mask = -1; }
  11032. if (scope === void 0) { scope = null; }
  11033. var result = new MultiObserver();
  11034. result._observers = new Array();
  11035. result._observables = observables;
  11036. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  11037. var observable = observables_1[_i];
  11038. var observer = observable.add(callback, mask, false, scope);
  11039. if (observer) {
  11040. result._observers.push(observer);
  11041. }
  11042. }
  11043. return result;
  11044. };
  11045. return MultiObserver;
  11046. }());
  11047. BABYLON.MultiObserver = MultiObserver;
  11048. /**
  11049. * The Observable class is a simple implementation of the Observable pattern.
  11050. *
  11051. * 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.
  11052. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  11053. * 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).
  11054. * 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.
  11055. */
  11056. var Observable = /** @class */ (function () {
  11057. /**
  11058. * Creates a new observable
  11059. * @param onObserverAdded defines a callback to call when a new observer is added
  11060. */
  11061. function Observable(onObserverAdded) {
  11062. this._observers = new Array();
  11063. this._eventState = new EventState(0);
  11064. if (onObserverAdded) {
  11065. this._onObserverAdded = onObserverAdded;
  11066. }
  11067. }
  11068. /**
  11069. * Create a new Observer with the specified callback
  11070. * @param callback the callback that will be executed for that Observer
  11071. * @param mask the mask used to filter observers
  11072. * @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.
  11073. * @param scope optional scope for the callback to be called from
  11074. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  11075. * @returns the new observer created for the callback
  11076. */
  11077. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  11078. if (mask === void 0) { mask = -1; }
  11079. if (insertFirst === void 0) { insertFirst = false; }
  11080. if (scope === void 0) { scope = null; }
  11081. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  11082. if (!callback) {
  11083. return null;
  11084. }
  11085. var observer = new Observer(callback, mask, scope);
  11086. observer.unregisterOnNextCall = unregisterOnFirstCall;
  11087. if (insertFirst) {
  11088. this._observers.unshift(observer);
  11089. }
  11090. else {
  11091. this._observers.push(observer);
  11092. }
  11093. if (this._onObserverAdded) {
  11094. this._onObserverAdded(observer);
  11095. }
  11096. return observer;
  11097. };
  11098. /**
  11099. * Create a new Observer with the specified callback and unregisters after the next notification
  11100. * @param callback the callback that will be executed for that Observer
  11101. * @returns the new observer created for the callback
  11102. */
  11103. Observable.prototype.addOnce = function (callback) {
  11104. return this.add(callback, undefined, undefined, undefined, true);
  11105. };
  11106. /**
  11107. * Remove an Observer from the Observable object
  11108. * @param observer the instance of the Observer to remove
  11109. * @returns false if it doesn't belong to this Observable
  11110. */
  11111. Observable.prototype.remove = function (observer) {
  11112. if (!observer) {
  11113. return false;
  11114. }
  11115. var index = this._observers.indexOf(observer);
  11116. if (index !== -1) {
  11117. this._deferUnregister(observer);
  11118. return true;
  11119. }
  11120. return false;
  11121. };
  11122. /**
  11123. * Remove a callback from the Observable object
  11124. * @param callback the callback to remove
  11125. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11126. * @returns false if it doesn't belong to this Observable
  11127. */
  11128. Observable.prototype.removeCallback = function (callback, scope) {
  11129. for (var index = 0; index < this._observers.length; index++) {
  11130. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11131. this._deferUnregister(this._observers[index]);
  11132. return true;
  11133. }
  11134. }
  11135. return false;
  11136. };
  11137. Observable.prototype._deferUnregister = function (observer) {
  11138. var _this = this;
  11139. observer.unregisterOnNextCall = false;
  11140. observer._willBeUnregistered = true;
  11141. BABYLON.Tools.SetImmediate(function () {
  11142. _this._remove(observer);
  11143. });
  11144. };
  11145. // This should only be called when not iterating over _observers to avoid callback skipping.
  11146. // Removes an observer from the _observer Array.
  11147. Observable.prototype._remove = function (observer) {
  11148. if (!observer) {
  11149. return false;
  11150. }
  11151. var index = this._observers.indexOf(observer);
  11152. if (index !== -1) {
  11153. this._observers.splice(index, 1);
  11154. return true;
  11155. }
  11156. return false;
  11157. };
  11158. /**
  11159. * Notify all Observers by calling their respective callback with the given data
  11160. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11161. * @param eventData defines the data to send to all observers
  11162. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11163. * @param target defines the original target of the state
  11164. * @param currentTarget defines the current target of the state
  11165. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11166. */
  11167. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11168. if (mask === void 0) { mask = -1; }
  11169. if (!this._observers.length) {
  11170. return true;
  11171. }
  11172. var state = this._eventState;
  11173. state.mask = mask;
  11174. state.target = target;
  11175. state.currentTarget = currentTarget;
  11176. state.skipNextObservers = false;
  11177. state.lastReturnValue = eventData;
  11178. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11179. var obs = _a[_i];
  11180. if (obs._willBeUnregistered) {
  11181. continue;
  11182. }
  11183. if (obs.mask & mask) {
  11184. if (obs.scope) {
  11185. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11186. }
  11187. else {
  11188. state.lastReturnValue = obs.callback(eventData, state);
  11189. }
  11190. if (obs.unregisterOnNextCall) {
  11191. this._deferUnregister(obs);
  11192. }
  11193. }
  11194. if (state.skipNextObservers) {
  11195. return false;
  11196. }
  11197. }
  11198. return true;
  11199. };
  11200. /**
  11201. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11202. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11203. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11204. * and it is crucial that all callbacks will be executed.
  11205. * The order of the callbacks is kept, callbacks are not executed parallel.
  11206. *
  11207. * @param eventData The data to be sent to each callback
  11208. * @param mask is used to filter observers defaults to -1
  11209. * @param target defines the callback target (see EventState)
  11210. * @param currentTarget defines he current object in the bubbling phase
  11211. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11212. */
  11213. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11214. var _this = this;
  11215. if (mask === void 0) { mask = -1; }
  11216. // create an empty promise
  11217. var p = Promise.resolve(eventData);
  11218. // no observers? return this promise.
  11219. if (!this._observers.length) {
  11220. return p;
  11221. }
  11222. var state = this._eventState;
  11223. state.mask = mask;
  11224. state.target = target;
  11225. state.currentTarget = currentTarget;
  11226. state.skipNextObservers = false;
  11227. // execute one callback after another (not using Promise.all, the order is important)
  11228. this._observers.forEach(function (obs) {
  11229. if (state.skipNextObservers) {
  11230. return;
  11231. }
  11232. if (obs._willBeUnregistered) {
  11233. return;
  11234. }
  11235. if (obs.mask & mask) {
  11236. if (obs.scope) {
  11237. p = p.then(function (lastReturnedValue) {
  11238. state.lastReturnValue = lastReturnedValue;
  11239. return obs.callback.apply(obs.scope, [eventData, state]);
  11240. });
  11241. }
  11242. else {
  11243. p = p.then(function (lastReturnedValue) {
  11244. state.lastReturnValue = lastReturnedValue;
  11245. return obs.callback(eventData, state);
  11246. });
  11247. }
  11248. if (obs.unregisterOnNextCall) {
  11249. _this._deferUnregister(obs);
  11250. }
  11251. }
  11252. });
  11253. // return the eventData
  11254. return p.then(function () { return eventData; });
  11255. };
  11256. /**
  11257. * Notify a specific observer
  11258. * @param observer defines the observer to notify
  11259. * @param eventData defines the data to be sent to each callback
  11260. * @param mask is used to filter observers defaults to -1
  11261. */
  11262. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11263. if (mask === void 0) { mask = -1; }
  11264. var state = this._eventState;
  11265. state.mask = mask;
  11266. state.skipNextObservers = false;
  11267. observer.callback(eventData, state);
  11268. };
  11269. /**
  11270. * Gets a boolean indicating if the observable has at least one observer
  11271. * @returns true is the Observable has at least one Observer registered
  11272. */
  11273. Observable.prototype.hasObservers = function () {
  11274. return this._observers.length > 0;
  11275. };
  11276. /**
  11277. * Clear the list of observers
  11278. */
  11279. Observable.prototype.clear = function () {
  11280. this._observers = new Array();
  11281. this._onObserverAdded = null;
  11282. };
  11283. /**
  11284. * Clone the current observable
  11285. * @returns a new observable
  11286. */
  11287. Observable.prototype.clone = function () {
  11288. var result = new Observable();
  11289. result._observers = this._observers.slice(0);
  11290. return result;
  11291. };
  11292. /**
  11293. * Does this observable handles observer registered with a given mask
  11294. * @param mask defines the mask to be tested
  11295. * @return whether or not one observer registered with the given mask is handeled
  11296. **/
  11297. Observable.prototype.hasSpecificMask = function (mask) {
  11298. if (mask === void 0) { mask = -1; }
  11299. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11300. var obs = _a[_i];
  11301. if (obs.mask & mask || obs.mask === mask) {
  11302. return true;
  11303. }
  11304. }
  11305. return false;
  11306. };
  11307. return Observable;
  11308. }());
  11309. BABYLON.Observable = Observable;
  11310. })(BABYLON || (BABYLON = {}));
  11311. //# sourceMappingURL=babylon.observable.js.map
  11312. var BABYLON;
  11313. (function (BABYLON) {
  11314. /**
  11315. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11316. */
  11317. var SmartArray = /** @class */ (function () {
  11318. /**
  11319. * Instantiates a Smart Array.
  11320. * @param capacity defines the default capacity of the array.
  11321. */
  11322. function SmartArray(capacity) {
  11323. /**
  11324. * The active length of the array.
  11325. */
  11326. this.length = 0;
  11327. this.data = new Array(capacity);
  11328. this._id = SmartArray._GlobalId++;
  11329. }
  11330. /**
  11331. * Pushes a value at the end of the active data.
  11332. * @param value defines the object to push in the array.
  11333. */
  11334. SmartArray.prototype.push = function (value) {
  11335. this.data[this.length++] = value;
  11336. if (this.length > this.data.length) {
  11337. this.data.length *= 2;
  11338. }
  11339. };
  11340. /**
  11341. * Iterates over the active data and apply the lambda to them.
  11342. * @param func defines the action to apply on each value.
  11343. */
  11344. SmartArray.prototype.forEach = function (func) {
  11345. for (var index = 0; index < this.length; index++) {
  11346. func(this.data[index]);
  11347. }
  11348. };
  11349. /**
  11350. * Sorts the full sets of data.
  11351. * @param compareFn defines the comparison function to apply.
  11352. */
  11353. SmartArray.prototype.sort = function (compareFn) {
  11354. this.data.sort(compareFn);
  11355. };
  11356. /**
  11357. * Resets the active data to an empty array.
  11358. */
  11359. SmartArray.prototype.reset = function () {
  11360. this.length = 0;
  11361. };
  11362. /**
  11363. * Releases all the data from the array as well as the array.
  11364. */
  11365. SmartArray.prototype.dispose = function () {
  11366. this.reset();
  11367. if (this.data) {
  11368. this.data.length = 0;
  11369. this.data = [];
  11370. }
  11371. };
  11372. /**
  11373. * Concats the active data with a given array.
  11374. * @param array defines the data to concatenate with.
  11375. */
  11376. SmartArray.prototype.concat = function (array) {
  11377. if (array.length === 0) {
  11378. return;
  11379. }
  11380. if (this.length + array.length > this.data.length) {
  11381. this.data.length = (this.length + array.length) * 2;
  11382. }
  11383. for (var index = 0; index < array.length; index++) {
  11384. this.data[this.length++] = (array.data || array)[index];
  11385. }
  11386. };
  11387. /**
  11388. * Returns the position of a value in the active data.
  11389. * @param value defines the value to find the index for
  11390. * @returns the index if found in the active data otherwise -1
  11391. */
  11392. SmartArray.prototype.indexOf = function (value) {
  11393. var position = this.data.indexOf(value);
  11394. if (position >= this.length) {
  11395. return -1;
  11396. }
  11397. return position;
  11398. };
  11399. /**
  11400. * Returns whether an element is part of the active data.
  11401. * @param value defines the value to look for
  11402. * @returns true if found in the active data otherwise false
  11403. */
  11404. SmartArray.prototype.contains = function (value) {
  11405. return this.indexOf(value) !== -1;
  11406. };
  11407. // Statics
  11408. SmartArray._GlobalId = 0;
  11409. return SmartArray;
  11410. }());
  11411. BABYLON.SmartArray = SmartArray;
  11412. /**
  11413. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11414. * The data in this array can only be present once
  11415. */
  11416. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11417. __extends(SmartArrayNoDuplicate, _super);
  11418. function SmartArrayNoDuplicate() {
  11419. var _this = _super !== null && _super.apply(this, arguments) || this;
  11420. _this._duplicateId = 0;
  11421. return _this;
  11422. }
  11423. /**
  11424. * Pushes a value at the end of the active data.
  11425. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11426. * @param value defines the object to push in the array.
  11427. */
  11428. SmartArrayNoDuplicate.prototype.push = function (value) {
  11429. _super.prototype.push.call(this, value);
  11430. if (!value.__smartArrayFlags) {
  11431. value.__smartArrayFlags = {};
  11432. }
  11433. value.__smartArrayFlags[this._id] = this._duplicateId;
  11434. };
  11435. /**
  11436. * Pushes a value at the end of the active data.
  11437. * If the data is already present, it won t be added again
  11438. * @param value defines the object to push in the array.
  11439. * @returns true if added false if it was already present
  11440. */
  11441. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11442. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11443. return false;
  11444. }
  11445. this.push(value);
  11446. return true;
  11447. };
  11448. /**
  11449. * Resets the active data to an empty array.
  11450. */
  11451. SmartArrayNoDuplicate.prototype.reset = function () {
  11452. _super.prototype.reset.call(this);
  11453. this._duplicateId++;
  11454. };
  11455. /**
  11456. * Concats the active data with a given array.
  11457. * This ensures no dupplicate will be present in the result.
  11458. * @param array defines the data to concatenate with.
  11459. */
  11460. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11461. if (array.length === 0) {
  11462. return;
  11463. }
  11464. if (this.length + array.length > this.data.length) {
  11465. this.data.length = (this.length + array.length) * 2;
  11466. }
  11467. for (var index = 0; index < array.length; index++) {
  11468. var item = (array.data || array)[index];
  11469. this.pushNoDuplicate(item);
  11470. }
  11471. };
  11472. return SmartArrayNoDuplicate;
  11473. }(SmartArray));
  11474. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11475. })(BABYLON || (BABYLON = {}));
  11476. //# sourceMappingURL=babylon.smartArray.js.map
  11477. var BABYLON;
  11478. (function (BABYLON) {
  11479. var PromiseStates;
  11480. (function (PromiseStates) {
  11481. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11482. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11483. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11484. })(PromiseStates || (PromiseStates = {}));
  11485. var FulFillmentAgregator = /** @class */ (function () {
  11486. function FulFillmentAgregator() {
  11487. this.count = 0;
  11488. this.target = 0;
  11489. this.results = [];
  11490. }
  11491. return FulFillmentAgregator;
  11492. }());
  11493. var InternalPromise = /** @class */ (function () {
  11494. function InternalPromise(resolver) {
  11495. var _this = this;
  11496. this._state = PromiseStates.Pending;
  11497. this._children = new Array();
  11498. this._rejectWasConsumed = false;
  11499. if (!resolver) {
  11500. return;
  11501. }
  11502. try {
  11503. resolver(function (value) {
  11504. _this._resolve(value);
  11505. }, function (reason) {
  11506. _this._reject(reason);
  11507. });
  11508. }
  11509. catch (e) {
  11510. this._reject(e);
  11511. }
  11512. }
  11513. Object.defineProperty(InternalPromise.prototype, "_result", {
  11514. get: function () {
  11515. return this._resultValue;
  11516. },
  11517. set: function (value) {
  11518. this._resultValue = value;
  11519. if (this._parent && this._parent._result === undefined) {
  11520. this._parent._result = value;
  11521. }
  11522. },
  11523. enumerable: true,
  11524. configurable: true
  11525. });
  11526. InternalPromise.prototype.catch = function (onRejected) {
  11527. return this.then(undefined, onRejected);
  11528. };
  11529. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11530. var _this = this;
  11531. var newPromise = new InternalPromise();
  11532. newPromise._onFulfilled = onFulfilled;
  11533. newPromise._onRejected = onRejected;
  11534. // Composition
  11535. this._children.push(newPromise);
  11536. newPromise._parent = this;
  11537. if (this._state !== PromiseStates.Pending) {
  11538. BABYLON.Tools.SetImmediate(function () {
  11539. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11540. var returnedValue = newPromise._resolve(_this._result);
  11541. if (returnedValue !== undefined && returnedValue !== null) {
  11542. if (returnedValue._state !== undefined) {
  11543. var returnedPromise = returnedValue;
  11544. newPromise._children.push(returnedPromise);
  11545. returnedPromise._parent = newPromise;
  11546. newPromise = returnedPromise;
  11547. }
  11548. else {
  11549. newPromise._result = returnedValue;
  11550. }
  11551. }
  11552. }
  11553. else {
  11554. newPromise._reject(_this._reason);
  11555. }
  11556. });
  11557. }
  11558. return newPromise;
  11559. };
  11560. InternalPromise.prototype._moveChildren = function (children) {
  11561. var _this = this;
  11562. var _a;
  11563. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11564. this._children.forEach(function (child) {
  11565. child._parent = _this;
  11566. });
  11567. if (this._state === PromiseStates.Fulfilled) {
  11568. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11569. var child = _b[_i];
  11570. child._resolve(this._result);
  11571. }
  11572. }
  11573. else if (this._state === PromiseStates.Rejected) {
  11574. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11575. var child = _d[_c];
  11576. child._reject(this._reason);
  11577. }
  11578. }
  11579. };
  11580. InternalPromise.prototype._resolve = function (value) {
  11581. try {
  11582. this._state = PromiseStates.Fulfilled;
  11583. var returnedValue = null;
  11584. if (this._onFulfilled) {
  11585. returnedValue = this._onFulfilled(value);
  11586. }
  11587. if (returnedValue !== undefined && returnedValue !== null) {
  11588. if (returnedValue._state !== undefined) {
  11589. // Transmit children
  11590. var returnedPromise = returnedValue;
  11591. returnedPromise._parent = this;
  11592. returnedPromise._moveChildren(this._children);
  11593. value = returnedPromise._result;
  11594. }
  11595. else {
  11596. value = returnedValue;
  11597. }
  11598. }
  11599. this._result = value;
  11600. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11601. var child = _a[_i];
  11602. child._resolve(value);
  11603. }
  11604. this._children.length = 0;
  11605. delete this._onFulfilled;
  11606. delete this._onRejected;
  11607. }
  11608. catch (e) {
  11609. this._reject(e, true);
  11610. }
  11611. };
  11612. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11613. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11614. this._state = PromiseStates.Rejected;
  11615. this._reason = reason;
  11616. if (this._onRejected && !onLocalThrow) {
  11617. try {
  11618. this._onRejected(reason);
  11619. this._rejectWasConsumed = true;
  11620. }
  11621. catch (e) {
  11622. reason = e;
  11623. }
  11624. }
  11625. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11626. var child = _a[_i];
  11627. if (this._rejectWasConsumed) {
  11628. child._resolve(null);
  11629. }
  11630. else {
  11631. child._reject(reason);
  11632. }
  11633. }
  11634. this._children.length = 0;
  11635. delete this._onFulfilled;
  11636. delete this._onRejected;
  11637. };
  11638. InternalPromise.resolve = function (value) {
  11639. var newPromise = new InternalPromise();
  11640. newPromise._resolve(value);
  11641. return newPromise;
  11642. };
  11643. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11644. promise.then(function (value) {
  11645. agregator.results[index] = value;
  11646. agregator.count++;
  11647. if (agregator.count === agregator.target) {
  11648. agregator.rootPromise._resolve(agregator.results);
  11649. }
  11650. return null;
  11651. }, function (reason) {
  11652. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11653. agregator.rootPromise._reject(reason);
  11654. }
  11655. });
  11656. };
  11657. InternalPromise.all = function (promises) {
  11658. var newPromise = new InternalPromise();
  11659. var agregator = new FulFillmentAgregator();
  11660. agregator.target = promises.length;
  11661. agregator.rootPromise = newPromise;
  11662. if (promises.length) {
  11663. for (var index = 0; index < promises.length; index++) {
  11664. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11665. }
  11666. }
  11667. else {
  11668. newPromise._resolve([]);
  11669. }
  11670. return newPromise;
  11671. };
  11672. InternalPromise.race = function (promises) {
  11673. var newPromise = new InternalPromise();
  11674. if (promises.length) {
  11675. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11676. var promise = promises_1[_i];
  11677. promise.then(function (value) {
  11678. if (newPromise) {
  11679. newPromise._resolve(value);
  11680. newPromise = null;
  11681. }
  11682. return null;
  11683. }, function (reason) {
  11684. if (newPromise) {
  11685. newPromise._reject(reason);
  11686. newPromise = null;
  11687. }
  11688. });
  11689. }
  11690. }
  11691. return newPromise;
  11692. };
  11693. return InternalPromise;
  11694. }());
  11695. /**
  11696. * Helper class that provides a small promise polyfill
  11697. */
  11698. var PromisePolyfill = /** @class */ (function () {
  11699. function PromisePolyfill() {
  11700. }
  11701. /**
  11702. * Static function used to check if the polyfill is required
  11703. * If this is the case then the function will inject the polyfill to window.Promise
  11704. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11705. */
  11706. PromisePolyfill.Apply = function (force) {
  11707. if (force === void 0) { force = false; }
  11708. if (force || typeof Promise === 'undefined') {
  11709. var root = window;
  11710. root.Promise = InternalPromise;
  11711. }
  11712. };
  11713. return PromisePolyfill;
  11714. }());
  11715. BABYLON.PromisePolyfill = PromisePolyfill;
  11716. })(BABYLON || (BABYLON = {}));
  11717. //# sourceMappingURL=babylon.promise.js.map
  11718. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11719. var BABYLON;
  11720. (function (BABYLON) {
  11721. /**
  11722. * Helper class to push actions to a pool of workers.
  11723. */
  11724. var WorkerPool = /** @class */ (function () {
  11725. /**
  11726. * Constructor
  11727. * @param workers Array of workers to use for actions
  11728. */
  11729. function WorkerPool(workers) {
  11730. this._pendingActions = new Array();
  11731. this._workerInfos = workers.map(function (worker) { return ({
  11732. worker: worker,
  11733. active: false
  11734. }); });
  11735. }
  11736. /**
  11737. * Terminates all workers and clears any pending actions.
  11738. */
  11739. WorkerPool.prototype.dispose = function () {
  11740. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11741. var workerInfo = _a[_i];
  11742. workerInfo.worker.terminate();
  11743. }
  11744. delete this._workerInfos;
  11745. delete this._pendingActions;
  11746. };
  11747. /**
  11748. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11749. * pended until a worker has completed its action.
  11750. * @param action The action to perform. Call onComplete when the action is complete.
  11751. */
  11752. WorkerPool.prototype.push = function (action) {
  11753. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11754. var workerInfo = _a[_i];
  11755. if (!workerInfo.active) {
  11756. this._execute(workerInfo, action);
  11757. return;
  11758. }
  11759. }
  11760. this._pendingActions.push(action);
  11761. };
  11762. WorkerPool.prototype._execute = function (workerInfo, action) {
  11763. var _this = this;
  11764. workerInfo.active = true;
  11765. action(workerInfo.worker, function () {
  11766. workerInfo.active = false;
  11767. var nextAction = _this._pendingActions.shift();
  11768. if (nextAction) {
  11769. _this._execute(workerInfo, nextAction);
  11770. }
  11771. });
  11772. };
  11773. return WorkerPool;
  11774. }());
  11775. BABYLON.WorkerPool = WorkerPool;
  11776. })(BABYLON || (BABYLON = {}));
  11777. //# sourceMappingURL=babylon.workerPool.js.map
  11778. var BABYLON;
  11779. (function (BABYLON) {
  11780. /**
  11781. * @hidden
  11782. **/
  11783. var _AlphaState = /** @class */ (function () {
  11784. /**
  11785. * Initializes the state.
  11786. */
  11787. function _AlphaState() {
  11788. this._isAlphaBlendDirty = false;
  11789. this._isBlendFunctionParametersDirty = false;
  11790. this._isBlendEquationParametersDirty = false;
  11791. this._isBlendConstantsDirty = false;
  11792. this._alphaBlend = false;
  11793. this._blendFunctionParameters = new Array(4);
  11794. this._blendEquationParameters = new Array(2);
  11795. this._blendConstants = new Array(4);
  11796. this.reset();
  11797. }
  11798. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11799. get: function () {
  11800. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11801. },
  11802. enumerable: true,
  11803. configurable: true
  11804. });
  11805. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11806. get: function () {
  11807. return this._alphaBlend;
  11808. },
  11809. set: function (value) {
  11810. if (this._alphaBlend === value) {
  11811. return;
  11812. }
  11813. this._alphaBlend = value;
  11814. this._isAlphaBlendDirty = true;
  11815. },
  11816. enumerable: true,
  11817. configurable: true
  11818. });
  11819. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11820. if (this._blendConstants[0] === r &&
  11821. this._blendConstants[1] === g &&
  11822. this._blendConstants[2] === b &&
  11823. this._blendConstants[3] === a) {
  11824. return;
  11825. }
  11826. this._blendConstants[0] = r;
  11827. this._blendConstants[1] = g;
  11828. this._blendConstants[2] = b;
  11829. this._blendConstants[3] = a;
  11830. this._isBlendConstantsDirty = true;
  11831. };
  11832. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11833. if (this._blendFunctionParameters[0] === value0 &&
  11834. this._blendFunctionParameters[1] === value1 &&
  11835. this._blendFunctionParameters[2] === value2 &&
  11836. this._blendFunctionParameters[3] === value3) {
  11837. return;
  11838. }
  11839. this._blendFunctionParameters[0] = value0;
  11840. this._blendFunctionParameters[1] = value1;
  11841. this._blendFunctionParameters[2] = value2;
  11842. this._blendFunctionParameters[3] = value3;
  11843. this._isBlendFunctionParametersDirty = true;
  11844. };
  11845. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11846. if (this._blendEquationParameters[0] === rgb &&
  11847. this._blendEquationParameters[1] === alpha) {
  11848. return;
  11849. }
  11850. this._blendEquationParameters[0] = rgb;
  11851. this._blendEquationParameters[1] = alpha;
  11852. this._isBlendEquationParametersDirty = true;
  11853. };
  11854. _AlphaState.prototype.reset = function () {
  11855. this._alphaBlend = false;
  11856. this._blendFunctionParameters[0] = null;
  11857. this._blendFunctionParameters[1] = null;
  11858. this._blendFunctionParameters[2] = null;
  11859. this._blendFunctionParameters[3] = null;
  11860. this._blendEquationParameters[0] = null;
  11861. this._blendEquationParameters[1] = null;
  11862. this._blendConstants[0] = null;
  11863. this._blendConstants[1] = null;
  11864. this._blendConstants[2] = null;
  11865. this._blendConstants[3] = null;
  11866. this._isAlphaBlendDirty = true;
  11867. this._isBlendFunctionParametersDirty = false;
  11868. this._isBlendEquationParametersDirty = false;
  11869. this._isBlendConstantsDirty = false;
  11870. };
  11871. _AlphaState.prototype.apply = function (gl) {
  11872. if (!this.isDirty) {
  11873. return;
  11874. }
  11875. // Alpha blend
  11876. if (this._isAlphaBlendDirty) {
  11877. if (this._alphaBlend) {
  11878. gl.enable(gl.BLEND);
  11879. }
  11880. else {
  11881. gl.disable(gl.BLEND);
  11882. }
  11883. this._isAlphaBlendDirty = false;
  11884. }
  11885. // Alpha function
  11886. if (this._isBlendFunctionParametersDirty) {
  11887. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11888. this._isBlendFunctionParametersDirty = false;
  11889. }
  11890. // Alpha equation
  11891. if (this._isBlendEquationParametersDirty) {
  11892. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11893. this._isBlendEquationParametersDirty = false;
  11894. }
  11895. // Constants
  11896. if (this._isBlendConstantsDirty) {
  11897. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11898. this._isBlendConstantsDirty = false;
  11899. }
  11900. };
  11901. return _AlphaState;
  11902. }());
  11903. BABYLON._AlphaState = _AlphaState;
  11904. })(BABYLON || (BABYLON = {}));
  11905. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11906. var BABYLON;
  11907. (function (BABYLON) {
  11908. /**
  11909. * @hidden
  11910. **/
  11911. var _DepthCullingState = /** @class */ (function () {
  11912. /**
  11913. * Initializes the state.
  11914. */
  11915. function _DepthCullingState() {
  11916. this._isDepthTestDirty = false;
  11917. this._isDepthMaskDirty = false;
  11918. this._isDepthFuncDirty = false;
  11919. this._isCullFaceDirty = false;
  11920. this._isCullDirty = false;
  11921. this._isZOffsetDirty = false;
  11922. this._isFrontFaceDirty = false;
  11923. this.reset();
  11924. }
  11925. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11926. get: function () {
  11927. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11928. },
  11929. enumerable: true,
  11930. configurable: true
  11931. });
  11932. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11933. get: function () {
  11934. return this._zOffset;
  11935. },
  11936. set: function (value) {
  11937. if (this._zOffset === value) {
  11938. return;
  11939. }
  11940. this._zOffset = value;
  11941. this._isZOffsetDirty = true;
  11942. },
  11943. enumerable: true,
  11944. configurable: true
  11945. });
  11946. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11947. get: function () {
  11948. return this._cullFace;
  11949. },
  11950. set: function (value) {
  11951. if (this._cullFace === value) {
  11952. return;
  11953. }
  11954. this._cullFace = value;
  11955. this._isCullFaceDirty = true;
  11956. },
  11957. enumerable: true,
  11958. configurable: true
  11959. });
  11960. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11961. get: function () {
  11962. return this._cull;
  11963. },
  11964. set: function (value) {
  11965. if (this._cull === value) {
  11966. return;
  11967. }
  11968. this._cull = value;
  11969. this._isCullDirty = true;
  11970. },
  11971. enumerable: true,
  11972. configurable: true
  11973. });
  11974. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  11975. get: function () {
  11976. return this._depthFunc;
  11977. },
  11978. set: function (value) {
  11979. if (this._depthFunc === value) {
  11980. return;
  11981. }
  11982. this._depthFunc = value;
  11983. this._isDepthFuncDirty = true;
  11984. },
  11985. enumerable: true,
  11986. configurable: true
  11987. });
  11988. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  11989. get: function () {
  11990. return this._depthMask;
  11991. },
  11992. set: function (value) {
  11993. if (this._depthMask === value) {
  11994. return;
  11995. }
  11996. this._depthMask = value;
  11997. this._isDepthMaskDirty = true;
  11998. },
  11999. enumerable: true,
  12000. configurable: true
  12001. });
  12002. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  12003. get: function () {
  12004. return this._depthTest;
  12005. },
  12006. set: function (value) {
  12007. if (this._depthTest === value) {
  12008. return;
  12009. }
  12010. this._depthTest = value;
  12011. this._isDepthTestDirty = true;
  12012. },
  12013. enumerable: true,
  12014. configurable: true
  12015. });
  12016. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  12017. get: function () {
  12018. return this._frontFace;
  12019. },
  12020. set: function (value) {
  12021. if (this._frontFace === value) {
  12022. return;
  12023. }
  12024. this._frontFace = value;
  12025. this._isFrontFaceDirty = true;
  12026. },
  12027. enumerable: true,
  12028. configurable: true
  12029. });
  12030. _DepthCullingState.prototype.reset = function () {
  12031. this._depthMask = true;
  12032. this._depthTest = true;
  12033. this._depthFunc = null;
  12034. this._cullFace = null;
  12035. this._cull = null;
  12036. this._zOffset = 0;
  12037. this._frontFace = null;
  12038. this._isDepthTestDirty = true;
  12039. this._isDepthMaskDirty = true;
  12040. this._isDepthFuncDirty = false;
  12041. this._isCullFaceDirty = false;
  12042. this._isCullDirty = false;
  12043. this._isZOffsetDirty = false;
  12044. this._isFrontFaceDirty = false;
  12045. };
  12046. _DepthCullingState.prototype.apply = function (gl) {
  12047. if (!this.isDirty) {
  12048. return;
  12049. }
  12050. // Cull
  12051. if (this._isCullDirty) {
  12052. if (this.cull) {
  12053. gl.enable(gl.CULL_FACE);
  12054. }
  12055. else {
  12056. gl.disable(gl.CULL_FACE);
  12057. }
  12058. this._isCullDirty = false;
  12059. }
  12060. // Cull face
  12061. if (this._isCullFaceDirty) {
  12062. gl.cullFace(this.cullFace);
  12063. this._isCullFaceDirty = false;
  12064. }
  12065. // Depth mask
  12066. if (this._isDepthMaskDirty) {
  12067. gl.depthMask(this.depthMask);
  12068. this._isDepthMaskDirty = false;
  12069. }
  12070. // Depth test
  12071. if (this._isDepthTestDirty) {
  12072. if (this.depthTest) {
  12073. gl.enable(gl.DEPTH_TEST);
  12074. }
  12075. else {
  12076. gl.disable(gl.DEPTH_TEST);
  12077. }
  12078. this._isDepthTestDirty = false;
  12079. }
  12080. // Depth func
  12081. if (this._isDepthFuncDirty) {
  12082. gl.depthFunc(this.depthFunc);
  12083. this._isDepthFuncDirty = false;
  12084. }
  12085. // zOffset
  12086. if (this._isZOffsetDirty) {
  12087. if (this.zOffset) {
  12088. gl.enable(gl.POLYGON_OFFSET_FILL);
  12089. gl.polygonOffset(this.zOffset, 0);
  12090. }
  12091. else {
  12092. gl.disable(gl.POLYGON_OFFSET_FILL);
  12093. }
  12094. this._isZOffsetDirty = false;
  12095. }
  12096. // Front face
  12097. if (this._isFrontFaceDirty) {
  12098. gl.frontFace(this.frontFace);
  12099. this._isFrontFaceDirty = false;
  12100. }
  12101. };
  12102. return _DepthCullingState;
  12103. }());
  12104. BABYLON._DepthCullingState = _DepthCullingState;
  12105. })(BABYLON || (BABYLON = {}));
  12106. //# sourceMappingURL=babylon.depthCullingState.js.map
  12107. var BABYLON;
  12108. (function (BABYLON) {
  12109. /**
  12110. * @hidden
  12111. **/
  12112. var _StencilState = /** @class */ (function () {
  12113. function _StencilState() {
  12114. this._isStencilTestDirty = false;
  12115. this._isStencilMaskDirty = false;
  12116. this._isStencilFuncDirty = false;
  12117. this._isStencilOpDirty = false;
  12118. this.reset();
  12119. }
  12120. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12121. get: function () {
  12122. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12123. },
  12124. enumerable: true,
  12125. configurable: true
  12126. });
  12127. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12128. get: function () {
  12129. return this._stencilFunc;
  12130. },
  12131. set: function (value) {
  12132. if (this._stencilFunc === value) {
  12133. return;
  12134. }
  12135. this._stencilFunc = value;
  12136. this._isStencilFuncDirty = true;
  12137. },
  12138. enumerable: true,
  12139. configurable: true
  12140. });
  12141. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12142. get: function () {
  12143. return this._stencilFuncRef;
  12144. },
  12145. set: function (value) {
  12146. if (this._stencilFuncRef === value) {
  12147. return;
  12148. }
  12149. this._stencilFuncRef = value;
  12150. this._isStencilFuncDirty = true;
  12151. },
  12152. enumerable: true,
  12153. configurable: true
  12154. });
  12155. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12156. get: function () {
  12157. return this._stencilFuncMask;
  12158. },
  12159. set: function (value) {
  12160. if (this._stencilFuncMask === value) {
  12161. return;
  12162. }
  12163. this._stencilFuncMask = value;
  12164. this._isStencilFuncDirty = true;
  12165. },
  12166. enumerable: true,
  12167. configurable: true
  12168. });
  12169. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12170. get: function () {
  12171. return this._stencilOpStencilFail;
  12172. },
  12173. set: function (value) {
  12174. if (this._stencilOpStencilFail === value) {
  12175. return;
  12176. }
  12177. this._stencilOpStencilFail = value;
  12178. this._isStencilOpDirty = true;
  12179. },
  12180. enumerable: true,
  12181. configurable: true
  12182. });
  12183. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12184. get: function () {
  12185. return this._stencilOpDepthFail;
  12186. },
  12187. set: function (value) {
  12188. if (this._stencilOpDepthFail === value) {
  12189. return;
  12190. }
  12191. this._stencilOpDepthFail = value;
  12192. this._isStencilOpDirty = true;
  12193. },
  12194. enumerable: true,
  12195. configurable: true
  12196. });
  12197. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12198. get: function () {
  12199. return this._stencilOpStencilDepthPass;
  12200. },
  12201. set: function (value) {
  12202. if (this._stencilOpStencilDepthPass === value) {
  12203. return;
  12204. }
  12205. this._stencilOpStencilDepthPass = value;
  12206. this._isStencilOpDirty = true;
  12207. },
  12208. enumerable: true,
  12209. configurable: true
  12210. });
  12211. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12212. get: function () {
  12213. return this._stencilMask;
  12214. },
  12215. set: function (value) {
  12216. if (this._stencilMask === value) {
  12217. return;
  12218. }
  12219. this._stencilMask = value;
  12220. this._isStencilMaskDirty = true;
  12221. },
  12222. enumerable: true,
  12223. configurable: true
  12224. });
  12225. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12226. get: function () {
  12227. return this._stencilTest;
  12228. },
  12229. set: function (value) {
  12230. if (this._stencilTest === value) {
  12231. return;
  12232. }
  12233. this._stencilTest = value;
  12234. this._isStencilTestDirty = true;
  12235. },
  12236. enumerable: true,
  12237. configurable: true
  12238. });
  12239. _StencilState.prototype.reset = function () {
  12240. this._stencilTest = false;
  12241. this._stencilMask = 0xFF;
  12242. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12243. this._stencilFuncRef = 1;
  12244. this._stencilFuncMask = 0xFF;
  12245. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12246. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12247. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12248. this._isStencilTestDirty = true;
  12249. this._isStencilMaskDirty = true;
  12250. this._isStencilFuncDirty = true;
  12251. this._isStencilOpDirty = true;
  12252. };
  12253. _StencilState.prototype.apply = function (gl) {
  12254. if (!this.isDirty) {
  12255. return;
  12256. }
  12257. // Stencil test
  12258. if (this._isStencilTestDirty) {
  12259. if (this.stencilTest) {
  12260. gl.enable(gl.STENCIL_TEST);
  12261. }
  12262. else {
  12263. gl.disable(gl.STENCIL_TEST);
  12264. }
  12265. this._isStencilTestDirty = false;
  12266. }
  12267. // Stencil mask
  12268. if (this._isStencilMaskDirty) {
  12269. gl.stencilMask(this.stencilMask);
  12270. this._isStencilMaskDirty = false;
  12271. }
  12272. // Stencil func
  12273. if (this._isStencilFuncDirty) {
  12274. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12275. this._isStencilFuncDirty = false;
  12276. }
  12277. // Stencil op
  12278. if (this._isStencilOpDirty) {
  12279. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12280. this._isStencilOpDirty = false;
  12281. }
  12282. };
  12283. return _StencilState;
  12284. }());
  12285. BABYLON._StencilState = _StencilState;
  12286. })(BABYLON || (BABYLON = {}));
  12287. //# sourceMappingURL=babylon.stencilState.js.map
  12288. var __assign = (this && this.__assign) || function () {
  12289. __assign = Object.assign || function(t) {
  12290. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12291. s = arguments[i];
  12292. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12293. t[p] = s[p];
  12294. }
  12295. return t;
  12296. };
  12297. return __assign.apply(this, arguments);
  12298. };
  12299. var BABYLON;
  12300. (function (BABYLON) {
  12301. /**
  12302. * Keeps track of all the buffer info used in engine.
  12303. */
  12304. var BufferPointer = /** @class */ (function () {
  12305. function BufferPointer() {
  12306. }
  12307. return BufferPointer;
  12308. }());
  12309. /**
  12310. * Interface for attribute information associated with buffer instanciation
  12311. */
  12312. var InstancingAttributeInfo = /** @class */ (function () {
  12313. function InstancingAttributeInfo() {
  12314. }
  12315. return InstancingAttributeInfo;
  12316. }());
  12317. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12318. /**
  12319. * Define options used to create a render target texture
  12320. */
  12321. var RenderTargetCreationOptions = /** @class */ (function () {
  12322. function RenderTargetCreationOptions() {
  12323. }
  12324. return RenderTargetCreationOptions;
  12325. }());
  12326. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12327. /**
  12328. * Define options used to create a depth texture
  12329. */
  12330. var DepthTextureCreationOptions = /** @class */ (function () {
  12331. function DepthTextureCreationOptions() {
  12332. }
  12333. return DepthTextureCreationOptions;
  12334. }());
  12335. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12336. /**
  12337. * Class used to describe the capabilities of the engine relatively to the current browser
  12338. */
  12339. var EngineCapabilities = /** @class */ (function () {
  12340. function EngineCapabilities() {
  12341. }
  12342. return EngineCapabilities;
  12343. }());
  12344. BABYLON.EngineCapabilities = EngineCapabilities;
  12345. /**
  12346. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12347. */
  12348. var Engine = /** @class */ (function () {
  12349. /**
  12350. * Creates a new engine
  12351. * @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
  12352. * @param antialias defines enable antialiasing (default: false)
  12353. * @param options defines further options to be sent to the getContext() function
  12354. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12355. */
  12356. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12357. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12358. var _this = this;
  12359. // Public members
  12360. /**
  12361. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12362. */
  12363. this.forcePOTTextures = false;
  12364. /**
  12365. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12366. */
  12367. this.isFullscreen = false;
  12368. /**
  12369. * Gets a boolean indicating if the pointer is currently locked
  12370. */
  12371. this.isPointerLock = false;
  12372. /**
  12373. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12374. */
  12375. this.cullBackFaces = true;
  12376. /**
  12377. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12378. */
  12379. this.renderEvenInBackground = true;
  12380. /**
  12381. * Gets or sets a boolean indicating that cache can be kept between frames
  12382. */
  12383. this.preventCacheWipeBetweenFrames = false;
  12384. /**
  12385. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12386. **/
  12387. this.enableOfflineSupport = false;
  12388. /**
  12389. * 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)
  12390. **/
  12391. this.disableManifestCheck = false;
  12392. /**
  12393. * Gets the list of created scenes
  12394. */
  12395. this.scenes = new Array();
  12396. /**
  12397. * Event raised when a new scene is created
  12398. */
  12399. this.onNewSceneAddedObservable = new BABYLON.Observable();
  12400. /**
  12401. * Gets the list of created postprocesses
  12402. */
  12403. this.postProcesses = new Array();
  12404. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12405. this.validateShaderPrograms = false;
  12406. // Observables
  12407. /**
  12408. * Observable event triggered each time the rendering canvas is resized
  12409. */
  12410. this.onResizeObservable = new BABYLON.Observable();
  12411. /**
  12412. * Observable event triggered each time the canvas loses focus
  12413. */
  12414. this.onCanvasBlurObservable = new BABYLON.Observable();
  12415. /**
  12416. * Observable event triggered each time the canvas gains focus
  12417. */
  12418. this.onCanvasFocusObservable = new BABYLON.Observable();
  12419. /**
  12420. * Observable event triggered each time the canvas receives pointerout event
  12421. */
  12422. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12423. /**
  12424. * Observable event triggered before each texture is initialized
  12425. */
  12426. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12427. //WebVR
  12428. this._vrDisplay = undefined;
  12429. this._vrSupported = false;
  12430. this._vrExclusivePointerMode = false;
  12431. // Uniform buffers list
  12432. /**
  12433. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12434. */
  12435. this.disableUniformBuffers = false;
  12436. /** @hidden */
  12437. this._uniformBuffers = new Array();
  12438. // Observables
  12439. /**
  12440. * Observable raised when the engine begins a new frame
  12441. */
  12442. this.onBeginFrameObservable = new BABYLON.Observable();
  12443. /**
  12444. * If set, will be used to request the next animation frame for the render loop
  12445. */
  12446. this.customAnimationFrameRequester = null;
  12447. /**
  12448. * Observable raised when the engine ends the current frame
  12449. */
  12450. this.onEndFrameObservable = new BABYLON.Observable();
  12451. /**
  12452. * Observable raised when the engine is about to compile a shader
  12453. */
  12454. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12455. /**
  12456. * Observable raised when the engine has jsut compiled a shader
  12457. */
  12458. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12459. this._windowIsBackground = false;
  12460. this._webGLVersion = 1.0;
  12461. /** @hidden */
  12462. this._badOS = false;
  12463. /** @hidden */
  12464. this._badDesktopOS = false;
  12465. /**
  12466. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12467. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12468. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12469. */
  12470. this.disableTextureBindingOptimization = false;
  12471. /**
  12472. * Observable signaled when VR display mode changes
  12473. */
  12474. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12475. /**
  12476. * Observable signaled when VR request present is complete
  12477. */
  12478. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12479. /**
  12480. * Observable signaled when VR request present starts
  12481. */
  12482. this.onVRRequestPresentStart = new BABYLON.Observable();
  12483. this._colorWrite = true;
  12484. /** @hidden */
  12485. this._drawCalls = new BABYLON.PerfCounter();
  12486. /** @hidden */
  12487. this._textureCollisions = new BABYLON.PerfCounter();
  12488. this._renderingQueueLaunched = false;
  12489. this._activeRenderLoops = new Array();
  12490. // Deterministic lockstepMaxSteps
  12491. this._deterministicLockstep = false;
  12492. this._lockstepMaxSteps = 4;
  12493. // Lost context
  12494. /**
  12495. * Observable signaled when a context lost event is raised
  12496. */
  12497. this.onContextLostObservable = new BABYLON.Observable();
  12498. /**
  12499. * Observable signaled when a context restored event is raised
  12500. */
  12501. this.onContextRestoredObservable = new BABYLON.Observable();
  12502. this._contextWasLost = false;
  12503. this._doNotHandleContextLost = false;
  12504. // FPS
  12505. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12506. this._fps = 60;
  12507. this._deltaTime = 0;
  12508. /**
  12509. * Turn this value on if you want to pause FPS computation when in background
  12510. */
  12511. this.disablePerformanceMonitorInBackground = false;
  12512. // States
  12513. /** @hidden */
  12514. this._depthCullingState = new BABYLON._DepthCullingState();
  12515. /** @hidden */
  12516. this._stencilState = new BABYLON._StencilState();
  12517. /** @hidden */
  12518. this._alphaState = new BABYLON._AlphaState();
  12519. /** @hidden */
  12520. this._alphaMode = Engine.ALPHA_DISABLE;
  12521. // Cache
  12522. this._internalTexturesCache = new Array();
  12523. /** @hidden */
  12524. this._activeChannel = 0;
  12525. this._currentTextureChannel = -1;
  12526. /** @hidden */
  12527. this._boundTexturesCache = {};
  12528. this._compiledEffects = {};
  12529. this._vertexAttribArraysEnabled = [];
  12530. this._uintIndicesCurrentlySet = false;
  12531. this._currentBoundBuffer = new Array();
  12532. /** @hidden */
  12533. this._currentFramebuffer = null;
  12534. this._currentBufferPointers = new Array();
  12535. this._currentInstanceLocations = new Array();
  12536. this._currentInstanceBuffers = new Array();
  12537. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12538. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12539. this._vaoRecordInProgress = false;
  12540. this._mustWipeVertexAttributes = false;
  12541. this._nextFreeTextureSlots = new Array();
  12542. this._maxSimultaneousTextures = 0;
  12543. this._activeRequests = new Array();
  12544. // Hardware supported Compressed Textures
  12545. this._texturesSupported = new Array();
  12546. /**
  12547. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12548. */
  12549. this.premultipliedAlpha = true;
  12550. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12551. this._onVRFullScreenTriggered = function () {
  12552. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12553. //get the old size before we change
  12554. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12555. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12556. //get the width and height, change the render size
  12557. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12558. _this.setHardwareScalingLevel(1);
  12559. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12560. }
  12561. else {
  12562. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12563. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12564. }
  12565. };
  12566. this._unpackFlipYCached = null;
  12567. /**
  12568. * In case you are sharing the context with other applications, it might
  12569. * be interested to not cache the unpack flip y state to ensure a consistent
  12570. * value would be set.
  12571. */
  12572. this.enableUnpackFlipYCached = true;
  12573. this._boundUniforms = {};
  12574. // Register promises
  12575. BABYLON.PromisePolyfill.Apply();
  12576. var canvas = null;
  12577. Engine.Instances.push(this);
  12578. if (!canvasOrContext) {
  12579. return;
  12580. }
  12581. options = options || {};
  12582. if (canvasOrContext.getContext) {
  12583. canvas = canvasOrContext;
  12584. this._renderingCanvas = canvas;
  12585. if (antialias != null) {
  12586. options.antialias = antialias;
  12587. }
  12588. if (options.deterministicLockstep === undefined) {
  12589. options.deterministicLockstep = false;
  12590. }
  12591. if (options.lockstepMaxSteps === undefined) {
  12592. options.lockstepMaxSteps = 4;
  12593. }
  12594. if (options.preserveDrawingBuffer === undefined) {
  12595. options.preserveDrawingBuffer = false;
  12596. }
  12597. if (options.audioEngine === undefined) {
  12598. options.audioEngine = true;
  12599. }
  12600. if (options.stencil === undefined) {
  12601. options.stencil = true;
  12602. }
  12603. if (options.premultipliedAlpha === false) {
  12604. this.premultipliedAlpha = false;
  12605. }
  12606. this._deterministicLockstep = options.deterministicLockstep;
  12607. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12608. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12609. // Exceptions
  12610. if (navigator && navigator.userAgent) {
  12611. var ua = navigator.userAgent;
  12612. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12613. var exception = _a[_i];
  12614. var key = exception.key;
  12615. var targets = exception.targets;
  12616. if (ua.indexOf(key) > -1) {
  12617. if (exception.capture && exception.captureConstraint) {
  12618. var capture = exception.capture;
  12619. var constraint = exception.captureConstraint;
  12620. var regex = new RegExp(capture);
  12621. var matches = regex.exec(ua);
  12622. if (matches && matches.length > 0) {
  12623. var capturedValue = parseInt(matches[matches.length - 1]);
  12624. if (capturedValue >= constraint) {
  12625. continue;
  12626. }
  12627. }
  12628. }
  12629. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12630. var target = targets_1[_b];
  12631. switch (target) {
  12632. case "uniformBuffer":
  12633. this.disableUniformBuffers = true;
  12634. break;
  12635. case "textureBindingOptimization":
  12636. this.disableTextureBindingOptimization = true;
  12637. break;
  12638. }
  12639. }
  12640. }
  12641. }
  12642. }
  12643. // GL
  12644. if (!options.disableWebGL2Support) {
  12645. try {
  12646. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12647. if (this._gl) {
  12648. this._webGLVersion = 2.0;
  12649. // Prevent weird browsers to lie :-)
  12650. if (!this._gl.deleteQuery) {
  12651. this._webGLVersion = 1.0;
  12652. }
  12653. }
  12654. }
  12655. catch (e) {
  12656. // Do nothing
  12657. }
  12658. }
  12659. if (!this._gl) {
  12660. if (!canvas) {
  12661. throw new Error("The provided canvas is null or undefined.");
  12662. }
  12663. try {
  12664. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12665. }
  12666. catch (e) {
  12667. throw new Error("WebGL not supported");
  12668. }
  12669. }
  12670. if (!this._gl) {
  12671. throw new Error("WebGL not supported");
  12672. }
  12673. this._onCanvasFocus = function () {
  12674. _this.onCanvasFocusObservable.notifyObservers(_this);
  12675. };
  12676. this._onCanvasBlur = function () {
  12677. _this.onCanvasBlurObservable.notifyObservers(_this);
  12678. };
  12679. canvas.addEventListener("focus", this._onCanvasFocus);
  12680. canvas.addEventListener("blur", this._onCanvasBlur);
  12681. this._onBlur = function () {
  12682. if (_this.disablePerformanceMonitorInBackground) {
  12683. _this._performanceMonitor.disable();
  12684. }
  12685. _this._windowIsBackground = true;
  12686. };
  12687. this._onFocus = function () {
  12688. if (_this.disablePerformanceMonitorInBackground) {
  12689. _this._performanceMonitor.enable();
  12690. }
  12691. _this._windowIsBackground = false;
  12692. };
  12693. this._onCanvasPointerOut = function (ev) {
  12694. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12695. };
  12696. if (BABYLON.Tools.IsWindowObjectExist()) {
  12697. window.addEventListener("blur", this._onBlur);
  12698. window.addEventListener("focus", this._onFocus);
  12699. }
  12700. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12701. // Context lost
  12702. if (!this._doNotHandleContextLost) {
  12703. this._onContextLost = function (evt) {
  12704. evt.preventDefault();
  12705. _this._contextWasLost = true;
  12706. BABYLON.Tools.Warn("WebGL context lost.");
  12707. _this.onContextLostObservable.notifyObservers(_this);
  12708. };
  12709. this._onContextRestored = function (evt) {
  12710. // Adding a timeout to avoid race condition at browser level
  12711. setTimeout(function () {
  12712. // Rebuild gl context
  12713. _this._initGLContext();
  12714. // Rebuild effects
  12715. _this._rebuildEffects();
  12716. // Rebuild textures
  12717. _this._rebuildInternalTextures();
  12718. // Rebuild buffers
  12719. _this._rebuildBuffers();
  12720. // Cache
  12721. _this.wipeCaches(true);
  12722. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12723. _this.onContextRestoredObservable.notifyObservers(_this);
  12724. _this._contextWasLost = false;
  12725. }, 0);
  12726. };
  12727. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12728. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12729. }
  12730. }
  12731. else {
  12732. this._gl = canvasOrContext;
  12733. this._renderingCanvas = this._gl.canvas;
  12734. if (this._gl.renderbufferStorageMultisample) {
  12735. this._webGLVersion = 2.0;
  12736. }
  12737. var attributes = this._gl.getContextAttributes();
  12738. if (attributes) {
  12739. options.stencil = attributes.stencil;
  12740. }
  12741. }
  12742. // Viewport
  12743. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12744. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12745. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12746. this.resize();
  12747. this._isStencilEnable = options.stencil ? true : false;
  12748. this._initGLContext();
  12749. if (canvas) {
  12750. // Fullscreen
  12751. this._onFullscreenChange = function () {
  12752. if (document.fullscreen !== undefined) {
  12753. _this.isFullscreen = document.fullscreen;
  12754. }
  12755. else if (document.mozFullScreen !== undefined) {
  12756. _this.isFullscreen = document.mozFullScreen;
  12757. }
  12758. else if (document.webkitIsFullScreen !== undefined) {
  12759. _this.isFullscreen = document.webkitIsFullScreen;
  12760. }
  12761. else if (document.msIsFullScreen !== undefined) {
  12762. _this.isFullscreen = document.msIsFullScreen;
  12763. }
  12764. // Pointer lock
  12765. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12766. canvas.requestPointerLock = canvas.requestPointerLock ||
  12767. canvas.msRequestPointerLock ||
  12768. canvas.mozRequestPointerLock ||
  12769. canvas.webkitRequestPointerLock;
  12770. if (canvas.requestPointerLock) {
  12771. canvas.requestPointerLock();
  12772. }
  12773. }
  12774. };
  12775. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12776. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12777. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12778. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12779. // Pointer lock
  12780. this._onPointerLockChange = function () {
  12781. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12782. document.webkitPointerLockElement === canvas ||
  12783. document.msPointerLockElement === canvas ||
  12784. document.pointerLockElement === canvas);
  12785. };
  12786. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12787. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12788. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12789. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12790. this._onVRDisplayPointerRestricted = function () {
  12791. if (canvas) {
  12792. canvas.requestPointerLock();
  12793. }
  12794. };
  12795. this._onVRDisplayPointerUnrestricted = function () {
  12796. document.exitPointerLock();
  12797. };
  12798. if (BABYLON.Tools.IsWindowObjectExist()) {
  12799. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12800. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12801. }
  12802. }
  12803. // Create Audio Engine if needed.
  12804. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12805. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12806. }
  12807. // Prepare buffer pointers
  12808. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12809. this._currentBufferPointers[i] = new BufferPointer();
  12810. }
  12811. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12812. // Load WebVR Devices
  12813. if (options.autoEnableWebVR) {
  12814. this.initWebVR();
  12815. }
  12816. // Detect if we are running on a faulty buggy OS.
  12817. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12818. // Detect if we are running on a faulty buggy desktop OS.
  12819. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12820. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12821. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12822. }
  12823. Object.defineProperty(Engine, "LastCreatedEngine", {
  12824. /**
  12825. * Gets the latest created engine
  12826. */
  12827. get: function () {
  12828. if (Engine.Instances.length === 0) {
  12829. return null;
  12830. }
  12831. return Engine.Instances[Engine.Instances.length - 1];
  12832. },
  12833. enumerable: true,
  12834. configurable: true
  12835. });
  12836. Object.defineProperty(Engine, "LastCreatedScene", {
  12837. /**
  12838. * Gets the latest created scene
  12839. */
  12840. get: function () {
  12841. var lastCreatedEngine = Engine.LastCreatedEngine;
  12842. if (!lastCreatedEngine) {
  12843. return null;
  12844. }
  12845. if (lastCreatedEngine.scenes.length === 0) {
  12846. return null;
  12847. }
  12848. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12849. },
  12850. enumerable: true,
  12851. configurable: true
  12852. });
  12853. /**
  12854. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12855. * @param flag defines which part of the materials must be marked as dirty
  12856. * @param predicate defines a predicate used to filter which materials should be affected
  12857. */
  12858. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12859. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12860. var engine = Engine.Instances[engineIndex];
  12861. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12862. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12863. }
  12864. }
  12865. };
  12866. Object.defineProperty(Engine, "Version", {
  12867. /**
  12868. * Returns the current version of the framework
  12869. */
  12870. get: function () {
  12871. return "4.0.0-alpha.7";
  12872. },
  12873. enumerable: true,
  12874. configurable: true
  12875. });
  12876. Object.defineProperty(Engine.prototype, "description", {
  12877. /**
  12878. * Returns a string describing the current engine
  12879. */
  12880. get: function () {
  12881. var description = "WebGL" + this.webGLVersion;
  12882. if (this._caps.parallelShaderCompile) {
  12883. description += " - Parallel shader compilation";
  12884. }
  12885. return description;
  12886. },
  12887. enumerable: true,
  12888. configurable: true
  12889. });
  12890. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12891. /**
  12892. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12893. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12894. */
  12895. get: function () {
  12896. return this._vrExclusivePointerMode;
  12897. },
  12898. enumerable: true,
  12899. configurable: true
  12900. });
  12901. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12902. /**
  12903. * Gets a boolean indicating that the engine supports uniform buffers
  12904. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12905. */
  12906. get: function () {
  12907. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12908. },
  12909. enumerable: true,
  12910. configurable: true
  12911. });
  12912. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12913. /**
  12914. * Gets a boolean indicating that only power of 2 textures are supported
  12915. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12916. */
  12917. get: function () {
  12918. return this._webGLVersion < 2 || this.forcePOTTextures;
  12919. },
  12920. enumerable: true,
  12921. configurable: true
  12922. });
  12923. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12924. /**
  12925. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12926. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12927. */
  12928. get: function () {
  12929. return this._doNotHandleContextLost;
  12930. },
  12931. set: function (value) {
  12932. this._doNotHandleContextLost = value;
  12933. },
  12934. enumerable: true,
  12935. configurable: true
  12936. });
  12937. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12938. /**
  12939. * Gets the performance monitor attached to this engine
  12940. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12941. */
  12942. get: function () {
  12943. return this._performanceMonitor;
  12944. },
  12945. enumerable: true,
  12946. configurable: true
  12947. });
  12948. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12949. /**
  12950. * Gets the list of texture formats supported
  12951. */
  12952. get: function () {
  12953. return this._texturesSupported;
  12954. },
  12955. enumerable: true,
  12956. configurable: true
  12957. });
  12958. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12959. /**
  12960. * Gets the list of texture formats in use
  12961. */
  12962. get: function () {
  12963. return this._textureFormatInUse;
  12964. },
  12965. enumerable: true,
  12966. configurable: true
  12967. });
  12968. Object.defineProperty(Engine.prototype, "currentViewport", {
  12969. /**
  12970. * Gets the current viewport
  12971. */
  12972. get: function () {
  12973. return this._cachedViewport;
  12974. },
  12975. enumerable: true,
  12976. configurable: true
  12977. });
  12978. Object.defineProperty(Engine.prototype, "emptyTexture", {
  12979. /**
  12980. * Gets the default empty texture
  12981. */
  12982. get: function () {
  12983. if (!this._emptyTexture) {
  12984. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12985. }
  12986. return this._emptyTexture;
  12987. },
  12988. enumerable: true,
  12989. configurable: true
  12990. });
  12991. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  12992. /**
  12993. * Gets the default empty 3D texture
  12994. */
  12995. get: function () {
  12996. if (!this._emptyTexture3D) {
  12997. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12998. }
  12999. return this._emptyTexture3D;
  13000. },
  13001. enumerable: true,
  13002. configurable: true
  13003. });
  13004. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  13005. /**
  13006. * Gets the default empty cube texture
  13007. */
  13008. get: function () {
  13009. if (!this._emptyCubeTexture) {
  13010. var faceData = new Uint8Array(4);
  13011. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  13012. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13013. }
  13014. return this._emptyCubeTexture;
  13015. },
  13016. enumerable: true,
  13017. configurable: true
  13018. });
  13019. Engine.prototype._rebuildInternalTextures = function () {
  13020. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  13021. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  13022. var internalTexture = currentState_1[_i];
  13023. internalTexture._rebuild();
  13024. }
  13025. };
  13026. Engine.prototype._rebuildEffects = function () {
  13027. for (var key in this._compiledEffects) {
  13028. var effect = this._compiledEffects[key];
  13029. effect._prepareEffect();
  13030. }
  13031. BABYLON.Effect.ResetCache();
  13032. };
  13033. /**
  13034. * Gets a boolean indicating if all created effects are ready
  13035. * @returns true if all effects are ready
  13036. */
  13037. Engine.prototype.areAllEffectsReady = function () {
  13038. for (var key in this._compiledEffects) {
  13039. var effect = this._compiledEffects[key];
  13040. if (!effect.isReady()) {
  13041. return false;
  13042. }
  13043. }
  13044. return true;
  13045. };
  13046. Engine.prototype._rebuildBuffers = function () {
  13047. // Index / Vertex
  13048. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  13049. var scene = _a[_i];
  13050. scene.resetCachedMaterial();
  13051. scene._rebuildGeometries();
  13052. scene._rebuildTextures();
  13053. }
  13054. // Uniforms
  13055. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  13056. var uniformBuffer = _c[_b];
  13057. uniformBuffer._rebuild();
  13058. }
  13059. };
  13060. Engine.prototype._initGLContext = function () {
  13061. // Caps
  13062. this._caps = new EngineCapabilities();
  13063. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  13064. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  13065. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  13066. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  13067. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  13068. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  13069. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  13070. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  13071. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  13072. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  13073. // Infos
  13074. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  13075. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  13076. if (rendererInfo != null) {
  13077. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  13078. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  13079. }
  13080. if (!this._glVendor) {
  13081. this._glVendor = "Unknown vendor";
  13082. }
  13083. if (!this._glRenderer) {
  13084. this._glRenderer = "Unknown renderer";
  13085. }
  13086. // Constants
  13087. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  13088. if (this._gl.RGBA16F !== 0x881A) {
  13089. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  13090. }
  13091. if (this._gl.RGBA32F !== 0x8814) {
  13092. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  13093. }
  13094. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13095. this._gl.DEPTH24_STENCIL8 = 35056;
  13096. }
  13097. // Extensions
  13098. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13099. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13100. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13101. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13102. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13103. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13104. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13105. 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');
  13106. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13107. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13108. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13109. this._caps.highPrecisionShaderSupported = false;
  13110. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13111. if (this._caps.timerQuery) {
  13112. if (this._webGLVersion === 1) {
  13113. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13114. }
  13115. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13116. }
  13117. // Checks if some of the format renders first to allow the use of webgl inspector.
  13118. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13119. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13120. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13121. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13122. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13123. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13124. if (this._webGLVersion > 1) {
  13125. this._gl.HALF_FLOAT_OES = 0x140B;
  13126. }
  13127. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13128. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13129. // Draw buffers
  13130. if (this._webGLVersion > 1) {
  13131. this._caps.drawBuffersExtension = true;
  13132. }
  13133. else {
  13134. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13135. if (drawBuffersExtension !== null) {
  13136. this._caps.drawBuffersExtension = true;
  13137. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13138. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13139. for (var i = 0; i < 16; i++) {
  13140. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13141. }
  13142. }
  13143. else {
  13144. this._caps.drawBuffersExtension = false;
  13145. }
  13146. }
  13147. // Shader compiler threads
  13148. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13149. if (this._caps.parallelShaderCompile) {
  13150. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13151. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13152. }
  13153. // Depth Texture
  13154. if (this._webGLVersion > 1) {
  13155. this._caps.depthTextureExtension = true;
  13156. }
  13157. else {
  13158. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13159. if (depthTextureExtension != null) {
  13160. this._caps.depthTextureExtension = true;
  13161. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13162. }
  13163. }
  13164. // Vertex array object
  13165. if (this._webGLVersion > 1) {
  13166. this._caps.vertexArrayObject = true;
  13167. }
  13168. else {
  13169. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13170. if (vertexArrayObjectExtension != null) {
  13171. this._caps.vertexArrayObject = true;
  13172. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13173. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13174. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13175. }
  13176. else {
  13177. this._caps.vertexArrayObject = false;
  13178. }
  13179. }
  13180. // Instances count
  13181. if (this._webGLVersion > 1) {
  13182. this._caps.instancedArrays = true;
  13183. }
  13184. else {
  13185. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13186. if (instanceExtension != null) {
  13187. this._caps.instancedArrays = true;
  13188. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13189. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13190. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13191. }
  13192. else {
  13193. this._caps.instancedArrays = false;
  13194. }
  13195. }
  13196. // Intelligently add supported compressed formats in order to check for.
  13197. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13198. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13199. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13200. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13201. if (this._caps.astc) {
  13202. this.texturesSupported.push('-astc.ktx');
  13203. }
  13204. if (this._caps.s3tc) {
  13205. this.texturesSupported.push('-dxt.ktx');
  13206. }
  13207. if (this._caps.pvrtc) {
  13208. this.texturesSupported.push('-pvrtc.ktx');
  13209. }
  13210. if (this._caps.etc2) {
  13211. this.texturesSupported.push('-etc2.ktx');
  13212. }
  13213. if (this._caps.etc1) {
  13214. this.texturesSupported.push('-etc1.ktx');
  13215. }
  13216. if (this._gl.getShaderPrecisionFormat) {
  13217. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13218. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13219. if (vertex_highp && fragment_highp) {
  13220. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13221. }
  13222. }
  13223. // Depth buffer
  13224. this.setDepthBuffer(true);
  13225. this.setDepthFunctionToLessOrEqual();
  13226. this.setDepthWrite(true);
  13227. // Texture maps
  13228. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13229. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13230. this._nextFreeTextureSlots.push(slot);
  13231. }
  13232. };
  13233. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13234. /**
  13235. * Gets version of the current webGL context
  13236. */
  13237. get: function () {
  13238. return this._webGLVersion;
  13239. },
  13240. enumerable: true,
  13241. configurable: true
  13242. });
  13243. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13244. /**
  13245. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13246. */
  13247. get: function () {
  13248. return this._isStencilEnable;
  13249. },
  13250. enumerable: true,
  13251. configurable: true
  13252. });
  13253. Engine.prototype._prepareWorkingCanvas = function () {
  13254. if (this._workingCanvas) {
  13255. return;
  13256. }
  13257. this._workingCanvas = document.createElement("canvas");
  13258. var context = this._workingCanvas.getContext("2d");
  13259. if (context) {
  13260. this._workingContext = context;
  13261. }
  13262. };
  13263. /**
  13264. * Reset the texture cache to empty state
  13265. */
  13266. Engine.prototype.resetTextureCache = function () {
  13267. for (var key in this._boundTexturesCache) {
  13268. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13269. continue;
  13270. }
  13271. var boundTexture = this._boundTexturesCache[key];
  13272. if (boundTexture) {
  13273. this._removeDesignatedSlot(boundTexture);
  13274. }
  13275. this._boundTexturesCache[key] = null;
  13276. }
  13277. if (!this.disableTextureBindingOptimization) {
  13278. this._nextFreeTextureSlots = [];
  13279. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13280. this._nextFreeTextureSlots.push(slot);
  13281. }
  13282. }
  13283. this._currentTextureChannel = -1;
  13284. };
  13285. /**
  13286. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13287. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13288. * @returns true if engine is in deterministic lock step mode
  13289. */
  13290. Engine.prototype.isDeterministicLockStep = function () {
  13291. return this._deterministicLockstep;
  13292. };
  13293. /**
  13294. * Gets the max steps when engine is running in deterministic lock step
  13295. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13296. * @returns the max steps
  13297. */
  13298. Engine.prototype.getLockstepMaxSteps = function () {
  13299. return this._lockstepMaxSteps;
  13300. };
  13301. /**
  13302. * Gets an object containing information about the current webGL context
  13303. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13304. */
  13305. Engine.prototype.getGlInfo = function () {
  13306. return {
  13307. vendor: this._glVendor,
  13308. renderer: this._glRenderer,
  13309. version: this._glVersion
  13310. };
  13311. };
  13312. /**
  13313. * Gets current aspect ratio
  13314. * @param camera defines the camera to use to get the aspect ratio
  13315. * @param useScreen defines if screen size must be used (or the current render target if any)
  13316. * @returns a number defining the aspect ratio
  13317. */
  13318. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13319. if (useScreen === void 0) { useScreen = false; }
  13320. var viewport = camera.viewport;
  13321. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13322. };
  13323. /**
  13324. * Gets current screen aspect ratio
  13325. * @returns a number defining the aspect ratio
  13326. */
  13327. Engine.prototype.getScreenAspectRatio = function () {
  13328. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13329. };
  13330. /**
  13331. * Gets the current render width
  13332. * @param useScreen defines if screen size must be used (or the current render target if any)
  13333. * @returns a number defining the current render width
  13334. */
  13335. Engine.prototype.getRenderWidth = function (useScreen) {
  13336. if (useScreen === void 0) { useScreen = false; }
  13337. if (!useScreen && this._currentRenderTarget) {
  13338. return this._currentRenderTarget.width;
  13339. }
  13340. return this._gl.drawingBufferWidth;
  13341. };
  13342. /**
  13343. * Gets the current render height
  13344. * @param useScreen defines if screen size must be used (or the current render target if any)
  13345. * @returns a number defining the current render height
  13346. */
  13347. Engine.prototype.getRenderHeight = function (useScreen) {
  13348. if (useScreen === void 0) { useScreen = false; }
  13349. if (!useScreen && this._currentRenderTarget) {
  13350. return this._currentRenderTarget.height;
  13351. }
  13352. return this._gl.drawingBufferHeight;
  13353. };
  13354. /**
  13355. * Gets the HTML canvas attached with the current webGL context
  13356. * @returns a HTML canvas
  13357. */
  13358. Engine.prototype.getRenderingCanvas = function () {
  13359. return this._renderingCanvas;
  13360. };
  13361. /**
  13362. * Gets the client rect of the HTML canvas attached with the current webGL context
  13363. * @returns a client rectanglee
  13364. */
  13365. Engine.prototype.getRenderingCanvasClientRect = function () {
  13366. if (!this._renderingCanvas) {
  13367. return null;
  13368. }
  13369. return this._renderingCanvas.getBoundingClientRect();
  13370. };
  13371. /**
  13372. * Defines the hardware scaling level.
  13373. * By default the hardware scaling level is computed from the window device ratio.
  13374. * 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.
  13375. * @param level defines the level to use
  13376. */
  13377. Engine.prototype.setHardwareScalingLevel = function (level) {
  13378. this._hardwareScalingLevel = level;
  13379. this.resize();
  13380. };
  13381. /**
  13382. * Gets the current hardware scaling level.
  13383. * By default the hardware scaling level is computed from the window device ratio.
  13384. * 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.
  13385. * @returns a number indicating the current hardware scaling level
  13386. */
  13387. Engine.prototype.getHardwareScalingLevel = function () {
  13388. return this._hardwareScalingLevel;
  13389. };
  13390. /**
  13391. * Gets the list of loaded textures
  13392. * @returns an array containing all loaded textures
  13393. */
  13394. Engine.prototype.getLoadedTexturesCache = function () {
  13395. return this._internalTexturesCache;
  13396. };
  13397. /**
  13398. * Gets the object containing all engine capabilities
  13399. * @returns the EngineCapabilities object
  13400. */
  13401. Engine.prototype.getCaps = function () {
  13402. return this._caps;
  13403. };
  13404. /**
  13405. * Gets the current depth function
  13406. * @returns a number defining the depth function
  13407. */
  13408. Engine.prototype.getDepthFunction = function () {
  13409. return this._depthCullingState.depthFunc;
  13410. };
  13411. /**
  13412. * Sets the current depth function
  13413. * @param depthFunc defines the function to use
  13414. */
  13415. Engine.prototype.setDepthFunction = function (depthFunc) {
  13416. this._depthCullingState.depthFunc = depthFunc;
  13417. };
  13418. /**
  13419. * Sets the current depth function to GREATER
  13420. */
  13421. Engine.prototype.setDepthFunctionToGreater = function () {
  13422. this._depthCullingState.depthFunc = this._gl.GREATER;
  13423. };
  13424. /**
  13425. * Sets the current depth function to GEQUAL
  13426. */
  13427. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13428. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13429. };
  13430. /**
  13431. * Sets the current depth function to LESS
  13432. */
  13433. Engine.prototype.setDepthFunctionToLess = function () {
  13434. this._depthCullingState.depthFunc = this._gl.LESS;
  13435. };
  13436. /**
  13437. * Sets the current depth function to LEQUAL
  13438. */
  13439. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13440. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13441. };
  13442. /**
  13443. * Gets a boolean indicating if stencil buffer is enabled
  13444. * @returns the current stencil buffer state
  13445. */
  13446. Engine.prototype.getStencilBuffer = function () {
  13447. return this._stencilState.stencilTest;
  13448. };
  13449. /**
  13450. * Enable or disable the stencil buffer
  13451. * @param enable defines if the stencil buffer must be enabled or disabled
  13452. */
  13453. Engine.prototype.setStencilBuffer = function (enable) {
  13454. this._stencilState.stencilTest = enable;
  13455. };
  13456. /**
  13457. * Gets the current stencil mask
  13458. * @returns a number defining the new stencil mask to use
  13459. */
  13460. Engine.prototype.getStencilMask = function () {
  13461. return this._stencilState.stencilMask;
  13462. };
  13463. /**
  13464. * Sets the current stencil mask
  13465. * @param mask defines the new stencil mask to use
  13466. */
  13467. Engine.prototype.setStencilMask = function (mask) {
  13468. this._stencilState.stencilMask = mask;
  13469. };
  13470. /**
  13471. * Gets the current stencil function
  13472. * @returns a number defining the stencil function to use
  13473. */
  13474. Engine.prototype.getStencilFunction = function () {
  13475. return this._stencilState.stencilFunc;
  13476. };
  13477. /**
  13478. * Gets the current stencil reference value
  13479. * @returns a number defining the stencil reference value to use
  13480. */
  13481. Engine.prototype.getStencilFunctionReference = function () {
  13482. return this._stencilState.stencilFuncRef;
  13483. };
  13484. /**
  13485. * Gets the current stencil mask
  13486. * @returns a number defining the stencil mask to use
  13487. */
  13488. Engine.prototype.getStencilFunctionMask = function () {
  13489. return this._stencilState.stencilFuncMask;
  13490. };
  13491. /**
  13492. * Sets the current stencil function
  13493. * @param stencilFunc defines the new stencil function to use
  13494. */
  13495. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13496. this._stencilState.stencilFunc = stencilFunc;
  13497. };
  13498. /**
  13499. * Sets the current stencil reference
  13500. * @param reference defines the new stencil reference to use
  13501. */
  13502. Engine.prototype.setStencilFunctionReference = function (reference) {
  13503. this._stencilState.stencilFuncRef = reference;
  13504. };
  13505. /**
  13506. * Sets the current stencil mask
  13507. * @param mask defines the new stencil mask to use
  13508. */
  13509. Engine.prototype.setStencilFunctionMask = function (mask) {
  13510. this._stencilState.stencilFuncMask = mask;
  13511. };
  13512. /**
  13513. * Gets the current stencil operation when stencil fails
  13514. * @returns a number defining stencil operation to use when stencil fails
  13515. */
  13516. Engine.prototype.getStencilOperationFail = function () {
  13517. return this._stencilState.stencilOpStencilFail;
  13518. };
  13519. /**
  13520. * Gets the current stencil operation when depth fails
  13521. * @returns a number defining stencil operation to use when depth fails
  13522. */
  13523. Engine.prototype.getStencilOperationDepthFail = function () {
  13524. return this._stencilState.stencilOpDepthFail;
  13525. };
  13526. /**
  13527. * Gets the current stencil operation when stencil passes
  13528. * @returns a number defining stencil operation to use when stencil passes
  13529. */
  13530. Engine.prototype.getStencilOperationPass = function () {
  13531. return this._stencilState.stencilOpStencilDepthPass;
  13532. };
  13533. /**
  13534. * Sets the stencil operation to use when stencil fails
  13535. * @param operation defines the stencil operation to use when stencil fails
  13536. */
  13537. Engine.prototype.setStencilOperationFail = function (operation) {
  13538. this._stencilState.stencilOpStencilFail = operation;
  13539. };
  13540. /**
  13541. * Sets the stencil operation to use when depth fails
  13542. * @param operation defines the stencil operation to use when depth fails
  13543. */
  13544. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13545. this._stencilState.stencilOpDepthFail = operation;
  13546. };
  13547. /**
  13548. * Sets the stencil operation to use when stencil passes
  13549. * @param operation defines the stencil operation to use when stencil passes
  13550. */
  13551. Engine.prototype.setStencilOperationPass = function (operation) {
  13552. this._stencilState.stencilOpStencilDepthPass = operation;
  13553. };
  13554. /**
  13555. * Sets a boolean indicating if the dithering state is enabled or disabled
  13556. * @param value defines the dithering state
  13557. */
  13558. Engine.prototype.setDitheringState = function (value) {
  13559. if (value) {
  13560. this._gl.enable(this._gl.DITHER);
  13561. }
  13562. else {
  13563. this._gl.disable(this._gl.DITHER);
  13564. }
  13565. };
  13566. /**
  13567. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13568. * @param value defines the rasterizer state
  13569. */
  13570. Engine.prototype.setRasterizerState = function (value) {
  13571. if (value) {
  13572. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13573. }
  13574. else {
  13575. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13576. }
  13577. };
  13578. /**
  13579. * stop executing a render loop function and remove it from the execution array
  13580. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13581. */
  13582. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13583. if (!renderFunction) {
  13584. this._activeRenderLoops = [];
  13585. return;
  13586. }
  13587. var index = this._activeRenderLoops.indexOf(renderFunction);
  13588. if (index >= 0) {
  13589. this._activeRenderLoops.splice(index, 1);
  13590. }
  13591. };
  13592. /** @hidden */
  13593. Engine.prototype._renderLoop = function () {
  13594. if (!this._contextWasLost) {
  13595. var shouldRender = true;
  13596. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13597. shouldRender = false;
  13598. }
  13599. if (shouldRender) {
  13600. // Start new frame
  13601. this.beginFrame();
  13602. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13603. var renderFunction = this._activeRenderLoops[index];
  13604. renderFunction();
  13605. }
  13606. // Present
  13607. this.endFrame();
  13608. }
  13609. }
  13610. if (this._activeRenderLoops.length > 0) {
  13611. // Register new frame
  13612. if (this.customAnimationFrameRequester) {
  13613. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13614. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13615. }
  13616. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13617. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13618. }
  13619. else {
  13620. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13621. }
  13622. }
  13623. else {
  13624. this._renderingQueueLaunched = false;
  13625. }
  13626. };
  13627. /**
  13628. * Register and execute a render loop. The engine can have more than one render function
  13629. * @param renderFunction defines the function to continuously execute
  13630. */
  13631. Engine.prototype.runRenderLoop = function (renderFunction) {
  13632. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13633. return;
  13634. }
  13635. this._activeRenderLoops.push(renderFunction);
  13636. if (!this._renderingQueueLaunched) {
  13637. this._renderingQueueLaunched = true;
  13638. this._bindedRenderFunction = this._renderLoop.bind(this);
  13639. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13640. }
  13641. };
  13642. /**
  13643. * Toggle full screen mode
  13644. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13645. */
  13646. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13647. if (this.isFullscreen) {
  13648. BABYLON.Tools.ExitFullscreen();
  13649. }
  13650. else {
  13651. this._pointerLockRequested = requestPointerLock;
  13652. if (this._renderingCanvas) {
  13653. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13654. }
  13655. }
  13656. };
  13657. /**
  13658. * Clear the current render buffer or the current render target (if any is set up)
  13659. * @param color defines the color to use
  13660. * @param backBuffer defines if the back buffer must be cleared
  13661. * @param depth defines if the depth buffer must be cleared
  13662. * @param stencil defines if the stencil buffer must be cleared
  13663. */
  13664. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13665. if (stencil === void 0) { stencil = false; }
  13666. this.applyStates();
  13667. var mode = 0;
  13668. if (backBuffer && color) {
  13669. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13670. mode |= this._gl.COLOR_BUFFER_BIT;
  13671. }
  13672. if (depth) {
  13673. this._gl.clearDepth(1.0);
  13674. mode |= this._gl.DEPTH_BUFFER_BIT;
  13675. }
  13676. if (stencil) {
  13677. this._gl.clearStencil(0);
  13678. mode |= this._gl.STENCIL_BUFFER_BIT;
  13679. }
  13680. this._gl.clear(mode);
  13681. };
  13682. /**
  13683. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13684. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13685. * @param y defines the y-coordinate of the corner of the clear rectangle
  13686. * @param width defines the width of the clear rectangle
  13687. * @param height defines the height of the clear rectangle
  13688. * @param clearColor defines the clear color
  13689. */
  13690. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13691. var gl = this._gl;
  13692. // Save state
  13693. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13694. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13695. // Change state
  13696. gl.enable(gl.SCISSOR_TEST);
  13697. gl.scissor(x, y, width, height);
  13698. // Clear
  13699. this.clear(clearColor, true, true, true);
  13700. // Restore state
  13701. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13702. if (curScissor === true) {
  13703. gl.enable(gl.SCISSOR_TEST);
  13704. }
  13705. else {
  13706. gl.disable(gl.SCISSOR_TEST);
  13707. }
  13708. };
  13709. /** @hidden */
  13710. Engine.prototype._viewport = function (x, y, width, height) {
  13711. if (x !== this._viewportCached.x ||
  13712. y !== this._viewportCached.y ||
  13713. width !== this._viewportCached.z ||
  13714. height !== this._viewportCached.w) {
  13715. this._viewportCached.x = x;
  13716. this._viewportCached.y = y;
  13717. this._viewportCached.z = width;
  13718. this._viewportCached.w = height;
  13719. this._gl.viewport(x, y, width, height);
  13720. }
  13721. };
  13722. /**
  13723. * Set the WebGL's viewport
  13724. * @param viewport defines the viewport element to be used
  13725. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13726. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13727. */
  13728. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13729. var width = requiredWidth || this.getRenderWidth();
  13730. var height = requiredHeight || this.getRenderHeight();
  13731. var x = viewport.x || 0;
  13732. var y = viewport.y || 0;
  13733. this._cachedViewport = viewport;
  13734. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13735. };
  13736. /**
  13737. * Directly set the WebGL Viewport
  13738. * @param x defines the x coordinate of the viewport (in screen space)
  13739. * @param y defines the y coordinate of the viewport (in screen space)
  13740. * @param width defines the width of the viewport (in screen space)
  13741. * @param height defines the height of the viewport (in screen space)
  13742. * @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
  13743. */
  13744. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13745. var currentViewport = this._cachedViewport;
  13746. this._cachedViewport = null;
  13747. this._viewport(x, y, width, height);
  13748. return currentViewport;
  13749. };
  13750. /**
  13751. * Begin a new frame
  13752. */
  13753. Engine.prototype.beginFrame = function () {
  13754. this.onBeginFrameObservable.notifyObservers(this);
  13755. this._measureFps();
  13756. };
  13757. /**
  13758. * Enf the current frame
  13759. */
  13760. Engine.prototype.endFrame = function () {
  13761. // Force a flush in case we are using a bad OS.
  13762. if (this._badOS) {
  13763. this.flushFramebuffer();
  13764. }
  13765. // Submit frame to the vr device, if enabled
  13766. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13767. // TODO: We should only submit the frame if we read frameData successfully.
  13768. this._vrDisplay.submitFrame();
  13769. }
  13770. this.onEndFrameObservable.notifyObservers(this);
  13771. };
  13772. /**
  13773. * Resize the view according to the canvas' size
  13774. */
  13775. Engine.prototype.resize = function () {
  13776. // We're not resizing the size of the canvas while in VR mode & presenting
  13777. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13778. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13779. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13780. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13781. }
  13782. };
  13783. /**
  13784. * Force a specific size of the canvas
  13785. * @param width defines the new canvas' width
  13786. * @param height defines the new canvas' height
  13787. */
  13788. Engine.prototype.setSize = function (width, height) {
  13789. if (!this._renderingCanvas) {
  13790. return;
  13791. }
  13792. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13793. return;
  13794. }
  13795. this._renderingCanvas.width = width;
  13796. this._renderingCanvas.height = height;
  13797. for (var index = 0; index < this.scenes.length; index++) {
  13798. var scene = this.scenes[index];
  13799. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13800. var cam = scene.cameras[camIndex];
  13801. cam._currentRenderId = 0;
  13802. }
  13803. }
  13804. if (this.onResizeObservable.hasObservers) {
  13805. this.onResizeObservable.notifyObservers(this);
  13806. }
  13807. };
  13808. // WebVR functions
  13809. /**
  13810. * Gets a boolean indicating if a webVR device was detected
  13811. * @returns true if a webVR device was detected
  13812. */
  13813. Engine.prototype.isVRDevicePresent = function () {
  13814. return !!this._vrDisplay;
  13815. };
  13816. /**
  13817. * Gets the current webVR device
  13818. * @returns the current webVR device (or null)
  13819. */
  13820. Engine.prototype.getVRDevice = function () {
  13821. return this._vrDisplay;
  13822. };
  13823. /**
  13824. * Initializes a webVR display and starts listening to display change events
  13825. * The onVRDisplayChangedObservable will be notified upon these changes
  13826. * @returns The onVRDisplayChangedObservable
  13827. */
  13828. Engine.prototype.initWebVR = function () {
  13829. this.initWebVRAsync();
  13830. return this.onVRDisplayChangedObservable;
  13831. };
  13832. /**
  13833. * Initializes a webVR display and starts listening to display change events
  13834. * The onVRDisplayChangedObservable will be notified upon these changes
  13835. * @returns A promise containing a VRDisplay and if vr is supported
  13836. */
  13837. Engine.prototype.initWebVRAsync = function () {
  13838. var _this = this;
  13839. var notifyObservers = function () {
  13840. var eventArgs = {
  13841. vrDisplay: _this._vrDisplay,
  13842. vrSupported: _this._vrSupported
  13843. };
  13844. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13845. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13846. };
  13847. if (!this._onVrDisplayConnect) {
  13848. this._onVrDisplayConnect = function (event) {
  13849. _this._vrDisplay = event.display;
  13850. notifyObservers();
  13851. };
  13852. this._onVrDisplayDisconnect = function () {
  13853. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13854. _this._vrDisplay = undefined;
  13855. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13856. notifyObservers();
  13857. };
  13858. this._onVrDisplayPresentChange = function () {
  13859. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13860. };
  13861. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13862. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13863. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13864. }
  13865. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13866. this._webVRInitPromise.then(notifyObservers);
  13867. return this._webVRInitPromise;
  13868. };
  13869. /**
  13870. * Call this function to switch to webVR mode
  13871. * Will do nothing if webVR is not supported or if there is no webVR device
  13872. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13873. */
  13874. Engine.prototype.enableVR = function () {
  13875. var _this = this;
  13876. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13877. var onResolved = function () {
  13878. _this.onVRRequestPresentComplete.notifyObservers(true);
  13879. _this._onVRFullScreenTriggered();
  13880. };
  13881. var onRejected = function () {
  13882. _this.onVRRequestPresentComplete.notifyObservers(false);
  13883. };
  13884. this.onVRRequestPresentStart.notifyObservers(this);
  13885. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13886. }
  13887. };
  13888. /**
  13889. * Call this function to leave webVR mode
  13890. * Will do nothing if webVR is not supported or if there is no webVR device
  13891. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13892. */
  13893. Engine.prototype.disableVR = function () {
  13894. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13895. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13896. }
  13897. };
  13898. Engine.prototype._getVRDisplaysAsync = function () {
  13899. var _this = this;
  13900. return new Promise(function (res, rej) {
  13901. if (navigator.getVRDisplays) {
  13902. navigator.getVRDisplays().then(function (devices) {
  13903. _this._vrSupported = true;
  13904. // note that devices may actually be an empty array. This is fine;
  13905. // we expect this._vrDisplay to be undefined in this case.
  13906. _this._vrDisplay = devices[0];
  13907. res({
  13908. vrDisplay: _this._vrDisplay,
  13909. vrSupported: _this._vrSupported
  13910. });
  13911. });
  13912. }
  13913. else {
  13914. _this._vrDisplay = undefined;
  13915. _this._vrSupported = false;
  13916. res({
  13917. vrDisplay: _this._vrDisplay,
  13918. vrSupported: _this._vrSupported
  13919. });
  13920. }
  13921. });
  13922. };
  13923. /**
  13924. * Binds the frame buffer to the specified texture.
  13925. * @param texture The texture to render to or null for the default canvas
  13926. * @param faceIndex The face of the texture to render to in case of cube texture
  13927. * @param requiredWidth The width of the target to render to
  13928. * @param requiredHeight The height of the target to render to
  13929. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13930. * @param depthStencilTexture The depth stencil texture to use to render
  13931. * @param lodLevel defines le lod level to bind to the frame buffer
  13932. */
  13933. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13934. if (lodLevel === void 0) { lodLevel = 0; }
  13935. if (this._currentRenderTarget) {
  13936. this.unBindFramebuffer(this._currentRenderTarget);
  13937. }
  13938. this._currentRenderTarget = texture;
  13939. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13940. var gl = this._gl;
  13941. if (texture.isCube) {
  13942. if (faceIndex === undefined) {
  13943. faceIndex = 0;
  13944. }
  13945. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13946. if (depthStencilTexture) {
  13947. if (depthStencilTexture._generateStencilBuffer) {
  13948. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13949. }
  13950. else {
  13951. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13952. }
  13953. }
  13954. }
  13955. if (this._cachedViewport && !forceFullscreenViewport) {
  13956. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13957. }
  13958. else {
  13959. if (!requiredWidth) {
  13960. requiredWidth = texture.width;
  13961. if (lodLevel) {
  13962. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13963. }
  13964. }
  13965. if (!requiredHeight) {
  13966. requiredHeight = texture.height;
  13967. if (lodLevel) {
  13968. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13969. }
  13970. }
  13971. this._viewport(0, 0, requiredWidth, requiredHeight);
  13972. }
  13973. this.wipeCaches();
  13974. };
  13975. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  13976. if (this._currentFramebuffer !== framebuffer) {
  13977. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  13978. this._currentFramebuffer = framebuffer;
  13979. }
  13980. };
  13981. /**
  13982. * Unbind the current render target texture from the webGL context
  13983. * @param texture defines the render target texture to unbind
  13984. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13985. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13986. */
  13987. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  13988. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13989. this._currentRenderTarget = null;
  13990. // If MSAA, we need to bitblt back to main texture
  13991. var gl = this._gl;
  13992. if (texture._MSAAFramebuffer) {
  13993. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  13994. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  13995. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13996. }
  13997. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13998. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  13999. gl.generateMipmap(gl.TEXTURE_2D);
  14000. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14001. }
  14002. if (onBeforeUnbind) {
  14003. if (texture._MSAAFramebuffer) {
  14004. // Bind the correct framebuffer
  14005. this.bindUnboundFramebuffer(texture._framebuffer);
  14006. }
  14007. onBeforeUnbind();
  14008. }
  14009. this.bindUnboundFramebuffer(null);
  14010. };
  14011. /**
  14012. * Unbind a list of render target textures from the webGL context
  14013. * This is used only when drawBuffer extension or webGL2 are active
  14014. * @param textures defines the render target textures to unbind
  14015. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14016. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14017. */
  14018. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  14019. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14020. this._currentRenderTarget = null;
  14021. // If MSAA, we need to bitblt back to main texture
  14022. var gl = this._gl;
  14023. if (textures[0]._MSAAFramebuffer) {
  14024. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  14025. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  14026. var attachments = textures[0]._attachments;
  14027. if (!attachments) {
  14028. attachments = new Array(textures.length);
  14029. textures[0]._attachments = attachments;
  14030. }
  14031. for (var i = 0; i < textures.length; i++) {
  14032. var texture = textures[i];
  14033. for (var j = 0; j < attachments.length; j++) {
  14034. attachments[j] = gl.NONE;
  14035. }
  14036. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14037. gl.readBuffer(attachments[i]);
  14038. gl.drawBuffers(attachments);
  14039. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14040. }
  14041. for (var i = 0; i < attachments.length; i++) {
  14042. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14043. }
  14044. gl.drawBuffers(attachments);
  14045. }
  14046. for (var i = 0; i < textures.length; i++) {
  14047. var texture = textures[i];
  14048. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14049. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  14050. gl.generateMipmap(gl.TEXTURE_2D);
  14051. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14052. }
  14053. }
  14054. if (onBeforeUnbind) {
  14055. if (textures[0]._MSAAFramebuffer) {
  14056. // Bind the correct framebuffer
  14057. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  14058. }
  14059. onBeforeUnbind();
  14060. }
  14061. this.bindUnboundFramebuffer(null);
  14062. };
  14063. /**
  14064. * Force the mipmap generation for the given render target texture
  14065. * @param texture defines the render target texture to use
  14066. */
  14067. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  14068. if (texture.generateMipMaps) {
  14069. var gl = this._gl;
  14070. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  14071. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  14072. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  14073. }
  14074. };
  14075. /**
  14076. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  14077. */
  14078. Engine.prototype.flushFramebuffer = function () {
  14079. this._gl.flush();
  14080. };
  14081. /**
  14082. * Unbind the current render target and bind the default framebuffer
  14083. */
  14084. Engine.prototype.restoreDefaultFramebuffer = function () {
  14085. if (this._currentRenderTarget) {
  14086. this.unBindFramebuffer(this._currentRenderTarget);
  14087. }
  14088. else {
  14089. this.bindUnboundFramebuffer(null);
  14090. }
  14091. if (this._cachedViewport) {
  14092. this.setViewport(this._cachedViewport);
  14093. }
  14094. this.wipeCaches();
  14095. };
  14096. // UBOs
  14097. /**
  14098. * Create an uniform buffer
  14099. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14100. * @param elements defines the content of the uniform buffer
  14101. * @returns the webGL uniform buffer
  14102. */
  14103. Engine.prototype.createUniformBuffer = function (elements) {
  14104. var ubo = this._gl.createBuffer();
  14105. if (!ubo) {
  14106. throw new Error("Unable to create uniform buffer");
  14107. }
  14108. this.bindUniformBuffer(ubo);
  14109. if (elements instanceof Float32Array) {
  14110. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14111. }
  14112. else {
  14113. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14114. }
  14115. this.bindUniformBuffer(null);
  14116. ubo.references = 1;
  14117. return ubo;
  14118. };
  14119. /**
  14120. * Create a dynamic uniform buffer
  14121. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14122. * @param elements defines the content of the uniform buffer
  14123. * @returns the webGL uniform buffer
  14124. */
  14125. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14126. var ubo = this._gl.createBuffer();
  14127. if (!ubo) {
  14128. throw new Error("Unable to create dynamic uniform buffer");
  14129. }
  14130. this.bindUniformBuffer(ubo);
  14131. if (elements instanceof Float32Array) {
  14132. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14133. }
  14134. else {
  14135. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14136. }
  14137. this.bindUniformBuffer(null);
  14138. ubo.references = 1;
  14139. return ubo;
  14140. };
  14141. /**
  14142. * Update an existing uniform buffer
  14143. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14144. * @param uniformBuffer defines the target uniform buffer
  14145. * @param elements defines the content to update
  14146. * @param offset defines the offset in the uniform buffer where update should start
  14147. * @param count defines the size of the data to update
  14148. */
  14149. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14150. this.bindUniformBuffer(uniformBuffer);
  14151. if (offset === undefined) {
  14152. offset = 0;
  14153. }
  14154. if (count === undefined) {
  14155. if (elements instanceof Float32Array) {
  14156. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14157. }
  14158. else {
  14159. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14160. }
  14161. }
  14162. else {
  14163. if (elements instanceof Float32Array) {
  14164. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14165. }
  14166. else {
  14167. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14168. }
  14169. }
  14170. this.bindUniformBuffer(null);
  14171. };
  14172. // VBOs
  14173. Engine.prototype._resetVertexBufferBinding = function () {
  14174. this.bindArrayBuffer(null);
  14175. this._cachedVertexBuffers = null;
  14176. };
  14177. /**
  14178. * Creates a vertex buffer
  14179. * @param data the data for the vertex buffer
  14180. * @returns the new WebGL static buffer
  14181. */
  14182. Engine.prototype.createVertexBuffer = function (data) {
  14183. var vbo = this._gl.createBuffer();
  14184. if (!vbo) {
  14185. throw new Error("Unable to create vertex buffer");
  14186. }
  14187. this.bindArrayBuffer(vbo);
  14188. if (data instanceof Array) {
  14189. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14190. }
  14191. else {
  14192. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14193. }
  14194. this._resetVertexBufferBinding();
  14195. vbo.references = 1;
  14196. return vbo;
  14197. };
  14198. /**
  14199. * Creates a dynamic vertex buffer
  14200. * @param data the data for the dynamic vertex buffer
  14201. * @returns the new WebGL dynamic buffer
  14202. */
  14203. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14204. var vbo = this._gl.createBuffer();
  14205. if (!vbo) {
  14206. throw new Error("Unable to create dynamic vertex buffer");
  14207. }
  14208. this.bindArrayBuffer(vbo);
  14209. if (data instanceof Array) {
  14210. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14211. }
  14212. else {
  14213. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14214. }
  14215. this._resetVertexBufferBinding();
  14216. vbo.references = 1;
  14217. return vbo;
  14218. };
  14219. /**
  14220. * Update a dynamic index buffer
  14221. * @param indexBuffer defines the target index buffer
  14222. * @param indices defines the data to update
  14223. * @param offset defines the offset in the target index buffer where update should start
  14224. */
  14225. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14226. if (offset === void 0) { offset = 0; }
  14227. // Force cache update
  14228. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14229. this.bindIndexBuffer(indexBuffer);
  14230. var arrayBuffer;
  14231. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14232. arrayBuffer = indices;
  14233. }
  14234. else {
  14235. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14236. }
  14237. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14238. this._resetIndexBufferBinding();
  14239. };
  14240. /**
  14241. * Updates a dynamic vertex buffer.
  14242. * @param vertexBuffer the vertex buffer to update
  14243. * @param data the data used to update the vertex buffer
  14244. * @param byteOffset the byte offset of the data
  14245. * @param byteLength the byte length of the data
  14246. */
  14247. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14248. this.bindArrayBuffer(vertexBuffer);
  14249. if (byteOffset === undefined) {
  14250. byteOffset = 0;
  14251. }
  14252. if (byteLength === undefined) {
  14253. if (data instanceof Array) {
  14254. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14255. }
  14256. else {
  14257. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14258. }
  14259. }
  14260. else {
  14261. if (data instanceof Array) {
  14262. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14263. }
  14264. else {
  14265. if (data instanceof ArrayBuffer) {
  14266. data = new Uint8Array(data, byteOffset, byteLength);
  14267. }
  14268. else {
  14269. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14270. }
  14271. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14272. }
  14273. }
  14274. this._resetVertexBufferBinding();
  14275. };
  14276. Engine.prototype._resetIndexBufferBinding = function () {
  14277. this.bindIndexBuffer(null);
  14278. this._cachedIndexBuffer = null;
  14279. };
  14280. /**
  14281. * Creates a new index buffer
  14282. * @param indices defines the content of the index buffer
  14283. * @param updatable defines if the index buffer must be updatable
  14284. * @returns a new webGL buffer
  14285. */
  14286. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14287. var vbo = this._gl.createBuffer();
  14288. if (!vbo) {
  14289. throw new Error("Unable to create index buffer");
  14290. }
  14291. this.bindIndexBuffer(vbo);
  14292. // Check for 32 bits indices
  14293. var arrayBuffer;
  14294. var need32Bits = false;
  14295. if (indices instanceof Uint16Array) {
  14296. arrayBuffer = indices;
  14297. }
  14298. else {
  14299. //check 32 bit support
  14300. if (this._caps.uintIndices) {
  14301. if (indices instanceof Uint32Array) {
  14302. arrayBuffer = indices;
  14303. need32Bits = true;
  14304. }
  14305. else {
  14306. //number[] or Int32Array, check if 32 bit is necessary
  14307. for (var index = 0; index < indices.length; index++) {
  14308. if (indices[index] > 65535) {
  14309. need32Bits = true;
  14310. break;
  14311. }
  14312. }
  14313. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14314. }
  14315. }
  14316. else {
  14317. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14318. arrayBuffer = new Uint16Array(indices);
  14319. }
  14320. }
  14321. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14322. this._resetIndexBufferBinding();
  14323. vbo.references = 1;
  14324. vbo.is32Bits = need32Bits;
  14325. return vbo;
  14326. };
  14327. /**
  14328. * Bind a webGL buffer to the webGL context
  14329. * @param buffer defines the buffer to bind
  14330. */
  14331. Engine.prototype.bindArrayBuffer = function (buffer) {
  14332. if (!this._vaoRecordInProgress) {
  14333. this._unbindVertexArrayObject();
  14334. }
  14335. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14336. };
  14337. /**
  14338. * Bind an uniform buffer to the current webGL context
  14339. * @param buffer defines the buffer to bind
  14340. */
  14341. Engine.prototype.bindUniformBuffer = function (buffer) {
  14342. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14343. };
  14344. /**
  14345. * Bind a buffer to the current webGL context at a given location
  14346. * @param buffer defines the buffer to bind
  14347. * @param location defines the index where to bind the buffer
  14348. */
  14349. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14350. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14351. };
  14352. /**
  14353. * Bind a specific block at a given index in a specific shader program
  14354. * @param shaderProgram defines the shader program
  14355. * @param blockName defines the block name
  14356. * @param index defines the index where to bind the block
  14357. */
  14358. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14359. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14360. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14361. };
  14362. Engine.prototype.bindIndexBuffer = function (buffer) {
  14363. if (!this._vaoRecordInProgress) {
  14364. this._unbindVertexArrayObject();
  14365. }
  14366. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14367. };
  14368. Engine.prototype.bindBuffer = function (buffer, target) {
  14369. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14370. this._gl.bindBuffer(target, buffer);
  14371. this._currentBoundBuffer[target] = buffer;
  14372. }
  14373. };
  14374. /**
  14375. * update the bound buffer with the given data
  14376. * @param data defines the data to update
  14377. */
  14378. Engine.prototype.updateArrayBuffer = function (data) {
  14379. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14380. };
  14381. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14382. var pointer = this._currentBufferPointers[indx];
  14383. var changed = false;
  14384. if (!pointer.active) {
  14385. changed = true;
  14386. pointer.active = true;
  14387. pointer.index = indx;
  14388. pointer.size = size;
  14389. pointer.type = type;
  14390. pointer.normalized = normalized;
  14391. pointer.stride = stride;
  14392. pointer.offset = offset;
  14393. pointer.buffer = buffer;
  14394. }
  14395. else {
  14396. if (pointer.buffer !== buffer) {
  14397. pointer.buffer = buffer;
  14398. changed = true;
  14399. }
  14400. if (pointer.size !== size) {
  14401. pointer.size = size;
  14402. changed = true;
  14403. }
  14404. if (pointer.type !== type) {
  14405. pointer.type = type;
  14406. changed = true;
  14407. }
  14408. if (pointer.normalized !== normalized) {
  14409. pointer.normalized = normalized;
  14410. changed = true;
  14411. }
  14412. if (pointer.stride !== stride) {
  14413. pointer.stride = stride;
  14414. changed = true;
  14415. }
  14416. if (pointer.offset !== offset) {
  14417. pointer.offset = offset;
  14418. changed = true;
  14419. }
  14420. }
  14421. if (changed || this._vaoRecordInProgress) {
  14422. this.bindArrayBuffer(buffer);
  14423. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14424. }
  14425. };
  14426. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14427. if (indexBuffer == null) {
  14428. return;
  14429. }
  14430. if (this._cachedIndexBuffer !== indexBuffer) {
  14431. this._cachedIndexBuffer = indexBuffer;
  14432. this.bindIndexBuffer(indexBuffer);
  14433. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14434. }
  14435. };
  14436. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14437. var attributes = effect.getAttributesNames();
  14438. if (!this._vaoRecordInProgress) {
  14439. this._unbindVertexArrayObject();
  14440. }
  14441. this.unbindAllAttributes();
  14442. for (var index = 0; index < attributes.length; index++) {
  14443. var order = effect.getAttributeLocation(index);
  14444. if (order >= 0) {
  14445. var vertexBuffer = vertexBuffers[attributes[index]];
  14446. if (!vertexBuffer) {
  14447. continue;
  14448. }
  14449. this._gl.enableVertexAttribArray(order);
  14450. if (!this._vaoRecordInProgress) {
  14451. this._vertexAttribArraysEnabled[order] = true;
  14452. }
  14453. var buffer = vertexBuffer.getBuffer();
  14454. if (buffer) {
  14455. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14456. if (vertexBuffer.getIsInstanced()) {
  14457. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14458. if (!this._vaoRecordInProgress) {
  14459. this._currentInstanceLocations.push(order);
  14460. this._currentInstanceBuffers.push(buffer);
  14461. }
  14462. }
  14463. }
  14464. }
  14465. }
  14466. };
  14467. /**
  14468. * Records a vertex array object
  14469. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14470. * @param vertexBuffers defines the list of vertex buffers to store
  14471. * @param indexBuffer defines the index buffer to store
  14472. * @param effect defines the effect to store
  14473. * @returns the new vertex array object
  14474. */
  14475. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14476. var vao = this._gl.createVertexArray();
  14477. this._vaoRecordInProgress = true;
  14478. this._gl.bindVertexArray(vao);
  14479. this._mustWipeVertexAttributes = true;
  14480. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14481. this.bindIndexBuffer(indexBuffer);
  14482. this._vaoRecordInProgress = false;
  14483. this._gl.bindVertexArray(null);
  14484. return vao;
  14485. };
  14486. /**
  14487. * Bind a specific vertex array object
  14488. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14489. * @param vertexArrayObject defines the vertex array object to bind
  14490. * @param indexBuffer defines the index buffer to bind
  14491. */
  14492. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14493. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14494. this._cachedVertexArrayObject = vertexArrayObject;
  14495. this._gl.bindVertexArray(vertexArrayObject);
  14496. this._cachedVertexBuffers = null;
  14497. this._cachedIndexBuffer = null;
  14498. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14499. this._mustWipeVertexAttributes = true;
  14500. }
  14501. };
  14502. /**
  14503. * Bind webGl buffers directly to the webGL context
  14504. * @param vertexBuffer defines the vertex buffer to bind
  14505. * @param indexBuffer defines the index buffer to bind
  14506. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14507. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14508. * @param effect defines the effect associated with the vertex buffer
  14509. */
  14510. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14511. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14512. this._cachedVertexBuffers = vertexBuffer;
  14513. this._cachedEffectForVertexBuffers = effect;
  14514. var attributesCount = effect.getAttributesCount();
  14515. this._unbindVertexArrayObject();
  14516. this.unbindAllAttributes();
  14517. var offset = 0;
  14518. for (var index = 0; index < attributesCount; index++) {
  14519. if (index < vertexDeclaration.length) {
  14520. var order = effect.getAttributeLocation(index);
  14521. if (order >= 0) {
  14522. this._gl.enableVertexAttribArray(order);
  14523. this._vertexAttribArraysEnabled[order] = true;
  14524. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14525. }
  14526. offset += vertexDeclaration[index] * 4;
  14527. }
  14528. }
  14529. }
  14530. this._bindIndexBufferWithCache(indexBuffer);
  14531. };
  14532. Engine.prototype._unbindVertexArrayObject = function () {
  14533. if (!this._cachedVertexArrayObject) {
  14534. return;
  14535. }
  14536. this._cachedVertexArrayObject = null;
  14537. this._gl.bindVertexArray(null);
  14538. };
  14539. /**
  14540. * Bind a list of vertex buffers to the webGL context
  14541. * @param vertexBuffers defines the list of vertex buffers to bind
  14542. * @param indexBuffer defines the index buffer to bind
  14543. * @param effect defines the effect associated with the vertex buffers
  14544. */
  14545. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14546. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14547. this._cachedVertexBuffers = vertexBuffers;
  14548. this._cachedEffectForVertexBuffers = effect;
  14549. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14550. }
  14551. this._bindIndexBufferWithCache(indexBuffer);
  14552. };
  14553. /**
  14554. * Unbind all instance attributes
  14555. */
  14556. Engine.prototype.unbindInstanceAttributes = function () {
  14557. var boundBuffer;
  14558. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14559. var instancesBuffer = this._currentInstanceBuffers[i];
  14560. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14561. boundBuffer = instancesBuffer;
  14562. this.bindArrayBuffer(instancesBuffer);
  14563. }
  14564. var offsetLocation = this._currentInstanceLocations[i];
  14565. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14566. }
  14567. this._currentInstanceBuffers.length = 0;
  14568. this._currentInstanceLocations.length = 0;
  14569. };
  14570. /**
  14571. * Release and free the memory of a vertex array object
  14572. * @param vao defines the vertex array object to delete
  14573. */
  14574. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14575. this._gl.deleteVertexArray(vao);
  14576. };
  14577. /** @hidden */
  14578. Engine.prototype._releaseBuffer = function (buffer) {
  14579. buffer.references--;
  14580. if (buffer.references === 0) {
  14581. this._gl.deleteBuffer(buffer);
  14582. return true;
  14583. }
  14584. return false;
  14585. };
  14586. /**
  14587. * Creates a webGL buffer to use with instanciation
  14588. * @param capacity defines the size of the buffer
  14589. * @returns the webGL buffer
  14590. */
  14591. Engine.prototype.createInstancesBuffer = function (capacity) {
  14592. var buffer = this._gl.createBuffer();
  14593. if (!buffer) {
  14594. throw new Error("Unable to create instance buffer");
  14595. }
  14596. buffer.capacity = capacity;
  14597. this.bindArrayBuffer(buffer);
  14598. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14599. return buffer;
  14600. };
  14601. /**
  14602. * Delete a webGL buffer used with instanciation
  14603. * @param buffer defines the webGL buffer to delete
  14604. */
  14605. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14606. this._gl.deleteBuffer(buffer);
  14607. };
  14608. /**
  14609. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14610. * @param instancesBuffer defines the webGL buffer to update and bind
  14611. * @param data defines the data to store in the buffer
  14612. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14613. */
  14614. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14615. this.bindArrayBuffer(instancesBuffer);
  14616. if (data) {
  14617. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14618. }
  14619. if (offsetLocations[0].index !== undefined) {
  14620. var stride = 0;
  14621. for (var i = 0; i < offsetLocations.length; i++) {
  14622. var ai = offsetLocations[i];
  14623. stride += ai.attributeSize * 4;
  14624. }
  14625. for (var i = 0; i < offsetLocations.length; i++) {
  14626. var ai = offsetLocations[i];
  14627. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14628. this._gl.enableVertexAttribArray(ai.index);
  14629. this._vertexAttribArraysEnabled[ai.index] = true;
  14630. }
  14631. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14632. this._gl.vertexAttribDivisor(ai.index, 1);
  14633. this._currentInstanceLocations.push(ai.index);
  14634. this._currentInstanceBuffers.push(instancesBuffer);
  14635. }
  14636. }
  14637. else {
  14638. for (var index = 0; index < 4; index++) {
  14639. var offsetLocation = offsetLocations[index];
  14640. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14641. this._gl.enableVertexAttribArray(offsetLocation);
  14642. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14643. }
  14644. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14645. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14646. this._currentInstanceLocations.push(offsetLocation);
  14647. this._currentInstanceBuffers.push(instancesBuffer);
  14648. }
  14649. }
  14650. };
  14651. /**
  14652. * Apply all cached states (depth, culling, stencil and alpha)
  14653. */
  14654. Engine.prototype.applyStates = function () {
  14655. this._depthCullingState.apply(this._gl);
  14656. this._stencilState.apply(this._gl);
  14657. this._alphaState.apply(this._gl);
  14658. };
  14659. /**
  14660. * Send a draw order
  14661. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14662. * @param indexStart defines the starting index
  14663. * @param indexCount defines the number of index to draw
  14664. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14665. */
  14666. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14667. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14668. };
  14669. /**
  14670. * Draw a list of points
  14671. * @param verticesStart defines the index of first vertex to draw
  14672. * @param verticesCount defines the count of vertices to draw
  14673. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14674. */
  14675. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14676. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14677. };
  14678. /**
  14679. * Draw a list of unindexed primitives
  14680. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14681. * @param verticesStart defines the index of first vertex to draw
  14682. * @param verticesCount defines the count of vertices to draw
  14683. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14684. */
  14685. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14686. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14687. };
  14688. /**
  14689. * Draw a list of indexed primitives
  14690. * @param fillMode defines the primitive to use
  14691. * @param indexStart defines the starting index
  14692. * @param indexCount defines the number of index to draw
  14693. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14694. */
  14695. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14696. // Apply states
  14697. this.applyStates();
  14698. this._drawCalls.addCount(1, false);
  14699. // Render
  14700. var drawMode = this._drawMode(fillMode);
  14701. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14702. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14703. if (instancesCount) {
  14704. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14705. }
  14706. else {
  14707. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14708. }
  14709. };
  14710. /**
  14711. * Draw a list of unindexed primitives
  14712. * @param fillMode defines the primitive to use
  14713. * @param verticesStart defines the index of first vertex to draw
  14714. * @param verticesCount defines the count of vertices to draw
  14715. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14716. */
  14717. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14718. // Apply states
  14719. this.applyStates();
  14720. this._drawCalls.addCount(1, false);
  14721. var drawMode = this._drawMode(fillMode);
  14722. if (instancesCount) {
  14723. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14724. }
  14725. else {
  14726. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14727. }
  14728. };
  14729. Engine.prototype._drawMode = function (fillMode) {
  14730. switch (fillMode) {
  14731. // Triangle views
  14732. case BABYLON.Material.TriangleFillMode:
  14733. return this._gl.TRIANGLES;
  14734. case BABYLON.Material.PointFillMode:
  14735. return this._gl.POINTS;
  14736. case BABYLON.Material.WireFrameFillMode:
  14737. return this._gl.LINES;
  14738. // Draw modes
  14739. case BABYLON.Material.PointListDrawMode:
  14740. return this._gl.POINTS;
  14741. case BABYLON.Material.LineListDrawMode:
  14742. return this._gl.LINES;
  14743. case BABYLON.Material.LineLoopDrawMode:
  14744. return this._gl.LINE_LOOP;
  14745. case BABYLON.Material.LineStripDrawMode:
  14746. return this._gl.LINE_STRIP;
  14747. case BABYLON.Material.TriangleStripDrawMode:
  14748. return this._gl.TRIANGLE_STRIP;
  14749. case BABYLON.Material.TriangleFanDrawMode:
  14750. return this._gl.TRIANGLE_FAN;
  14751. default:
  14752. return this._gl.TRIANGLES;
  14753. }
  14754. };
  14755. // Shaders
  14756. /** @hidden */
  14757. Engine.prototype._releaseEffect = function (effect) {
  14758. if (this._compiledEffects[effect._key]) {
  14759. delete this._compiledEffects[effect._key];
  14760. this._deleteProgram(effect.getProgram());
  14761. }
  14762. };
  14763. /** @hidden */
  14764. Engine.prototype._deleteProgram = function (program) {
  14765. if (program) {
  14766. program.__SPECTOR_rebuildProgram = null;
  14767. if (program.transformFeedback) {
  14768. this.deleteTransformFeedback(program.transformFeedback);
  14769. program.transformFeedback = null;
  14770. }
  14771. this._gl.deleteProgram(program);
  14772. }
  14773. };
  14774. /**
  14775. * Create a new effect (used to store vertex/fragment shaders)
  14776. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14777. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14778. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14779. * @param samplers defines an array of string used to represent textures
  14780. * @param defines defines the string containing the defines to use to compile the shaders
  14781. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14782. * @param onCompiled defines a function to call when the effect creation is successful
  14783. * @param onError defines a function to call when the effect creation has failed
  14784. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14785. * @returns the new Effect
  14786. */
  14787. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14788. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14789. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14790. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14791. if (this._compiledEffects[name]) {
  14792. var compiledEffect = this._compiledEffects[name];
  14793. if (onCompiled && compiledEffect.isReady()) {
  14794. onCompiled(compiledEffect);
  14795. }
  14796. return compiledEffect;
  14797. }
  14798. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14799. effect._key = name;
  14800. this._compiledEffects[name] = effect;
  14801. return effect;
  14802. };
  14803. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14804. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14805. };
  14806. Engine.prototype._compileRawShader = function (source, type) {
  14807. var gl = this._gl;
  14808. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14809. if (!shader) {
  14810. throw new Error("Something went wrong while compile the shader.");
  14811. }
  14812. gl.shaderSource(shader, source);
  14813. gl.compileShader(shader);
  14814. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14815. var log = gl.getShaderInfoLog(shader);
  14816. if (log) {
  14817. throw new Error(log);
  14818. }
  14819. }
  14820. return shader;
  14821. };
  14822. /**
  14823. * Directly creates a webGL program
  14824. * @param vertexCode defines the vertex shader code to use
  14825. * @param fragmentCode defines the fragment shader code to use
  14826. * @param context defines the webGL context to use (if not set, the current one will be used)
  14827. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14828. * @returns the new webGL program
  14829. */
  14830. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14831. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14832. context = context || this._gl;
  14833. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14834. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14835. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14836. };
  14837. /**
  14838. * Creates a webGL program
  14839. * @param vertexCode defines the vertex shader code to use
  14840. * @param fragmentCode defines the fragment shader code to use
  14841. * @param defines defines the string containing the defines to use to compile the shaders
  14842. * @param context defines the webGL context to use (if not set, the current one will be used)
  14843. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14844. * @returns the new webGL program
  14845. */
  14846. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14847. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14848. context = context || this._gl;
  14849. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14850. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14851. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14852. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14853. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14854. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14855. return program;
  14856. };
  14857. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14858. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14859. var shaderProgram = context.createProgram();
  14860. if (!shaderProgram) {
  14861. throw new Error("Unable to create program");
  14862. }
  14863. context.attachShader(shaderProgram, vertexShader);
  14864. context.attachShader(shaderProgram, fragmentShader);
  14865. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14866. var transformFeedback = this.createTransformFeedback();
  14867. this.bindTransformFeedback(transformFeedback);
  14868. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14869. shaderProgram.transformFeedback = transformFeedback;
  14870. }
  14871. context.linkProgram(shaderProgram);
  14872. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14873. this.bindTransformFeedback(null);
  14874. }
  14875. shaderProgram.context = context;
  14876. shaderProgram.vertexShader = vertexShader;
  14877. shaderProgram.fragmentShader = fragmentShader;
  14878. if (!this._caps.parallelShaderCompile) {
  14879. this._finalizeProgram(shaderProgram);
  14880. }
  14881. else {
  14882. shaderProgram.isParallelCompiled = true;
  14883. }
  14884. return shaderProgram;
  14885. };
  14886. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14887. var context = shaderProgram.context;
  14888. var vertexShader = shaderProgram.vertexShader;
  14889. var fragmentShader = shaderProgram.fragmentShader;
  14890. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14891. if (!linked) {
  14892. var error = context.getProgramInfoLog(shaderProgram);
  14893. if (error) {
  14894. throw new Error(error);
  14895. }
  14896. }
  14897. if (this.validateShaderPrograms) {
  14898. context.validateProgram(shaderProgram);
  14899. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14900. if (!validated) {
  14901. var error = context.getProgramInfoLog(shaderProgram);
  14902. if (error) {
  14903. throw new Error(error);
  14904. }
  14905. }
  14906. }
  14907. context.deleteShader(vertexShader);
  14908. context.deleteShader(fragmentShader);
  14909. shaderProgram.context = undefined;
  14910. shaderProgram.vertexShader = undefined;
  14911. shaderProgram.fragmentShader = undefined;
  14912. if (shaderProgram.onCompiled) {
  14913. shaderProgram.onCompiled();
  14914. shaderProgram.onCompiled = undefined;
  14915. }
  14916. };
  14917. /** @hidden */
  14918. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14919. if (!shaderProgram.isParallelCompiled) {
  14920. return true;
  14921. }
  14922. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14923. this._finalizeProgram(shaderProgram);
  14924. return true;
  14925. }
  14926. return false;
  14927. };
  14928. /** @hidden */
  14929. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14930. if (!shaderProgram.isParallelCompiled) {
  14931. action();
  14932. return;
  14933. }
  14934. shaderProgram.onCompiled = action;
  14935. };
  14936. /**
  14937. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14938. * @param shaderProgram defines the webGL program to use
  14939. * @param uniformsNames defines the list of uniform names
  14940. * @returns an array of webGL uniform locations
  14941. */
  14942. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14943. var results = new Array();
  14944. for (var index = 0; index < uniformsNames.length; index++) {
  14945. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14946. }
  14947. return results;
  14948. };
  14949. /**
  14950. * Gets the lsit of active attributes for a given webGL program
  14951. * @param shaderProgram defines the webGL program to use
  14952. * @param attributesNames defines the list of attribute names to get
  14953. * @returns an array of indices indicating the offset of each attribute
  14954. */
  14955. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14956. var results = [];
  14957. for (var index = 0; index < attributesNames.length; index++) {
  14958. try {
  14959. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14960. }
  14961. catch (e) {
  14962. results.push(-1);
  14963. }
  14964. }
  14965. return results;
  14966. };
  14967. /**
  14968. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14969. * @param effect defines the effect to activate
  14970. */
  14971. Engine.prototype.enableEffect = function (effect) {
  14972. if (!effect || effect === this._currentEffect) {
  14973. return;
  14974. }
  14975. // Use program
  14976. this.bindSamplers(effect);
  14977. this._currentEffect = effect;
  14978. if (effect.onBind) {
  14979. effect.onBind(effect);
  14980. }
  14981. if (effect._onBindObservable) {
  14982. effect._onBindObservable.notifyObservers(effect);
  14983. }
  14984. };
  14985. /**
  14986. * Set the value of an uniform to an array of int32
  14987. * @param uniform defines the webGL uniform location where to store the value
  14988. * @param array defines the array of int32 to store
  14989. */
  14990. Engine.prototype.setIntArray = function (uniform, array) {
  14991. if (!uniform) {
  14992. return;
  14993. }
  14994. this._gl.uniform1iv(uniform, array);
  14995. };
  14996. /**
  14997. * Set the value of an uniform to an array of int32 (stored as vec2)
  14998. * @param uniform defines the webGL uniform location where to store the value
  14999. * @param array defines the array of int32 to store
  15000. */
  15001. Engine.prototype.setIntArray2 = function (uniform, array) {
  15002. if (!uniform || array.length % 2 !== 0) {
  15003. return;
  15004. }
  15005. this._gl.uniform2iv(uniform, array);
  15006. };
  15007. /**
  15008. * Set the value of an uniform to an array of int32 (stored as vec3)
  15009. * @param uniform defines the webGL uniform location where to store the value
  15010. * @param array defines the array of int32 to store
  15011. */
  15012. Engine.prototype.setIntArray3 = function (uniform, array) {
  15013. if (!uniform || array.length % 3 !== 0) {
  15014. return;
  15015. }
  15016. this._gl.uniform3iv(uniform, array);
  15017. };
  15018. /**
  15019. * Set the value of an uniform to an array of int32 (stored as vec4)
  15020. * @param uniform defines the webGL uniform location where to store the value
  15021. * @param array defines the array of int32 to store
  15022. */
  15023. Engine.prototype.setIntArray4 = function (uniform, array) {
  15024. if (!uniform || array.length % 4 !== 0) {
  15025. return;
  15026. }
  15027. this._gl.uniform4iv(uniform, array);
  15028. };
  15029. /**
  15030. * Set the value of an uniform to an array of float32
  15031. * @param uniform defines the webGL uniform location where to store the value
  15032. * @param array defines the array of float32 to store
  15033. */
  15034. Engine.prototype.setFloatArray = function (uniform, array) {
  15035. if (!uniform) {
  15036. return;
  15037. }
  15038. this._gl.uniform1fv(uniform, array);
  15039. };
  15040. /**
  15041. * Set the value of an uniform to an array of float32 (stored as vec2)
  15042. * @param uniform defines the webGL uniform location where to store the value
  15043. * @param array defines the array of float32 to store
  15044. */
  15045. Engine.prototype.setFloatArray2 = function (uniform, array) {
  15046. if (!uniform || array.length % 2 !== 0) {
  15047. return;
  15048. }
  15049. this._gl.uniform2fv(uniform, array);
  15050. };
  15051. /**
  15052. * Set the value of an uniform to an array of float32 (stored as vec3)
  15053. * @param uniform defines the webGL uniform location where to store the value
  15054. * @param array defines the array of float32 to store
  15055. */
  15056. Engine.prototype.setFloatArray3 = function (uniform, array) {
  15057. if (!uniform || array.length % 3 !== 0) {
  15058. return;
  15059. }
  15060. this._gl.uniform3fv(uniform, array);
  15061. };
  15062. /**
  15063. * Set the value of an uniform to an array of float32 (stored as vec4)
  15064. * @param uniform defines the webGL uniform location where to store the value
  15065. * @param array defines the array of float32 to store
  15066. */
  15067. Engine.prototype.setFloatArray4 = function (uniform, array) {
  15068. if (!uniform || array.length % 4 !== 0) {
  15069. return;
  15070. }
  15071. this._gl.uniform4fv(uniform, array);
  15072. };
  15073. /**
  15074. * Set the value of an uniform to an array of number
  15075. * @param uniform defines the webGL uniform location where to store the value
  15076. * @param array defines the array of number to store
  15077. */
  15078. Engine.prototype.setArray = function (uniform, array) {
  15079. if (!uniform) {
  15080. return;
  15081. }
  15082. this._gl.uniform1fv(uniform, array);
  15083. };
  15084. /**
  15085. * Set the value of an uniform to an array of number (stored as vec2)
  15086. * @param uniform defines the webGL uniform location where to store the value
  15087. * @param array defines the array of number to store
  15088. */
  15089. Engine.prototype.setArray2 = function (uniform, array) {
  15090. if (!uniform || array.length % 2 !== 0) {
  15091. return;
  15092. }
  15093. this._gl.uniform2fv(uniform, array);
  15094. };
  15095. /**
  15096. * Set the value of an uniform to an array of number (stored as vec3)
  15097. * @param uniform defines the webGL uniform location where to store the value
  15098. * @param array defines the array of number to store
  15099. */
  15100. Engine.prototype.setArray3 = function (uniform, array) {
  15101. if (!uniform || array.length % 3 !== 0) {
  15102. return;
  15103. }
  15104. this._gl.uniform3fv(uniform, array);
  15105. };
  15106. /**
  15107. * Set the value of an uniform to an array of number (stored as vec4)
  15108. * @param uniform defines the webGL uniform location where to store the value
  15109. * @param array defines the array of number to store
  15110. */
  15111. Engine.prototype.setArray4 = function (uniform, array) {
  15112. if (!uniform || array.length % 4 !== 0) {
  15113. return;
  15114. }
  15115. this._gl.uniform4fv(uniform, array);
  15116. };
  15117. /**
  15118. * Set the value of an uniform to an array of float32 (stored as matrices)
  15119. * @param uniform defines the webGL uniform location where to store the value
  15120. * @param matrices defines the array of float32 to store
  15121. */
  15122. Engine.prototype.setMatrices = function (uniform, matrices) {
  15123. if (!uniform) {
  15124. return;
  15125. }
  15126. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15127. };
  15128. /**
  15129. * Set the value of an uniform to a matrix
  15130. * @param uniform defines the webGL uniform location where to store the value
  15131. * @param matrix defines the matrix to store
  15132. */
  15133. Engine.prototype.setMatrix = function (uniform, matrix) {
  15134. if (!uniform) {
  15135. return;
  15136. }
  15137. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15138. };
  15139. /**
  15140. * Set the value of an uniform to a matrix (3x3)
  15141. * @param uniform defines the webGL uniform location where to store the value
  15142. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15143. */
  15144. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15145. if (!uniform) {
  15146. return;
  15147. }
  15148. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15149. };
  15150. /**
  15151. * Set the value of an uniform to a matrix (2x2)
  15152. * @param uniform defines the webGL uniform location where to store the value
  15153. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15154. */
  15155. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15156. if (!uniform) {
  15157. return;
  15158. }
  15159. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15160. };
  15161. /**
  15162. * Set the value of an uniform to a number (int)
  15163. * @param uniform defines the webGL uniform location where to store the value
  15164. * @param value defines the int number to store
  15165. */
  15166. Engine.prototype.setInt = function (uniform, value) {
  15167. if (!uniform) {
  15168. return;
  15169. }
  15170. this._gl.uniform1i(uniform, value);
  15171. };
  15172. /**
  15173. * Set the value of an uniform to a number (float)
  15174. * @param uniform defines the webGL uniform location where to store the value
  15175. * @param value defines the float number to store
  15176. */
  15177. Engine.prototype.setFloat = function (uniform, value) {
  15178. if (!uniform) {
  15179. return;
  15180. }
  15181. this._gl.uniform1f(uniform, value);
  15182. };
  15183. /**
  15184. * Set the value of an uniform to a vec2
  15185. * @param uniform defines the webGL uniform location where to store the value
  15186. * @param x defines the 1st component of the value
  15187. * @param y defines the 2nd component of the value
  15188. */
  15189. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15190. if (!uniform) {
  15191. return;
  15192. }
  15193. this._gl.uniform2f(uniform, x, y);
  15194. };
  15195. /**
  15196. * Set the value of an uniform to a vec3
  15197. * @param uniform defines the webGL uniform location where to store the value
  15198. * @param x defines the 1st component of the value
  15199. * @param y defines the 2nd component of the value
  15200. * @param z defines the 3rd component of the value
  15201. */
  15202. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15203. if (!uniform) {
  15204. return;
  15205. }
  15206. this._gl.uniform3f(uniform, x, y, z);
  15207. };
  15208. /**
  15209. * Set the value of an uniform to a boolean
  15210. * @param uniform defines the webGL uniform location where to store the value
  15211. * @param bool defines the boolean to store
  15212. */
  15213. Engine.prototype.setBool = function (uniform, bool) {
  15214. if (!uniform) {
  15215. return;
  15216. }
  15217. this._gl.uniform1i(uniform, bool);
  15218. };
  15219. /**
  15220. * Set the value of an uniform to a vec4
  15221. * @param uniform defines the webGL uniform location where to store the value
  15222. * @param x defines the 1st component of the value
  15223. * @param y defines the 2nd component of the value
  15224. * @param z defines the 3rd component of the value
  15225. * @param w defines the 4th component of the value
  15226. */
  15227. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15228. if (!uniform) {
  15229. return;
  15230. }
  15231. this._gl.uniform4f(uniform, x, y, z, w);
  15232. };
  15233. /**
  15234. * Set the value of an uniform to a Color3
  15235. * @param uniform defines the webGL uniform location where to store the value
  15236. * @param color3 defines the color to store
  15237. */
  15238. Engine.prototype.setColor3 = function (uniform, color3) {
  15239. if (!uniform) {
  15240. return;
  15241. }
  15242. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15243. };
  15244. /**
  15245. * Set the value of an uniform to a Color3 and an alpha value
  15246. * @param uniform defines the webGL uniform location where to store the value
  15247. * @param color3 defines the color to store
  15248. * @param alpha defines the alpha component to store
  15249. */
  15250. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15251. if (!uniform) {
  15252. return;
  15253. }
  15254. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15255. };
  15256. /**
  15257. * Sets a Color4 on a uniform variable
  15258. * @param uniform defines the uniform location
  15259. * @param color4 defines the value to be set
  15260. */
  15261. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15262. if (!uniform) {
  15263. return;
  15264. }
  15265. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15266. };
  15267. // States
  15268. /**
  15269. * Set various states to the webGL context
  15270. * @param culling defines backface culling state
  15271. * @param zOffset defines the value to apply to zOffset (0 by default)
  15272. * @param force defines if states must be applied even if cache is up to date
  15273. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15274. */
  15275. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15276. if (zOffset === void 0) { zOffset = 0; }
  15277. if (reverseSide === void 0) { reverseSide = false; }
  15278. // Culling
  15279. if (this._depthCullingState.cull !== culling || force) {
  15280. this._depthCullingState.cull = culling;
  15281. }
  15282. // Cull face
  15283. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15284. if (this._depthCullingState.cullFace !== cullFace || force) {
  15285. this._depthCullingState.cullFace = cullFace;
  15286. }
  15287. // Z offset
  15288. this.setZOffset(zOffset);
  15289. // Front face
  15290. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15291. if (this._depthCullingState.frontFace !== frontFace || force) {
  15292. this._depthCullingState.frontFace = frontFace;
  15293. }
  15294. };
  15295. /**
  15296. * Set the z offset to apply to current rendering
  15297. * @param value defines the offset to apply
  15298. */
  15299. Engine.prototype.setZOffset = function (value) {
  15300. this._depthCullingState.zOffset = value;
  15301. };
  15302. /**
  15303. * Gets the current value of the zOffset
  15304. * @returns the current zOffset state
  15305. */
  15306. Engine.prototype.getZOffset = function () {
  15307. return this._depthCullingState.zOffset;
  15308. };
  15309. /**
  15310. * Enable or disable depth buffering
  15311. * @param enable defines the state to set
  15312. */
  15313. Engine.prototype.setDepthBuffer = function (enable) {
  15314. this._depthCullingState.depthTest = enable;
  15315. };
  15316. /**
  15317. * Gets a boolean indicating if depth writing is enabled
  15318. * @returns the current depth writing state
  15319. */
  15320. Engine.prototype.getDepthWrite = function () {
  15321. return this._depthCullingState.depthMask;
  15322. };
  15323. /**
  15324. * Enable or disable depth writing
  15325. * @param enable defines the state to set
  15326. */
  15327. Engine.prototype.setDepthWrite = function (enable) {
  15328. this._depthCullingState.depthMask = enable;
  15329. };
  15330. /**
  15331. * Enable or disable color writing
  15332. * @param enable defines the state to set
  15333. */
  15334. Engine.prototype.setColorWrite = function (enable) {
  15335. this._gl.colorMask(enable, enable, enable, enable);
  15336. this._colorWrite = enable;
  15337. };
  15338. /**
  15339. * Gets a boolean indicating if color writing is enabled
  15340. * @returns the current color writing state
  15341. */
  15342. Engine.prototype.getColorWrite = function () {
  15343. return this._colorWrite;
  15344. };
  15345. /**
  15346. * Sets alpha constants used by some alpha blending modes
  15347. * @param r defines the red component
  15348. * @param g defines the green component
  15349. * @param b defines the blue component
  15350. * @param a defines the alpha component
  15351. */
  15352. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15353. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15354. };
  15355. /**
  15356. * Sets the current alpha mode
  15357. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15358. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15359. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15360. */
  15361. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15362. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15363. if (this._alphaMode === mode) {
  15364. return;
  15365. }
  15366. switch (mode) {
  15367. case Engine.ALPHA_DISABLE:
  15368. this._alphaState.alphaBlend = false;
  15369. break;
  15370. case Engine.ALPHA_PREMULTIPLIED:
  15371. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15372. this._alphaState.alphaBlend = true;
  15373. break;
  15374. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15375. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15376. this._alphaState.alphaBlend = true;
  15377. break;
  15378. case Engine.ALPHA_COMBINE:
  15379. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15380. this._alphaState.alphaBlend = true;
  15381. break;
  15382. case Engine.ALPHA_ONEONE:
  15383. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15384. this._alphaState.alphaBlend = true;
  15385. break;
  15386. case Engine.ALPHA_ADD:
  15387. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15388. this._alphaState.alphaBlend = true;
  15389. break;
  15390. case Engine.ALPHA_SUBTRACT:
  15391. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15392. this._alphaState.alphaBlend = true;
  15393. break;
  15394. case Engine.ALPHA_MULTIPLY:
  15395. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15396. this._alphaState.alphaBlend = true;
  15397. break;
  15398. case Engine.ALPHA_MAXIMIZED:
  15399. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15400. this._alphaState.alphaBlend = true;
  15401. break;
  15402. case Engine.ALPHA_INTERPOLATE:
  15403. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15404. this._alphaState.alphaBlend = true;
  15405. break;
  15406. case Engine.ALPHA_SCREENMODE:
  15407. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15408. this._alphaState.alphaBlend = true;
  15409. break;
  15410. }
  15411. if (!noDepthWriteChange) {
  15412. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15413. }
  15414. this._alphaMode = mode;
  15415. };
  15416. /**
  15417. * Gets the current alpha mode
  15418. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15419. * @returns the current alpha mode
  15420. */
  15421. Engine.prototype.getAlphaMode = function () {
  15422. return this._alphaMode;
  15423. };
  15424. // Textures
  15425. /**
  15426. * Clears the list of texture accessible through engine.
  15427. * This can help preventing texture load conflict due to name collision.
  15428. */
  15429. Engine.prototype.clearInternalTexturesCache = function () {
  15430. this._internalTexturesCache = [];
  15431. };
  15432. /**
  15433. * Force the entire cache to be cleared
  15434. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15435. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15436. */
  15437. Engine.prototype.wipeCaches = function (bruteForce) {
  15438. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15439. return;
  15440. }
  15441. this._currentEffect = null;
  15442. this._viewportCached.x = 0;
  15443. this._viewportCached.y = 0;
  15444. this._viewportCached.z = 0;
  15445. this._viewportCached.w = 0;
  15446. if (bruteForce) {
  15447. this.resetTextureCache();
  15448. this._currentProgram = null;
  15449. this._stencilState.reset();
  15450. this._depthCullingState.reset();
  15451. this.setDepthFunctionToLessOrEqual();
  15452. this._alphaState.reset();
  15453. this._unpackFlipYCached = null;
  15454. }
  15455. this._resetVertexBufferBinding();
  15456. this._cachedIndexBuffer = null;
  15457. this._cachedEffectForVertexBuffers = null;
  15458. this._unbindVertexArrayObject();
  15459. this.bindIndexBuffer(null);
  15460. };
  15461. /**
  15462. * Set the compressed texture format to use, based on the formats you have, and the formats
  15463. * supported by the hardware / browser.
  15464. *
  15465. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15466. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15467. * to API arguments needed to compressed textures. This puts the burden on the container
  15468. * generator to house the arcane code for determining these for current & future formats.
  15469. *
  15470. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15471. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15472. *
  15473. * Note: The result of this call is not taken into account when a texture is base64.
  15474. *
  15475. * @param formatsAvailable defines the list of those format families you have created
  15476. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15477. *
  15478. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15479. * @returns The extension selected.
  15480. */
  15481. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15482. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15483. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15484. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15485. return this._textureFormatInUse = this._texturesSupported[i];
  15486. }
  15487. }
  15488. }
  15489. // actively set format to nothing, to allow this to be called more than once
  15490. // and possibly fail the 2nd time
  15491. this._textureFormatInUse = null;
  15492. return null;
  15493. };
  15494. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15495. var gl = this._gl;
  15496. var magFilter = gl.NEAREST;
  15497. var minFilter = gl.NEAREST;
  15498. switch (samplingMode) {
  15499. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15500. magFilter = gl.LINEAR;
  15501. if (generateMipMaps) {
  15502. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15503. }
  15504. else {
  15505. minFilter = gl.LINEAR;
  15506. }
  15507. break;
  15508. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15509. magFilter = gl.LINEAR;
  15510. if (generateMipMaps) {
  15511. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15512. }
  15513. else {
  15514. minFilter = gl.LINEAR;
  15515. }
  15516. break;
  15517. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15518. magFilter = gl.NEAREST;
  15519. if (generateMipMaps) {
  15520. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15521. }
  15522. else {
  15523. minFilter = gl.NEAREST;
  15524. }
  15525. break;
  15526. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15527. magFilter = gl.NEAREST;
  15528. if (generateMipMaps) {
  15529. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15530. }
  15531. else {
  15532. minFilter = gl.NEAREST;
  15533. }
  15534. break;
  15535. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15536. magFilter = gl.NEAREST;
  15537. if (generateMipMaps) {
  15538. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15539. }
  15540. else {
  15541. minFilter = gl.LINEAR;
  15542. }
  15543. break;
  15544. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15545. magFilter = gl.NEAREST;
  15546. if (generateMipMaps) {
  15547. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15548. }
  15549. else {
  15550. minFilter = gl.LINEAR;
  15551. }
  15552. break;
  15553. case Engine.TEXTURE_NEAREST_LINEAR:
  15554. magFilter = gl.NEAREST;
  15555. minFilter = gl.LINEAR;
  15556. break;
  15557. case Engine.TEXTURE_NEAREST_NEAREST:
  15558. magFilter = gl.NEAREST;
  15559. minFilter = gl.NEAREST;
  15560. break;
  15561. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15562. magFilter = gl.LINEAR;
  15563. if (generateMipMaps) {
  15564. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15565. }
  15566. else {
  15567. minFilter = gl.NEAREST;
  15568. }
  15569. break;
  15570. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15571. magFilter = gl.LINEAR;
  15572. if (generateMipMaps) {
  15573. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15574. }
  15575. else {
  15576. minFilter = gl.NEAREST;
  15577. }
  15578. break;
  15579. case Engine.TEXTURE_LINEAR_LINEAR:
  15580. magFilter = gl.LINEAR;
  15581. minFilter = gl.LINEAR;
  15582. break;
  15583. case Engine.TEXTURE_LINEAR_NEAREST:
  15584. magFilter = gl.LINEAR;
  15585. minFilter = gl.NEAREST;
  15586. break;
  15587. }
  15588. return {
  15589. min: minFilter,
  15590. mag: magFilter
  15591. };
  15592. };
  15593. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15594. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15595. var img;
  15596. var onload = function () {
  15597. loadedImages[index] = img;
  15598. loadedImages._internalCount++;
  15599. if (scene) {
  15600. scene._removePendingData(img);
  15601. }
  15602. if (loadedImages._internalCount === 6) {
  15603. onfinish(loadedImages);
  15604. }
  15605. };
  15606. var onerror = function (message, exception) {
  15607. if (scene) {
  15608. scene._removePendingData(img);
  15609. }
  15610. if (onErrorCallBack) {
  15611. onErrorCallBack(message, exception);
  15612. }
  15613. };
  15614. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15615. if (scene) {
  15616. scene._addPendingData(img);
  15617. }
  15618. };
  15619. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15620. if (onError === void 0) { onError = null; }
  15621. var loadedImages = [];
  15622. loadedImages._internalCount = 0;
  15623. for (var index = 0; index < 6; index++) {
  15624. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15625. }
  15626. };
  15627. /** @hidden */
  15628. Engine.prototype._createTexture = function () {
  15629. var texture = this._gl.createTexture();
  15630. if (!texture) {
  15631. throw new Error("Unable to create texture");
  15632. }
  15633. return texture;
  15634. };
  15635. /**
  15636. * Usually called from BABYLON.Texture.ts.
  15637. * Passed information to create a WebGLTexture
  15638. * @param urlArg defines a value which contains one of the following:
  15639. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15640. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15641. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15642. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15643. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  15644. * @param scene needed for loading to the correct scene
  15645. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15646. * @param onLoad optional callback to be called upon successful completion
  15647. * @param onError optional callback to be called upon failure
  15648. * @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
  15649. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15650. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15651. * @param forcedExtension defines the extension to use to pick the right loader
  15652. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  15653. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15654. */
  15655. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension, excludeLoaders) {
  15656. var _this = this;
  15657. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15658. if (onLoad === void 0) { onLoad = null; }
  15659. if (onError === void 0) { onError = null; }
  15660. if (buffer === void 0) { buffer = null; }
  15661. if (fallback === void 0) { fallback = null; }
  15662. if (format === void 0) { format = null; }
  15663. if (forcedExtension === void 0) { forcedExtension = null; }
  15664. if (excludeLoaders === void 0) { excludeLoaders = []; }
  15665. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15666. var fromData = url.substr(0, 5) === "data:";
  15667. var fromBlob = url.substr(0, 5) === "blob:";
  15668. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15669. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15670. // establish the file extension, if possible
  15671. var lastDot = url.lastIndexOf('.');
  15672. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15673. var loader = null;
  15674. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15675. var availableLoader = _a[_i];
  15676. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15677. loader = availableLoader;
  15678. break;
  15679. }
  15680. }
  15681. if (loader) {
  15682. url = loader.transformUrl(url, this._textureFormatInUse);
  15683. }
  15684. if (scene) {
  15685. scene._addPendingData(texture);
  15686. }
  15687. texture.url = url;
  15688. texture.generateMipMaps = !noMipmap;
  15689. texture.samplingMode = samplingMode;
  15690. texture.invertY = invertY;
  15691. if (!this._doNotHandleContextLost) {
  15692. // Keep a link to the buffer only if we plan to handle context lost
  15693. texture._buffer = buffer;
  15694. }
  15695. var onLoadObserver = null;
  15696. if (onLoad && !fallback) {
  15697. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15698. }
  15699. if (!fallback) {
  15700. this._internalTexturesCache.push(texture);
  15701. }
  15702. var onInternalError = function (message, exception) {
  15703. if (scene) {
  15704. scene._removePendingData(texture);
  15705. }
  15706. var customFallback = false;
  15707. if (loader) {
  15708. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15709. if (fallbackUrl) {
  15710. // Add Back
  15711. customFallback = true;
  15712. excludeLoaders.push(loader);
  15713. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  15714. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture, undefined, undefined, excludeLoaders);
  15715. }
  15716. }
  15717. if (!customFallback) {
  15718. if (onLoadObserver) {
  15719. texture.onLoadedObservable.remove(onLoadObserver);
  15720. }
  15721. if (BABYLON.Tools.UseFallbackTexture) {
  15722. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15723. }
  15724. }
  15725. if (onError) {
  15726. onError(message || "Unknown error", exception);
  15727. }
  15728. };
  15729. // processing for non-image formats
  15730. if (loader) {
  15731. var callback = function (data) {
  15732. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done, loadFailed) {
  15733. if (loadFailed) {
  15734. onInternalError("TextureLoader failed to load data");
  15735. }
  15736. else {
  15737. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  15738. done();
  15739. return false;
  15740. }, samplingMode);
  15741. }
  15742. });
  15743. };
  15744. if (!buffer) {
  15745. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15746. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15747. });
  15748. }
  15749. else {
  15750. callback(buffer);
  15751. }
  15752. }
  15753. else {
  15754. var onload = function (img) {
  15755. if (fromBlob && !_this._doNotHandleContextLost) {
  15756. // We need to store the image if we need to rebuild the texture
  15757. // in case of a webgl context lost
  15758. texture._buffer = img;
  15759. }
  15760. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15761. var gl = _this._gl;
  15762. var isPot = (img.width === potWidth && img.height === potHeight);
  15763. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15764. if (isPot) {
  15765. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15766. return false;
  15767. }
  15768. var maxTextureSize = _this._caps.maxTextureSize;
  15769. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15770. _this._prepareWorkingCanvas();
  15771. if (!_this._workingCanvas || !_this._workingContext) {
  15772. return false;
  15773. }
  15774. _this._workingCanvas.width = potWidth;
  15775. _this._workingCanvas.height = potHeight;
  15776. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15777. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15778. texture.width = potWidth;
  15779. texture.height = potHeight;
  15780. return false;
  15781. }
  15782. else {
  15783. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15784. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15785. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15786. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15787. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15788. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15789. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15790. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15791. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15792. _this._releaseTexture(source_1);
  15793. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15794. continuationCallback();
  15795. });
  15796. }
  15797. return true;
  15798. }, samplingMode);
  15799. };
  15800. if (!fromData || isBase64) {
  15801. if (buffer instanceof HTMLImageElement) {
  15802. onload(buffer);
  15803. }
  15804. else {
  15805. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15806. }
  15807. }
  15808. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15809. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15810. }
  15811. else {
  15812. onload(buffer);
  15813. }
  15814. }
  15815. return texture;
  15816. };
  15817. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15818. var _this = this;
  15819. var rtt = this.createRenderTargetTexture({
  15820. width: destination.width,
  15821. height: destination.height,
  15822. }, {
  15823. generateMipMaps: false,
  15824. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15825. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15826. generateDepthBuffer: false,
  15827. generateStencilBuffer: false
  15828. });
  15829. if (!this._rescalePostProcess) {
  15830. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15831. }
  15832. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15833. _this._rescalePostProcess.onApply = function (effect) {
  15834. effect._bindTexture("textureSampler", source);
  15835. };
  15836. var hostingScene = scene;
  15837. if (!hostingScene) {
  15838. hostingScene = _this.scenes[_this.scenes.length - 1];
  15839. }
  15840. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15841. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15842. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15843. _this.unBindFramebuffer(rtt);
  15844. _this._releaseTexture(rtt);
  15845. if (onComplete) {
  15846. onComplete();
  15847. }
  15848. });
  15849. };
  15850. /**
  15851. * Update a raw texture
  15852. * @param texture defines the texture to update
  15853. * @param data defines the data to store in the texture
  15854. * @param format defines the format of the data
  15855. * @param invertY defines if data must be stored with Y axis inverted
  15856. * @param compression defines the compression used (null by default)
  15857. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15858. */
  15859. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15860. if (compression === void 0) { compression = null; }
  15861. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15862. if (!texture) {
  15863. return;
  15864. }
  15865. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15866. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15867. // babylon's internalFormat but gl's texImage2D format
  15868. var internalFormat = this._getInternalFormat(format);
  15869. var textureType = this._getWebGLTextureType(type);
  15870. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15871. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15872. if (!this._doNotHandleContextLost) {
  15873. texture._bufferView = data;
  15874. texture.format = format;
  15875. texture.type = type;
  15876. texture.invertY = invertY;
  15877. texture._compression = compression;
  15878. }
  15879. if (texture.width % 4 !== 0) {
  15880. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15881. }
  15882. if (compression && data) {
  15883. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15884. }
  15885. else {
  15886. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15887. }
  15888. if (texture.generateMipMaps) {
  15889. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15890. }
  15891. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15892. // this.resetTextureCache();
  15893. texture.isReady = true;
  15894. };
  15895. /**
  15896. * Creates a raw texture
  15897. * @param data defines the data to store in the texture
  15898. * @param width defines the width of the texture
  15899. * @param height defines the height of the texture
  15900. * @param format defines the format of the data
  15901. * @param generateMipMaps defines if the engine should generate the mip levels
  15902. * @param invertY defines if data must be stored with Y axis inverted
  15903. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15904. * @param compression defines the compression used (null by default)
  15905. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15906. * @returns the raw texture inside an InternalTexture
  15907. */
  15908. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15909. if (compression === void 0) { compression = null; }
  15910. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15911. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15912. texture.baseWidth = width;
  15913. texture.baseHeight = height;
  15914. texture.width = width;
  15915. texture.height = height;
  15916. texture.format = format;
  15917. texture.generateMipMaps = generateMipMaps;
  15918. texture.samplingMode = samplingMode;
  15919. texture.invertY = invertY;
  15920. texture._compression = compression;
  15921. texture.type = type;
  15922. if (!this._doNotHandleContextLost) {
  15923. texture._bufferView = data;
  15924. }
  15925. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15926. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15927. // Filters
  15928. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15929. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15930. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15931. if (generateMipMaps) {
  15932. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15933. }
  15934. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15935. this._internalTexturesCache.push(texture);
  15936. return texture;
  15937. };
  15938. /** @hidden */
  15939. Engine.prototype._unpackFlipY = function (value) {
  15940. if (this._unpackFlipYCached !== value) {
  15941. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15942. if (this.enableUnpackFlipYCached) {
  15943. this._unpackFlipYCached = value;
  15944. }
  15945. }
  15946. };
  15947. /** @hidden */
  15948. Engine.prototype._getUnpackAlignement = function () {
  15949. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15950. };
  15951. /**
  15952. * Creates a dynamic texture
  15953. * @param width defines the width of the texture
  15954. * @param height defines the height of the texture
  15955. * @param generateMipMaps defines if the engine should generate the mip levels
  15956. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15957. * @returns the dynamic texture inside an InternalTexture
  15958. */
  15959. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15960. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15961. texture.baseWidth = width;
  15962. texture.baseHeight = height;
  15963. if (generateMipMaps) {
  15964. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15965. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15966. }
  15967. // this.resetTextureCache();
  15968. texture.width = width;
  15969. texture.height = height;
  15970. texture.isReady = false;
  15971. texture.generateMipMaps = generateMipMaps;
  15972. texture.samplingMode = samplingMode;
  15973. this.updateTextureSamplingMode(samplingMode, texture);
  15974. this._internalTexturesCache.push(texture);
  15975. return texture;
  15976. };
  15977. /**
  15978. * Update the sampling mode of a given texture
  15979. * @param samplingMode defines the required sampling mode
  15980. * @param texture defines the texture to update
  15981. */
  15982. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  15983. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  15984. if (texture.isCube) {
  15985. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15986. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15987. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15988. }
  15989. else if (texture.is3D) {
  15990. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15991. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15992. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  15993. }
  15994. else {
  15995. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15996. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15997. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15998. }
  15999. texture.samplingMode = samplingMode;
  16000. };
  16001. /**
  16002. * Update the content of a dynamic texture
  16003. * @param texture defines the texture to update
  16004. * @param canvas defines the canvas containing the source
  16005. * @param invertY defines if data must be stored with Y axis inverted
  16006. * @param premulAlpha defines if alpha is stored as premultiplied
  16007. * @param format defines the format of the data
  16008. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16009. */
  16010. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  16011. if (premulAlpha === void 0) { premulAlpha = false; }
  16012. if (forceBindTexture === void 0) { forceBindTexture = false; }
  16013. if (!texture) {
  16014. return;
  16015. }
  16016. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  16017. this._unpackFlipY(invertY);
  16018. if (premulAlpha) {
  16019. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  16020. }
  16021. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  16022. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  16023. if (texture.generateMipMaps) {
  16024. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16025. }
  16026. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16027. if (premulAlpha) {
  16028. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  16029. }
  16030. texture.isReady = true;
  16031. };
  16032. /**
  16033. * Update a video texture
  16034. * @param texture defines the texture to update
  16035. * @param video defines the video element to use
  16036. * @param invertY defines if data must be stored with Y axis inverted
  16037. */
  16038. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  16039. if (!texture || texture._isDisabled) {
  16040. return;
  16041. }
  16042. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16043. this._unpackFlipY(!invertY); // Video are upside down by default
  16044. try {
  16045. // Testing video texture support
  16046. if (this._videoTextureSupported === undefined) {
  16047. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16048. if (this._gl.getError() !== 0) {
  16049. this._videoTextureSupported = false;
  16050. }
  16051. else {
  16052. this._videoTextureSupported = true;
  16053. }
  16054. }
  16055. // Copy video through the current working canvas if video texture is not supported
  16056. if (!this._videoTextureSupported) {
  16057. if (!texture._workingCanvas) {
  16058. texture._workingCanvas = document.createElement("canvas");
  16059. var context = texture._workingCanvas.getContext("2d");
  16060. if (!context) {
  16061. throw new Error("Unable to get 2d context");
  16062. }
  16063. texture._workingContext = context;
  16064. texture._workingCanvas.width = texture.width;
  16065. texture._workingCanvas.height = texture.height;
  16066. }
  16067. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  16068. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  16069. }
  16070. else {
  16071. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16072. }
  16073. if (texture.generateMipMaps) {
  16074. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16075. }
  16076. if (!wasPreviouslyBound) {
  16077. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16078. }
  16079. // this.resetTextureCache();
  16080. texture.isReady = true;
  16081. }
  16082. catch (ex) {
  16083. // Something unexpected
  16084. // Let's disable the texture
  16085. texture._isDisabled = true;
  16086. }
  16087. };
  16088. /**
  16089. * Updates a depth texture Comparison Mode and Function.
  16090. * If the comparison Function is equal to 0, the mode will be set to none.
  16091. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  16092. * @param texture The texture to set the comparison function for
  16093. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  16094. */
  16095. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  16096. if (this.webGLVersion === 1) {
  16097. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  16098. return;
  16099. }
  16100. var gl = this._gl;
  16101. if (texture.isCube) {
  16102. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16103. if (comparisonFunction === 0) {
  16104. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16105. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16106. }
  16107. else {
  16108. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16109. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16110. }
  16111. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16112. }
  16113. else {
  16114. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16115. if (comparisonFunction === 0) {
  16116. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16117. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16118. }
  16119. else {
  16120. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16121. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16122. }
  16123. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16124. }
  16125. texture._comparisonFunction = comparisonFunction;
  16126. };
  16127. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16128. var width = size.width || size;
  16129. var height = size.height || size;
  16130. internalTexture.baseWidth = width;
  16131. internalTexture.baseHeight = height;
  16132. internalTexture.width = width;
  16133. internalTexture.height = height;
  16134. internalTexture.isReady = true;
  16135. internalTexture.samples = 1;
  16136. internalTexture.generateMipMaps = false;
  16137. internalTexture._generateDepthBuffer = true;
  16138. internalTexture._generateStencilBuffer = generateStencil;
  16139. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16140. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16141. internalTexture._comparisonFunction = comparisonFunction;
  16142. var gl = this._gl;
  16143. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16144. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16145. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16146. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16147. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16148. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16149. if (comparisonFunction === 0) {
  16150. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16151. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16152. }
  16153. else {
  16154. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16155. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16156. }
  16157. };
  16158. /**
  16159. * Creates a depth stencil texture.
  16160. * This is only available in WebGL 2 or with the depth texture extension available.
  16161. * @param size The size of face edge in the texture.
  16162. * @param options The options defining the texture.
  16163. * @returns The texture
  16164. */
  16165. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16166. if (options.isCube) {
  16167. var width = size.width || size;
  16168. return this._createDepthStencilCubeTexture(width, options);
  16169. }
  16170. else {
  16171. return this._createDepthStencilTexture(size, options);
  16172. }
  16173. };
  16174. /**
  16175. * Creates a depth stencil texture.
  16176. * This is only available in WebGL 2 or with the depth texture extension available.
  16177. * @param size The size of face edge in the texture.
  16178. * @param options The options defining the texture.
  16179. * @returns The texture
  16180. */
  16181. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16182. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16183. if (!this._caps.depthTextureExtension) {
  16184. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16185. return internalTexture;
  16186. }
  16187. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16188. var gl = this._gl;
  16189. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16190. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16191. if (this.webGLVersion > 1) {
  16192. if (internalOptions.generateStencil) {
  16193. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16194. }
  16195. else {
  16196. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16197. }
  16198. }
  16199. else {
  16200. if (internalOptions.generateStencil) {
  16201. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16202. }
  16203. else {
  16204. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16205. }
  16206. }
  16207. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16208. return internalTexture;
  16209. };
  16210. /**
  16211. * Creates a depth stencil cube texture.
  16212. * This is only available in WebGL 2.
  16213. * @param size The size of face edge in the cube texture.
  16214. * @param options The options defining the cube texture.
  16215. * @returns The cube texture
  16216. */
  16217. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16218. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16219. internalTexture.isCube = true;
  16220. if (this.webGLVersion === 1) {
  16221. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16222. return internalTexture;
  16223. }
  16224. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16225. var gl = this._gl;
  16226. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16227. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16228. // Create the depth/stencil buffer
  16229. for (var face = 0; face < 6; face++) {
  16230. if (internalOptions.generateStencil) {
  16231. 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);
  16232. }
  16233. else {
  16234. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16235. }
  16236. }
  16237. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16238. return internalTexture;
  16239. };
  16240. /**
  16241. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16242. * @param renderTarget The render target to set the frame buffer for
  16243. */
  16244. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16245. // Create the framebuffer
  16246. var internalTexture = renderTarget.getInternalTexture();
  16247. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16248. return;
  16249. }
  16250. var gl = this._gl;
  16251. var depthStencilTexture = renderTarget.depthStencilTexture;
  16252. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16253. if (depthStencilTexture.isCube) {
  16254. if (depthStencilTexture._generateStencilBuffer) {
  16255. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16256. }
  16257. else {
  16258. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16259. }
  16260. }
  16261. else {
  16262. if (depthStencilTexture._generateStencilBuffer) {
  16263. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16264. }
  16265. else {
  16266. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16267. }
  16268. }
  16269. this.bindUnboundFramebuffer(null);
  16270. };
  16271. /**
  16272. * Creates a new render target texture
  16273. * @param size defines the size of the texture
  16274. * @param options defines the options used to create the texture
  16275. * @returns a new render target texture stored in an InternalTexture
  16276. */
  16277. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16278. var fullOptions = new RenderTargetCreationOptions();
  16279. if (options !== undefined && typeof options === "object") {
  16280. fullOptions.generateMipMaps = options.generateMipMaps;
  16281. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16282. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16283. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16284. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16285. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16286. }
  16287. else {
  16288. fullOptions.generateMipMaps = options;
  16289. fullOptions.generateDepthBuffer = true;
  16290. fullOptions.generateStencilBuffer = false;
  16291. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16292. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16293. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16294. }
  16295. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16296. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16297. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16298. }
  16299. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16300. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16301. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16302. }
  16303. var gl = this._gl;
  16304. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16305. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16306. var width = size.width || size;
  16307. var height = size.height || size;
  16308. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16309. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16310. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16311. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16312. }
  16313. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16314. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16315. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16316. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16317. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16318. // Create the framebuffer
  16319. var currentFrameBuffer = this._currentFramebuffer;
  16320. var framebuffer = gl.createFramebuffer();
  16321. this.bindUnboundFramebuffer(framebuffer);
  16322. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16323. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16324. if (fullOptions.generateMipMaps) {
  16325. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16326. }
  16327. // Unbind
  16328. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16329. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16330. this.bindUnboundFramebuffer(currentFrameBuffer);
  16331. texture._framebuffer = framebuffer;
  16332. texture.baseWidth = width;
  16333. texture.baseHeight = height;
  16334. texture.width = width;
  16335. texture.height = height;
  16336. texture.isReady = true;
  16337. texture.samples = 1;
  16338. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16339. texture.samplingMode = fullOptions.samplingMode;
  16340. texture.type = fullOptions.type;
  16341. texture.format = fullOptions.format;
  16342. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16343. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16344. // this.resetTextureCache();
  16345. this._internalTexturesCache.push(texture);
  16346. return texture;
  16347. };
  16348. /**
  16349. * Create a multi render target texture
  16350. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16351. * @param size defines the size of the texture
  16352. * @param options defines the creation options
  16353. * @returns the cube texture as an InternalTexture
  16354. */
  16355. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16356. var generateMipMaps = false;
  16357. var generateDepthBuffer = true;
  16358. var generateStencilBuffer = false;
  16359. var generateDepthTexture = false;
  16360. var textureCount = 1;
  16361. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16362. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16363. var types = new Array();
  16364. var samplingModes = new Array();
  16365. if (options !== undefined) {
  16366. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16367. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16368. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16369. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16370. textureCount = options.textureCount || 1;
  16371. if (options.types) {
  16372. types = options.types;
  16373. }
  16374. if (options.samplingModes) {
  16375. samplingModes = options.samplingModes;
  16376. }
  16377. }
  16378. var gl = this._gl;
  16379. // Create the framebuffer
  16380. var framebuffer = gl.createFramebuffer();
  16381. this.bindUnboundFramebuffer(framebuffer);
  16382. var width = size.width || size;
  16383. var height = size.height || size;
  16384. var textures = [];
  16385. var attachments = [];
  16386. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16387. for (var i = 0; i < textureCount; i++) {
  16388. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16389. var type = types[i] || defaultType;
  16390. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16391. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16392. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16393. }
  16394. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16395. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16396. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16397. }
  16398. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16399. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16400. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16401. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16402. }
  16403. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16404. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16405. textures.push(texture);
  16406. attachments.push(attachment);
  16407. gl.activeTexture(gl["TEXTURE" + i]);
  16408. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16409. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16410. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16411. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16412. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16413. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16414. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16415. if (generateMipMaps) {
  16416. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16417. }
  16418. // Unbind
  16419. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16420. texture._framebuffer = framebuffer;
  16421. texture._depthStencilBuffer = depthStencilBuffer;
  16422. texture.baseWidth = width;
  16423. texture.baseHeight = height;
  16424. texture.width = width;
  16425. texture.height = height;
  16426. texture.isReady = true;
  16427. texture.samples = 1;
  16428. texture.generateMipMaps = generateMipMaps;
  16429. texture.samplingMode = samplingMode;
  16430. texture.type = type;
  16431. texture._generateDepthBuffer = generateDepthBuffer;
  16432. texture._generateStencilBuffer = generateStencilBuffer;
  16433. texture._attachments = attachments;
  16434. this._internalTexturesCache.push(texture);
  16435. }
  16436. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16437. // Depth texture
  16438. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16439. gl.activeTexture(gl.TEXTURE0);
  16440. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16441. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16442. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16443. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16444. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16445. 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);
  16446. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16447. depthTexture._framebuffer = framebuffer;
  16448. depthTexture.baseWidth = width;
  16449. depthTexture.baseHeight = height;
  16450. depthTexture.width = width;
  16451. depthTexture.height = height;
  16452. depthTexture.isReady = true;
  16453. depthTexture.samples = 1;
  16454. depthTexture.generateMipMaps = generateMipMaps;
  16455. depthTexture.samplingMode = gl.NEAREST;
  16456. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16457. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16458. textures.push(depthTexture);
  16459. this._internalTexturesCache.push(depthTexture);
  16460. }
  16461. gl.drawBuffers(attachments);
  16462. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16463. this.bindUnboundFramebuffer(null);
  16464. this.resetTextureCache();
  16465. return textures;
  16466. };
  16467. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16468. if (samples === void 0) { samples = 1; }
  16469. var depthStencilBuffer = null;
  16470. var gl = this._gl;
  16471. // Create the depth/stencil buffer
  16472. if (generateStencilBuffer) {
  16473. depthStencilBuffer = gl.createRenderbuffer();
  16474. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16475. if (samples > 1) {
  16476. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16477. }
  16478. else {
  16479. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16480. }
  16481. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16482. }
  16483. else if (generateDepthBuffer) {
  16484. depthStencilBuffer = gl.createRenderbuffer();
  16485. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16486. if (samples > 1) {
  16487. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16488. }
  16489. else {
  16490. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16491. }
  16492. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16493. }
  16494. return depthStencilBuffer;
  16495. };
  16496. /**
  16497. * Updates the sample count of a render target texture
  16498. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16499. * @param texture defines the texture to update
  16500. * @param samples defines the sample count to set
  16501. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16502. */
  16503. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16504. if (this.webGLVersion < 2 || !texture) {
  16505. return 1;
  16506. }
  16507. if (texture.samples === samples) {
  16508. return samples;
  16509. }
  16510. var gl = this._gl;
  16511. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16512. // Dispose previous render buffers
  16513. if (texture._depthStencilBuffer) {
  16514. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16515. texture._depthStencilBuffer = null;
  16516. }
  16517. if (texture._MSAAFramebuffer) {
  16518. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16519. texture._MSAAFramebuffer = null;
  16520. }
  16521. if (texture._MSAARenderBuffer) {
  16522. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16523. texture._MSAARenderBuffer = null;
  16524. }
  16525. if (samples > 1) {
  16526. var framebuffer = gl.createFramebuffer();
  16527. if (!framebuffer) {
  16528. throw new Error("Unable to create multi sampled framebuffer");
  16529. }
  16530. texture._MSAAFramebuffer = framebuffer;
  16531. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16532. var colorRenderbuffer = gl.createRenderbuffer();
  16533. if (!colorRenderbuffer) {
  16534. throw new Error("Unable to create multi sampled framebuffer");
  16535. }
  16536. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16537. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16538. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16539. texture._MSAARenderBuffer = colorRenderbuffer;
  16540. }
  16541. else {
  16542. this.bindUnboundFramebuffer(texture._framebuffer);
  16543. }
  16544. texture.samples = samples;
  16545. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16546. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16547. this.bindUnboundFramebuffer(null);
  16548. return samples;
  16549. };
  16550. /**
  16551. * Update the sample count for a given multiple render target texture
  16552. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16553. * @param textures defines the textures to update
  16554. * @param samples defines the sample count to set
  16555. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16556. */
  16557. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16558. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16559. return 1;
  16560. }
  16561. if (textures[0].samples === samples) {
  16562. return samples;
  16563. }
  16564. var gl = this._gl;
  16565. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16566. // Dispose previous render buffers
  16567. if (textures[0]._depthStencilBuffer) {
  16568. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16569. textures[0]._depthStencilBuffer = null;
  16570. }
  16571. if (textures[0]._MSAAFramebuffer) {
  16572. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16573. textures[0]._MSAAFramebuffer = null;
  16574. }
  16575. for (var i = 0; i < textures.length; i++) {
  16576. if (textures[i]._MSAARenderBuffer) {
  16577. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16578. textures[i]._MSAARenderBuffer = null;
  16579. }
  16580. }
  16581. if (samples > 1) {
  16582. var framebuffer = gl.createFramebuffer();
  16583. if (!framebuffer) {
  16584. throw new Error("Unable to create multi sampled framebuffer");
  16585. }
  16586. this.bindUnboundFramebuffer(framebuffer);
  16587. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16588. var attachments = [];
  16589. for (var i = 0; i < textures.length; i++) {
  16590. var texture = textures[i];
  16591. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16592. var colorRenderbuffer = gl.createRenderbuffer();
  16593. if (!colorRenderbuffer) {
  16594. throw new Error("Unable to create multi sampled framebuffer");
  16595. }
  16596. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16597. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16598. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16599. texture._MSAAFramebuffer = framebuffer;
  16600. texture._MSAARenderBuffer = colorRenderbuffer;
  16601. texture.samples = samples;
  16602. texture._depthStencilBuffer = depthStencilBuffer;
  16603. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16604. attachments.push(attachment);
  16605. }
  16606. gl.drawBuffers(attachments);
  16607. }
  16608. else {
  16609. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16610. }
  16611. this.bindUnboundFramebuffer(null);
  16612. return samples;
  16613. };
  16614. /** @hidden */
  16615. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16616. if (faceIndex === void 0) { faceIndex = 0; }
  16617. if (lod === void 0) { lod = 0; }
  16618. var gl = this._gl;
  16619. var target = gl.TEXTURE_2D;
  16620. if (texture.isCube) {
  16621. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16622. }
  16623. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16624. };
  16625. /** @hidden */
  16626. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16627. if (faceIndex === void 0) { faceIndex = 0; }
  16628. if (lod === void 0) { lod = 0; }
  16629. var gl = this._gl;
  16630. var textureType = this._getWebGLTextureType(texture.type);
  16631. var format = this._getInternalFormat(texture.format);
  16632. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16633. this._unpackFlipY(texture.invertY);
  16634. var target = gl.TEXTURE_2D;
  16635. if (texture.isCube) {
  16636. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16637. }
  16638. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16639. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16640. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16641. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16642. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16643. };
  16644. /** @hidden */
  16645. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16646. if (faceIndex === void 0) { faceIndex = 0; }
  16647. if (lod === void 0) { lod = 0; }
  16648. var gl = this._gl;
  16649. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16650. this._bindTextureDirectly(bindTarget, texture, true);
  16651. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16652. this._bindTextureDirectly(bindTarget, null, true);
  16653. };
  16654. /** @hidden */
  16655. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16656. if (faceIndex === void 0) { faceIndex = 0; }
  16657. if (lod === void 0) { lod = 0; }
  16658. var gl = this._gl;
  16659. var textureType = this._getWebGLTextureType(texture.type);
  16660. var format = this._getInternalFormat(texture.format);
  16661. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16662. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16663. this._bindTextureDirectly(bindTarget, texture, true);
  16664. this._unpackFlipY(texture.invertY);
  16665. var target = gl.TEXTURE_2D;
  16666. if (texture.isCube) {
  16667. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16668. }
  16669. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16670. this._bindTextureDirectly(bindTarget, null, true);
  16671. };
  16672. /**
  16673. * Creates a new render target cube texture
  16674. * @param size defines the size of the texture
  16675. * @param options defines the options used to create the texture
  16676. * @returns a new render target cube texture stored in an InternalTexture
  16677. */
  16678. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16679. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16680. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16681. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16682. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16683. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16684. }
  16685. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16686. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16687. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16688. }
  16689. var gl = this._gl;
  16690. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16691. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16692. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16693. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16694. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16695. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16696. }
  16697. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16698. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16699. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16700. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16701. for (var face = 0; face < 6; face++) {
  16702. 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);
  16703. }
  16704. // Create the framebuffer
  16705. var framebuffer = gl.createFramebuffer();
  16706. this.bindUnboundFramebuffer(framebuffer);
  16707. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16708. // MipMaps
  16709. if (fullOptions.generateMipMaps) {
  16710. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16711. }
  16712. // Unbind
  16713. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16714. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16715. this.bindUnboundFramebuffer(null);
  16716. texture._framebuffer = framebuffer;
  16717. texture.width = size;
  16718. texture.height = size;
  16719. texture.isReady = true;
  16720. texture.isCube = true;
  16721. texture.samples = 1;
  16722. texture.generateMipMaps = fullOptions.generateMipMaps;
  16723. texture.samplingMode = fullOptions.samplingMode;
  16724. texture.type = fullOptions.type;
  16725. texture.format = fullOptions.format;
  16726. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16727. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16728. this._internalTexturesCache.push(texture);
  16729. return texture;
  16730. };
  16731. /**
  16732. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16733. * @param rootUrl defines the url where the file to load is located
  16734. * @param scene defines the current scene
  16735. * @param lodScale defines scale to apply to the mip map selection
  16736. * @param lodOffset defines offset to apply to the mip map selection
  16737. * @param onLoad defines an optional callback raised when the texture is loaded
  16738. * @param onError defines an optional callback raised if there is an issue to load the texture
  16739. * @param format defines the format of the data
  16740. * @param forcedExtension defines the extension to use to pick the right loader
  16741. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16742. * @returns the cube texture as an InternalTexture
  16743. */
  16744. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16745. var _this = this;
  16746. if (onLoad === void 0) { onLoad = null; }
  16747. if (onError === void 0) { onError = null; }
  16748. if (forcedExtension === void 0) { forcedExtension = null; }
  16749. if (createPolynomials === void 0) { createPolynomials = true; }
  16750. var callback = function (loadData) {
  16751. if (!loadData) {
  16752. if (onLoad) {
  16753. onLoad(null);
  16754. }
  16755. return;
  16756. }
  16757. var texture = loadData.texture;
  16758. if (!createPolynomials) {
  16759. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16760. }
  16761. else if (loadData.info.sphericalPolynomial) {
  16762. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16763. }
  16764. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16765. if (_this._caps.textureLOD) {
  16766. // Do not add extra process if texture lod is supported.
  16767. if (onLoad) {
  16768. onLoad(texture);
  16769. }
  16770. return;
  16771. }
  16772. var mipSlices = 3;
  16773. var gl = _this._gl;
  16774. var width = loadData.width;
  16775. if (!width) {
  16776. return;
  16777. }
  16778. var textures = [];
  16779. for (var i = 0; i < mipSlices; i++) {
  16780. //compute LOD from even spacing in smoothness (matching shader calculation)
  16781. var smoothness = i / (mipSlices - 1);
  16782. var roughness = 1 - smoothness;
  16783. var minLODIndex = lodOffset; // roughness = 0
  16784. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16785. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16786. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16787. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16788. glTextureFromLod.type = texture.type;
  16789. glTextureFromLod.format = texture.format;
  16790. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16791. glTextureFromLod.height = glTextureFromLod.width;
  16792. glTextureFromLod.isCube = true;
  16793. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16794. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16795. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16796. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16797. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16798. if (loadData.isDDS) {
  16799. var info = loadData.info;
  16800. var data = loadData.data;
  16801. _this._unpackFlipY(info.isCompressed);
  16802. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16803. }
  16804. else {
  16805. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16806. }
  16807. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16808. // Wrap in a base texture for easy binding.
  16809. var lodTexture = new BABYLON.BaseTexture(scene);
  16810. lodTexture.isCube = true;
  16811. lodTexture._texture = glTextureFromLod;
  16812. glTextureFromLod.isReady = true;
  16813. textures.push(lodTexture);
  16814. }
  16815. texture._lodTextureHigh = textures[2];
  16816. texture._lodTextureMid = textures[1];
  16817. texture._lodTextureLow = textures[0];
  16818. if (onLoad) {
  16819. onLoad(texture);
  16820. }
  16821. };
  16822. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16823. };
  16824. /**
  16825. * Creates a cube texture
  16826. * @param rootUrl defines the url where the files to load is located
  16827. * @param scene defines the current scene
  16828. * @param files defines the list of files to load (1 per face)
  16829. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16830. * @param onLoad defines an optional callback raised when the texture is loaded
  16831. * @param onError defines an optional callback raised if there is an issue to load the texture
  16832. * @param format defines the format of the data
  16833. * @param forcedExtension defines the extension to use to pick the right loader
  16834. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16835. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16836. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16837. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16838. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  16839. * @returns the cube texture as an InternalTexture
  16840. */
  16841. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback, excludeLoaders) {
  16842. var _this = this;
  16843. if (onLoad === void 0) { onLoad = null; }
  16844. if (onError === void 0) { onError = null; }
  16845. if (forcedExtension === void 0) { forcedExtension = null; }
  16846. if (createPolynomials === void 0) { createPolynomials = false; }
  16847. if (lodScale === void 0) { lodScale = 0; }
  16848. if (lodOffset === void 0) { lodOffset = 0; }
  16849. if (fallback === void 0) { fallback = null; }
  16850. if (excludeLoaders === void 0) { excludeLoaders = []; }
  16851. var gl = this._gl;
  16852. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16853. texture.isCube = true;
  16854. texture.url = rootUrl;
  16855. texture.generateMipMaps = !noMipmap;
  16856. texture._lodGenerationScale = lodScale;
  16857. texture._lodGenerationOffset = lodOffset;
  16858. if (!this._doNotHandleContextLost) {
  16859. texture._extension = forcedExtension;
  16860. texture._files = files;
  16861. }
  16862. var lastDot = rootUrl.lastIndexOf('.');
  16863. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16864. var loader = null;
  16865. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16866. var availableLoader = _a[_i];
  16867. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16868. loader = availableLoader;
  16869. break;
  16870. }
  16871. }
  16872. var onInternalError = function (request, exception) {
  16873. if (loader) {
  16874. var fallbackUrl = loader.getFallbackTextureUrl(texture.url, _this._textureFormatInUse);
  16875. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  16876. if (fallbackUrl) {
  16877. excludeLoaders.push(loader);
  16878. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture, excludeLoaders);
  16879. }
  16880. }
  16881. if (onError && request) {
  16882. onError(request.status + " " + request.statusText, exception);
  16883. }
  16884. };
  16885. if (loader) {
  16886. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16887. var onloaddata = function (data) {
  16888. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16889. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16890. };
  16891. if (files && files.length === 6) {
  16892. if (loader.supportCascades) {
  16893. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16894. }
  16895. else if (onError) {
  16896. onError("Textures type does not support cascades.");
  16897. }
  16898. }
  16899. else {
  16900. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16901. }
  16902. }
  16903. else {
  16904. if (!files) {
  16905. throw new Error("Cannot load cubemap because files were not defined");
  16906. }
  16907. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16908. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16909. var height = width;
  16910. _this._prepareWorkingCanvas();
  16911. if (!_this._workingCanvas || !_this._workingContext) {
  16912. return;
  16913. }
  16914. _this._workingCanvas.width = width;
  16915. _this._workingCanvas.height = height;
  16916. var faces = [
  16917. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16918. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16919. ];
  16920. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16921. _this._unpackFlipY(false);
  16922. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16923. for (var index = 0; index < faces.length; index++) {
  16924. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16925. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16926. }
  16927. if (!noMipmap) {
  16928. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16929. }
  16930. _this._setCubeMapTextureParams(!noMipmap);
  16931. texture.width = width;
  16932. texture.height = height;
  16933. texture.isReady = true;
  16934. if (format) {
  16935. texture.format = format;
  16936. }
  16937. texture.onLoadedObservable.notifyObservers(texture);
  16938. texture.onLoadedObservable.clear();
  16939. if (onLoad) {
  16940. onLoad();
  16941. }
  16942. }, files, onError);
  16943. }
  16944. this._internalTexturesCache.push(texture);
  16945. return texture;
  16946. };
  16947. /**
  16948. * @hidden
  16949. */
  16950. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16951. var gl = this._gl;
  16952. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16953. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16954. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16955. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16956. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16957. // this.resetTextureCache();
  16958. };
  16959. /**
  16960. * Update a raw cube texture
  16961. * @param texture defines the texture to udpdate
  16962. * @param data defines the data to store
  16963. * @param format defines the data format
  16964. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16965. * @param invertY defines if data must be stored with Y axis inverted
  16966. * @param compression defines the compression used (null by default)
  16967. * @param level defines which level of the texture to update
  16968. */
  16969. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  16970. if (compression === void 0) { compression = null; }
  16971. if (level === void 0) { level = 0; }
  16972. texture._bufferViewArray = data;
  16973. texture.format = format;
  16974. texture.type = type;
  16975. texture.invertY = invertY;
  16976. texture._compression = compression;
  16977. var gl = this._gl;
  16978. var textureType = this._getWebGLTextureType(type);
  16979. var internalFormat = this._getInternalFormat(format);
  16980. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  16981. var needConversion = false;
  16982. if (internalFormat === gl.RGB) {
  16983. internalFormat = gl.RGBA;
  16984. needConversion = true;
  16985. }
  16986. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16987. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16988. if (texture.width % 4 !== 0) {
  16989. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  16990. }
  16991. // Data are known to be in +X +Y +Z -X -Y -Z
  16992. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16993. var faceData = data[faceIndex];
  16994. if (compression) {
  16995. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  16996. }
  16997. else {
  16998. if (needConversion) {
  16999. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  17000. }
  17001. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  17002. }
  17003. }
  17004. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17005. if (isPot && texture.generateMipMaps && level === 0) {
  17006. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17007. }
  17008. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17009. // this.resetTextureCache();
  17010. texture.isReady = true;
  17011. };
  17012. /**
  17013. * Creates a new raw cube texture
  17014. * @param data defines the array of data to use to create each face
  17015. * @param size defines the size of the textures
  17016. * @param format defines the format of the data
  17017. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17018. * @param generateMipMaps defines if the engine should generate the mip levels
  17019. * @param invertY defines if data must be stored with Y axis inverted
  17020. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17021. * @param compression defines the compression used (null by default)
  17022. * @returns the cube texture as an InternalTexture
  17023. */
  17024. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  17025. if (compression === void 0) { compression = null; }
  17026. var gl = this._gl;
  17027. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  17028. texture.isCube = true;
  17029. texture.format = format;
  17030. texture.type = type;
  17031. if (!this._doNotHandleContextLost) {
  17032. texture._bufferViewArray = data;
  17033. }
  17034. var textureType = this._getWebGLTextureType(type);
  17035. var internalFormat = this._getInternalFormat(format);
  17036. if (internalFormat === gl.RGB) {
  17037. internalFormat = gl.RGBA;
  17038. }
  17039. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  17040. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  17041. generateMipMaps = false;
  17042. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17043. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17044. }
  17045. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  17046. generateMipMaps = false;
  17047. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17048. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17049. }
  17050. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  17051. generateMipMaps = false;
  17052. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  17053. }
  17054. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  17055. generateMipMaps = false;
  17056. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  17057. }
  17058. var width = size;
  17059. var height = width;
  17060. texture.width = width;
  17061. texture.height = height;
  17062. // Double check on POT to generate Mips.
  17063. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17064. if (!isPot) {
  17065. generateMipMaps = false;
  17066. }
  17067. // Upload data if needed. The texture won't be ready until then.
  17068. if (data) {
  17069. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  17070. }
  17071. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  17072. // Filters
  17073. if (data && generateMipMaps) {
  17074. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17075. }
  17076. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17077. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  17078. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  17079. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17080. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17081. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17082. texture.generateMipMaps = generateMipMaps;
  17083. return texture;
  17084. };
  17085. /**
  17086. * Creates a new raw cube texture from a specified url
  17087. * @param url defines the url where the data is located
  17088. * @param scene defines the current scene
  17089. * @param size defines the size of the textures
  17090. * @param format defines the format of the data
  17091. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17092. * @param noMipmap defines if the engine should avoid generating the mip levels
  17093. * @param callback defines a callback used to extract texture data from loaded data
  17094. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  17095. * @param onLoad defines a callback called when texture is loaded
  17096. * @param onError defines a callback called if there is an error
  17097. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17098. * @param invertY defines if data must be stored with Y axis inverted
  17099. * @returns the cube texture as an InternalTexture
  17100. */
  17101. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  17102. var _this = this;
  17103. if (onLoad === void 0) { onLoad = null; }
  17104. if (onError === void 0) { onError = null; }
  17105. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17106. if (invertY === void 0) { invertY = false; }
  17107. var gl = this._gl;
  17108. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17109. scene._addPendingData(texture);
  17110. texture.url = url;
  17111. this._internalTexturesCache.push(texture);
  17112. var onerror = function (request, exception) {
  17113. scene._removePendingData(texture);
  17114. if (onError && request) {
  17115. onError(request.status + " " + request.statusText, exception);
  17116. }
  17117. };
  17118. var internalCallback = function (data) {
  17119. var width = texture.width;
  17120. var faceDataArrays = callback(data);
  17121. if (!faceDataArrays) {
  17122. return;
  17123. }
  17124. if (mipmapGenerator) {
  17125. var textureType = _this._getWebGLTextureType(type);
  17126. var internalFormat = _this._getInternalFormat(format);
  17127. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17128. var needConversion = false;
  17129. if (internalFormat === gl.RGB) {
  17130. internalFormat = gl.RGBA;
  17131. needConversion = true;
  17132. }
  17133. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17134. _this._unpackFlipY(false);
  17135. var mipData = mipmapGenerator(faceDataArrays);
  17136. for (var level = 0; level < mipData.length; level++) {
  17137. var mipSize = width >> level;
  17138. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17139. var mipFaceData = mipData[level][faceIndex];
  17140. if (needConversion) {
  17141. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17142. }
  17143. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17144. }
  17145. }
  17146. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17147. }
  17148. else {
  17149. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17150. }
  17151. texture.isReady = true;
  17152. // this.resetTextureCache();
  17153. scene._removePendingData(texture);
  17154. if (onLoad) {
  17155. onLoad();
  17156. }
  17157. };
  17158. this._loadFile(url, function (data) {
  17159. internalCallback(data);
  17160. }, undefined, scene.offlineProvider, true, onerror);
  17161. return texture;
  17162. };
  17163. /**
  17164. * Update a raw 3D texture
  17165. * @param texture defines the texture to update
  17166. * @param data defines the data to store
  17167. * @param format defines the data format
  17168. * @param invertY defines if data must be stored with Y axis inverted
  17169. * @param compression defines the used compression (can be null)
  17170. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17171. */
  17172. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17173. if (compression === void 0) { compression = null; }
  17174. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17175. var internalType = this._getWebGLTextureType(textureType);
  17176. var internalFormat = this._getInternalFormat(format);
  17177. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17178. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17179. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17180. if (!this._doNotHandleContextLost) {
  17181. texture._bufferView = data;
  17182. texture.format = format;
  17183. texture.invertY = invertY;
  17184. texture._compression = compression;
  17185. }
  17186. if (texture.width % 4 !== 0) {
  17187. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17188. }
  17189. if (compression && data) {
  17190. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17191. }
  17192. else {
  17193. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17194. }
  17195. if (texture.generateMipMaps) {
  17196. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17197. }
  17198. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17199. // this.resetTextureCache();
  17200. texture.isReady = true;
  17201. };
  17202. /**
  17203. * Creates a new raw 3D texture
  17204. * @param data defines the data used to create the texture
  17205. * @param width defines the width of the texture
  17206. * @param height defines the height of the texture
  17207. * @param depth defines the depth of the texture
  17208. * @param format defines the format of the texture
  17209. * @param generateMipMaps defines if the engine must generate mip levels
  17210. * @param invertY defines if data must be stored with Y axis inverted
  17211. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17212. * @param compression defines the compressed used (can be null)
  17213. * @param textureType defines the compressed used (can be null)
  17214. * @returns a new raw 3D texture (stored in an InternalTexture)
  17215. */
  17216. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17217. if (compression === void 0) { compression = null; }
  17218. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17219. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17220. texture.baseWidth = width;
  17221. texture.baseHeight = height;
  17222. texture.baseDepth = depth;
  17223. texture.width = width;
  17224. texture.height = height;
  17225. texture.depth = depth;
  17226. texture.format = format;
  17227. texture.type = textureType;
  17228. texture.generateMipMaps = generateMipMaps;
  17229. texture.samplingMode = samplingMode;
  17230. texture.is3D = true;
  17231. if (!this._doNotHandleContextLost) {
  17232. texture._bufferView = data;
  17233. }
  17234. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17235. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17236. // Filters
  17237. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17238. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17239. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17240. if (generateMipMaps) {
  17241. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17242. }
  17243. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17244. this._internalTexturesCache.push(texture);
  17245. return texture;
  17246. };
  17247. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17248. var gl = this._gl;
  17249. if (!gl) {
  17250. return;
  17251. }
  17252. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17253. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17254. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17255. if (!noMipmap && !isCompressed) {
  17256. gl.generateMipmap(gl.TEXTURE_2D);
  17257. }
  17258. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17259. // this.resetTextureCache();
  17260. if (scene) {
  17261. scene._removePendingData(texture);
  17262. }
  17263. texture.onLoadedObservable.notifyObservers(texture);
  17264. texture.onLoadedObservable.clear();
  17265. };
  17266. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17267. var _this = this;
  17268. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17269. var maxTextureSize = this.getCaps().maxTextureSize;
  17270. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17271. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17272. var gl = this._gl;
  17273. if (!gl) {
  17274. return;
  17275. }
  17276. if (!texture._webGLTexture) {
  17277. // this.resetTextureCache();
  17278. if (scene) {
  17279. scene._removePendingData(texture);
  17280. }
  17281. return;
  17282. }
  17283. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17284. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17285. texture.baseWidth = width;
  17286. texture.baseHeight = height;
  17287. texture.width = potWidth;
  17288. texture.height = potHeight;
  17289. texture.isReady = true;
  17290. if (processFunction(potWidth, potHeight, function () {
  17291. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17292. })) {
  17293. // Returning as texture needs extra async steps
  17294. return;
  17295. }
  17296. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17297. };
  17298. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17299. // Create new RGBA data container.
  17300. var rgbaData;
  17301. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17302. rgbaData = new Float32Array(width * height * 4);
  17303. }
  17304. else {
  17305. rgbaData = new Uint32Array(width * height * 4);
  17306. }
  17307. // Convert each pixel.
  17308. for (var x = 0; x < width; x++) {
  17309. for (var y = 0; y < height; y++) {
  17310. var index = (y * width + x) * 3;
  17311. var newIndex = (y * width + x) * 4;
  17312. // Map Old Value to new value.
  17313. rgbaData[newIndex + 0] = rgbData[index + 0];
  17314. rgbaData[newIndex + 1] = rgbData[index + 1];
  17315. rgbaData[newIndex + 2] = rgbData[index + 2];
  17316. // Add fully opaque alpha channel.
  17317. rgbaData[newIndex + 3] = 1;
  17318. }
  17319. }
  17320. return rgbaData;
  17321. };
  17322. /** @hidden */
  17323. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17324. var gl = this._gl;
  17325. if (texture._framebuffer) {
  17326. gl.deleteFramebuffer(texture._framebuffer);
  17327. texture._framebuffer = null;
  17328. }
  17329. if (texture._depthStencilBuffer) {
  17330. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17331. texture._depthStencilBuffer = null;
  17332. }
  17333. if (texture._MSAAFramebuffer) {
  17334. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17335. texture._MSAAFramebuffer = null;
  17336. }
  17337. if (texture._MSAARenderBuffer) {
  17338. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17339. texture._MSAARenderBuffer = null;
  17340. }
  17341. };
  17342. /** @hidden */
  17343. Engine.prototype._releaseTexture = function (texture) {
  17344. var gl = this._gl;
  17345. this._releaseFramebufferObjects(texture);
  17346. gl.deleteTexture(texture._webGLTexture);
  17347. // Unbind channels
  17348. this.unbindAllTextures();
  17349. var index = this._internalTexturesCache.indexOf(texture);
  17350. if (index !== -1) {
  17351. this._internalTexturesCache.splice(index, 1);
  17352. }
  17353. // Integrated fixed lod samplers.
  17354. if (texture._lodTextureHigh) {
  17355. texture._lodTextureHigh.dispose();
  17356. }
  17357. if (texture._lodTextureMid) {
  17358. texture._lodTextureMid.dispose();
  17359. }
  17360. if (texture._lodTextureLow) {
  17361. texture._lodTextureLow.dispose();
  17362. }
  17363. // Set output texture of post process to null if the texture has been released/disposed
  17364. this.scenes.forEach(function (scene) {
  17365. scene.postProcesses.forEach(function (postProcess) {
  17366. if (postProcess._outputTexture == texture) {
  17367. postProcess._outputTexture = null;
  17368. }
  17369. });
  17370. scene.cameras.forEach(function (camera) {
  17371. camera._postProcesses.forEach(function (postProcess) {
  17372. if (postProcess) {
  17373. if (postProcess._outputTexture == texture) {
  17374. postProcess._outputTexture = null;
  17375. }
  17376. }
  17377. });
  17378. });
  17379. });
  17380. };
  17381. Engine.prototype.setProgram = function (program) {
  17382. if (this._currentProgram !== program) {
  17383. this._gl.useProgram(program);
  17384. this._currentProgram = program;
  17385. }
  17386. };
  17387. /**
  17388. * Binds an effect to the webGL context
  17389. * @param effect defines the effect to bind
  17390. */
  17391. Engine.prototype.bindSamplers = function (effect) {
  17392. this.setProgram(effect.getProgram());
  17393. var samplers = effect.getSamplers();
  17394. for (var index = 0; index < samplers.length; index++) {
  17395. var uniform = effect.getUniform(samplers[index]);
  17396. if (uniform) {
  17397. this._boundUniforms[index] = uniform;
  17398. }
  17399. }
  17400. this._currentEffect = null;
  17401. };
  17402. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17403. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17404. return;
  17405. }
  17406. // Remove
  17407. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17408. // Bind last to it
  17409. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17410. // Bind to dummy
  17411. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17412. };
  17413. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17414. if (!internalTexture) {
  17415. return -1;
  17416. }
  17417. internalTexture._initialSlot = channel;
  17418. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17419. if (channel !== internalTexture._designatedSlot) {
  17420. this._textureCollisions.addCount(1, false);
  17421. }
  17422. }
  17423. else {
  17424. if (channel !== internalTexture._designatedSlot) {
  17425. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17426. return internalTexture._designatedSlot;
  17427. }
  17428. else {
  17429. // No slot for this texture, let's pick a new one (if we find a free slot)
  17430. if (this._nextFreeTextureSlots.length) {
  17431. return this._nextFreeTextureSlots[0];
  17432. }
  17433. // We need to recycle the oldest bound texture, sorry.
  17434. this._textureCollisions.addCount(1, false);
  17435. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17436. }
  17437. }
  17438. }
  17439. return channel;
  17440. };
  17441. Engine.prototype._linkTrackers = function (previous, next) {
  17442. previous.next = next;
  17443. next.previous = previous;
  17444. };
  17445. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17446. var currentSlot = internalTexture._designatedSlot;
  17447. if (currentSlot === -1) {
  17448. return -1;
  17449. }
  17450. internalTexture._designatedSlot = -1;
  17451. if (this.disableTextureBindingOptimization) {
  17452. return -1;
  17453. }
  17454. // Remove from bound list
  17455. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17456. // Free the slot
  17457. this._boundTexturesCache[currentSlot] = null;
  17458. this._nextFreeTextureSlots.push(currentSlot);
  17459. return currentSlot;
  17460. };
  17461. Engine.prototype._activateCurrentTexture = function () {
  17462. if (this._currentTextureChannel !== this._activeChannel) {
  17463. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17464. this._currentTextureChannel = this._activeChannel;
  17465. }
  17466. };
  17467. /** @hidden */
  17468. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17469. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17470. if (force === void 0) { force = false; }
  17471. var wasPreviouslyBound = false;
  17472. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17473. this._activeChannel = texture._designatedSlot;
  17474. }
  17475. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17476. var isTextureForRendering = texture && texture._initialSlot > -1;
  17477. if (currentTextureBound !== texture || force) {
  17478. if (currentTextureBound) {
  17479. this._removeDesignatedSlot(currentTextureBound);
  17480. }
  17481. this._activateCurrentTexture();
  17482. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17483. this._boundTexturesCache[this._activeChannel] = texture;
  17484. if (texture) {
  17485. if (!this.disableTextureBindingOptimization) {
  17486. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17487. if (slotIndex > -1) {
  17488. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17489. }
  17490. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17491. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17492. }
  17493. texture._designatedSlot = this._activeChannel;
  17494. }
  17495. }
  17496. else if (forTextureDataUpdate) {
  17497. wasPreviouslyBound = true;
  17498. this._activateCurrentTexture();
  17499. }
  17500. if (isTextureForRendering && !forTextureDataUpdate) {
  17501. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17502. }
  17503. return wasPreviouslyBound;
  17504. };
  17505. /** @hidden */
  17506. Engine.prototype._bindTexture = function (channel, texture) {
  17507. if (channel < 0) {
  17508. return;
  17509. }
  17510. if (texture) {
  17511. channel = this._getCorrectTextureChannel(channel, texture);
  17512. }
  17513. this._activeChannel = channel;
  17514. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17515. };
  17516. /**
  17517. * Sets a texture to the webGL context from a postprocess
  17518. * @param channel defines the channel to use
  17519. * @param postProcess defines the source postprocess
  17520. */
  17521. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17522. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17523. };
  17524. /**
  17525. * Binds the output of the passed in post process to the texture channel specified
  17526. * @param channel The channel the texture should be bound to
  17527. * @param postProcess The post process which's output should be bound
  17528. */
  17529. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17530. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17531. };
  17532. /**
  17533. * Unbind all textures from the webGL context
  17534. */
  17535. Engine.prototype.unbindAllTextures = function () {
  17536. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17537. this._activeChannel = channel;
  17538. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17539. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17540. if (this.webGLVersion > 1) {
  17541. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17542. }
  17543. }
  17544. };
  17545. /**
  17546. * Sets a texture to the according uniform.
  17547. * @param channel The texture channel
  17548. * @param uniform The uniform to set
  17549. * @param texture The texture to apply
  17550. */
  17551. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17552. if (channel < 0) {
  17553. return;
  17554. }
  17555. if (uniform) {
  17556. this._boundUniforms[channel] = uniform;
  17557. }
  17558. this._setTexture(channel, texture);
  17559. };
  17560. /**
  17561. * Sets a depth stencil texture from a render target to the according uniform.
  17562. * @param channel The texture channel
  17563. * @param uniform The uniform to set
  17564. * @param texture The render target texture containing the depth stencil texture to apply
  17565. */
  17566. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17567. if (channel < 0) {
  17568. return;
  17569. }
  17570. if (uniform) {
  17571. this._boundUniforms[channel] = uniform;
  17572. }
  17573. if (!texture || !texture.depthStencilTexture) {
  17574. this._setTexture(channel, null);
  17575. }
  17576. else {
  17577. this._setTexture(channel, texture, false, true);
  17578. }
  17579. };
  17580. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17581. var uniform = this._boundUniforms[sourceSlot];
  17582. if (uniform._currentState === destination) {
  17583. return;
  17584. }
  17585. this._gl.uniform1i(uniform, destination);
  17586. uniform._currentState = destination;
  17587. };
  17588. Engine.prototype._getTextureWrapMode = function (mode) {
  17589. switch (mode) {
  17590. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17591. return this._gl.REPEAT;
  17592. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17593. return this._gl.CLAMP_TO_EDGE;
  17594. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17595. return this._gl.MIRRORED_REPEAT;
  17596. }
  17597. return this._gl.REPEAT;
  17598. };
  17599. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17600. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17601. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17602. // Not ready?
  17603. if (!texture) {
  17604. if (this._boundTexturesCache[channel] != null) {
  17605. this._activeChannel = channel;
  17606. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17607. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17608. if (this.webGLVersion > 1) {
  17609. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17610. }
  17611. }
  17612. return false;
  17613. }
  17614. // Video
  17615. if (texture.video) {
  17616. this._activeChannel = channel;
  17617. texture.update();
  17618. }
  17619. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17620. texture.delayLoad();
  17621. return false;
  17622. }
  17623. var internalTexture;
  17624. if (depthStencilTexture) {
  17625. internalTexture = texture.depthStencilTexture;
  17626. }
  17627. else if (texture.isReady()) {
  17628. internalTexture = texture.getInternalTexture();
  17629. }
  17630. else if (texture.isCube) {
  17631. internalTexture = this.emptyCubeTexture;
  17632. }
  17633. else if (texture.is3D) {
  17634. internalTexture = this.emptyTexture3D;
  17635. }
  17636. else {
  17637. internalTexture = this.emptyTexture;
  17638. }
  17639. if (!isPartOfTextureArray) {
  17640. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17641. }
  17642. var needToBind = true;
  17643. if (this._boundTexturesCache[channel] === internalTexture) {
  17644. this._moveBoundTextureOnTop(internalTexture);
  17645. if (!isPartOfTextureArray) {
  17646. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17647. }
  17648. needToBind = false;
  17649. }
  17650. this._activeChannel = channel;
  17651. if (internalTexture && internalTexture.is3D) {
  17652. if (needToBind) {
  17653. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17654. }
  17655. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17656. internalTexture._cachedWrapU = texture.wrapU;
  17657. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17658. }
  17659. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17660. internalTexture._cachedWrapV = texture.wrapV;
  17661. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17662. }
  17663. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17664. internalTexture._cachedWrapR = texture.wrapR;
  17665. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17666. }
  17667. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17668. }
  17669. else if (internalTexture && internalTexture.isCube) {
  17670. if (needToBind) {
  17671. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17672. }
  17673. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17674. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17675. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17676. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17677. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17678. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17679. }
  17680. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17681. }
  17682. else {
  17683. if (needToBind) {
  17684. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17685. }
  17686. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17687. internalTexture._cachedWrapU = texture.wrapU;
  17688. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17689. }
  17690. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17691. internalTexture._cachedWrapV = texture.wrapV;
  17692. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17693. }
  17694. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17695. }
  17696. return true;
  17697. };
  17698. /**
  17699. * Sets an array of texture to the webGL context
  17700. * @param channel defines the channel where the texture array must be set
  17701. * @param uniform defines the associated uniform location
  17702. * @param textures defines the array of textures to bind
  17703. */
  17704. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17705. if (channel < 0 || !uniform) {
  17706. return;
  17707. }
  17708. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17709. this._textureUnits = new Int32Array(textures.length);
  17710. }
  17711. for (var i = 0; i < textures.length; i++) {
  17712. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17713. }
  17714. this._gl.uniform1iv(uniform, this._textureUnits);
  17715. for (var index = 0; index < textures.length; index++) {
  17716. this._setTexture(this._textureUnits[index], textures[index], true);
  17717. }
  17718. };
  17719. /** @hidden */
  17720. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17721. var internalTexture = texture.getInternalTexture();
  17722. if (!internalTexture) {
  17723. return;
  17724. }
  17725. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17726. var value = texture.anisotropicFilteringLevel;
  17727. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17728. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17729. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17730. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17731. }
  17732. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17733. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17734. internalTexture._cachedAnisotropicFilteringLevel = value;
  17735. }
  17736. };
  17737. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17738. this._bindTextureDirectly(target, texture, true, true);
  17739. this._gl.texParameterf(target, parameter, value);
  17740. };
  17741. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17742. if (texture) {
  17743. this._bindTextureDirectly(target, texture, true, true);
  17744. }
  17745. this._gl.texParameteri(target, parameter, value);
  17746. };
  17747. /**
  17748. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17749. * @param x defines the x coordinate of the rectangle where pixels must be read
  17750. * @param y defines the y coordinate of the rectangle where pixels must be read
  17751. * @param width defines the width of the rectangle where pixels must be read
  17752. * @param height defines the height of the rectangle where pixels must be read
  17753. * @returns a Uint8Array containing RGBA colors
  17754. */
  17755. Engine.prototype.readPixels = function (x, y, width, height) {
  17756. var data = new Uint8Array(height * width * 4);
  17757. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17758. return data;
  17759. };
  17760. /**
  17761. * Add an externaly attached data from its key.
  17762. * This method call will fail and return false, if such key already exists.
  17763. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17764. * @param key the unique key that identifies the data
  17765. * @param data the data object to associate to the key for this Engine instance
  17766. * @return true if no such key were already present and the data was added successfully, false otherwise
  17767. */
  17768. Engine.prototype.addExternalData = function (key, data) {
  17769. if (!this._externalData) {
  17770. this._externalData = new BABYLON.StringDictionary();
  17771. }
  17772. return this._externalData.add(key, data);
  17773. };
  17774. /**
  17775. * Get an externaly attached data from its key
  17776. * @param key the unique key that identifies the data
  17777. * @return the associated data, if present (can be null), or undefined if not present
  17778. */
  17779. Engine.prototype.getExternalData = function (key) {
  17780. if (!this._externalData) {
  17781. this._externalData = new BABYLON.StringDictionary();
  17782. }
  17783. return this._externalData.get(key);
  17784. };
  17785. /**
  17786. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17787. * @param key the unique key that identifies the data
  17788. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17789. * @return the associated data, can be null if the factory returned null.
  17790. */
  17791. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17792. if (!this._externalData) {
  17793. this._externalData = new BABYLON.StringDictionary();
  17794. }
  17795. return this._externalData.getOrAddWithFactory(key, factory);
  17796. };
  17797. /**
  17798. * Remove an externaly attached data from the Engine instance
  17799. * @param key the unique key that identifies the data
  17800. * @return true if the data was successfully removed, false if it doesn't exist
  17801. */
  17802. Engine.prototype.removeExternalData = function (key) {
  17803. if (!this._externalData) {
  17804. this._externalData = new BABYLON.StringDictionary();
  17805. }
  17806. return this._externalData.remove(key);
  17807. };
  17808. /**
  17809. * Unbind all vertex attributes from the webGL context
  17810. */
  17811. Engine.prototype.unbindAllAttributes = function () {
  17812. if (this._mustWipeVertexAttributes) {
  17813. this._mustWipeVertexAttributes = false;
  17814. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17815. this._gl.disableVertexAttribArray(i);
  17816. this._vertexAttribArraysEnabled[i] = false;
  17817. this._currentBufferPointers[i].active = false;
  17818. }
  17819. return;
  17820. }
  17821. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17822. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17823. continue;
  17824. }
  17825. this._gl.disableVertexAttribArray(i);
  17826. this._vertexAttribArraysEnabled[i] = false;
  17827. this._currentBufferPointers[i].active = false;
  17828. }
  17829. };
  17830. /**
  17831. * 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
  17832. */
  17833. Engine.prototype.releaseEffects = function () {
  17834. for (var name in this._compiledEffects) {
  17835. this._deleteProgram(this._compiledEffects[name]._program);
  17836. }
  17837. this._compiledEffects = {};
  17838. };
  17839. /**
  17840. * Dispose and release all associated resources
  17841. */
  17842. Engine.prototype.dispose = function () {
  17843. this.hideLoadingUI();
  17844. this.stopRenderLoop();
  17845. this.onNewSceneAddedObservable.clear();
  17846. // Release postProcesses
  17847. while (this.postProcesses.length) {
  17848. this.postProcesses[0].dispose();
  17849. }
  17850. // Empty texture
  17851. if (this._emptyTexture) {
  17852. this._releaseTexture(this._emptyTexture);
  17853. this._emptyTexture = null;
  17854. }
  17855. if (this._emptyCubeTexture) {
  17856. this._releaseTexture(this._emptyCubeTexture);
  17857. this._emptyCubeTexture = null;
  17858. }
  17859. // Rescale PP
  17860. if (this._rescalePostProcess) {
  17861. this._rescalePostProcess.dispose();
  17862. }
  17863. // Release scenes
  17864. while (this.scenes.length) {
  17865. this.scenes[0].dispose();
  17866. }
  17867. // Release audio engine
  17868. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17869. Engine.audioEngine.dispose();
  17870. }
  17871. // Release effects
  17872. this.releaseEffects();
  17873. // Unbind
  17874. this.unbindAllAttributes();
  17875. this._boundUniforms = [];
  17876. if (this._dummyFramebuffer) {
  17877. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17878. }
  17879. //WebVR
  17880. this.disableVR();
  17881. // Events
  17882. if (BABYLON.Tools.IsWindowObjectExist()) {
  17883. window.removeEventListener("blur", this._onBlur);
  17884. window.removeEventListener("focus", this._onFocus);
  17885. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17886. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17887. if (this._renderingCanvas) {
  17888. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17889. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17890. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17891. if (!this._doNotHandleContextLost) {
  17892. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17893. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17894. }
  17895. }
  17896. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17897. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17898. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17899. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17900. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17901. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17902. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17903. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17904. if (this._onVrDisplayConnect) {
  17905. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17906. if (this._onVrDisplayDisconnect) {
  17907. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17908. }
  17909. if (this._onVrDisplayPresentChange) {
  17910. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17911. }
  17912. this._onVrDisplayConnect = null;
  17913. this._onVrDisplayDisconnect = null;
  17914. }
  17915. }
  17916. // Remove from Instances
  17917. var index = Engine.Instances.indexOf(this);
  17918. if (index >= 0) {
  17919. Engine.Instances.splice(index, 1);
  17920. }
  17921. this._workingCanvas = null;
  17922. this._workingContext = null;
  17923. this._currentBufferPointers = [];
  17924. this._renderingCanvas = null;
  17925. this._currentProgram = null;
  17926. this._bindedRenderFunction = null;
  17927. this.onResizeObservable.clear();
  17928. this.onCanvasBlurObservable.clear();
  17929. this.onCanvasFocusObservable.clear();
  17930. this.onCanvasPointerOutObservable.clear();
  17931. this.onBeginFrameObservable.clear();
  17932. this.onEndFrameObservable.clear();
  17933. BABYLON.Effect.ResetCache();
  17934. // Abort active requests
  17935. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17936. var request = _a[_i];
  17937. request.abort();
  17938. }
  17939. };
  17940. // Loading screen
  17941. /**
  17942. * Display the loading screen
  17943. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17944. */
  17945. Engine.prototype.displayLoadingUI = function () {
  17946. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17947. return;
  17948. }
  17949. var loadingScreen = this.loadingScreen;
  17950. if (loadingScreen) {
  17951. loadingScreen.displayLoadingUI();
  17952. }
  17953. };
  17954. /**
  17955. * Hide the loading screen
  17956. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17957. */
  17958. Engine.prototype.hideLoadingUI = function () {
  17959. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17960. return;
  17961. }
  17962. var loadingScreen = this.loadingScreen;
  17963. if (loadingScreen) {
  17964. loadingScreen.hideLoadingUI();
  17965. }
  17966. };
  17967. Object.defineProperty(Engine.prototype, "loadingScreen", {
  17968. /**
  17969. * Gets the current loading screen object
  17970. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17971. */
  17972. get: function () {
  17973. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  17974. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  17975. }
  17976. return this._loadingScreen;
  17977. },
  17978. /**
  17979. * Sets the current loading screen object
  17980. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17981. */
  17982. set: function (loadingScreen) {
  17983. this._loadingScreen = loadingScreen;
  17984. },
  17985. enumerable: true,
  17986. configurable: true
  17987. });
  17988. Object.defineProperty(Engine.prototype, "loadingUIText", {
  17989. /**
  17990. * Sets the current loading screen text
  17991. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17992. */
  17993. set: function (text) {
  17994. this.loadingScreen.loadingUIText = text;
  17995. },
  17996. enumerable: true,
  17997. configurable: true
  17998. });
  17999. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  18000. /**
  18001. * Sets the current loading screen background color
  18002. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18003. */
  18004. set: function (color) {
  18005. this.loadingScreen.loadingUIBackgroundColor = color;
  18006. },
  18007. enumerable: true,
  18008. configurable: true
  18009. });
  18010. /**
  18011. * Attach a new callback raised when context lost event is fired
  18012. * @param callback defines the callback to call
  18013. */
  18014. Engine.prototype.attachContextLostEvent = function (callback) {
  18015. if (this._renderingCanvas) {
  18016. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  18017. }
  18018. };
  18019. /**
  18020. * Attach a new callback raised when context restored event is fired
  18021. * @param callback defines the callback to call
  18022. */
  18023. Engine.prototype.attachContextRestoredEvent = function (callback) {
  18024. if (this._renderingCanvas) {
  18025. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  18026. }
  18027. };
  18028. /**
  18029. * Gets the source code of the vertex shader associated with a specific webGL program
  18030. * @param program defines the program to use
  18031. * @returns a string containing the source code of the vertex shader associated with the program
  18032. */
  18033. Engine.prototype.getVertexShaderSource = function (program) {
  18034. var shaders = this._gl.getAttachedShaders(program);
  18035. if (!shaders) {
  18036. return null;
  18037. }
  18038. return this._gl.getShaderSource(shaders[0]);
  18039. };
  18040. /**
  18041. * Gets the source code of the fragment shader associated with a specific webGL program
  18042. * @param program defines the program to use
  18043. * @returns a string containing the source code of the fragment shader associated with the program
  18044. */
  18045. Engine.prototype.getFragmentShaderSource = function (program) {
  18046. var shaders = this._gl.getAttachedShaders(program);
  18047. if (!shaders) {
  18048. return null;
  18049. }
  18050. return this._gl.getShaderSource(shaders[1]);
  18051. };
  18052. /**
  18053. * Get the current error code of the webGL context
  18054. * @returns the error code
  18055. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  18056. */
  18057. Engine.prototype.getError = function () {
  18058. return this._gl.getError();
  18059. };
  18060. // FPS
  18061. /**
  18062. * Gets the current framerate
  18063. * @returns a number representing the framerate
  18064. */
  18065. Engine.prototype.getFps = function () {
  18066. return this._fps;
  18067. };
  18068. /**
  18069. * Gets the time spent between current and previous frame
  18070. * @returns a number representing the delta time in ms
  18071. */
  18072. Engine.prototype.getDeltaTime = function () {
  18073. return this._deltaTime;
  18074. };
  18075. Engine.prototype._measureFps = function () {
  18076. this._performanceMonitor.sampleFrame();
  18077. this._fps = this._performanceMonitor.averageFPS;
  18078. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  18079. };
  18080. /** @hidden */
  18081. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  18082. if (faceIndex === void 0) { faceIndex = -1; }
  18083. if (level === void 0) { level = 0; }
  18084. if (buffer === void 0) { buffer = null; }
  18085. var gl = this._gl;
  18086. if (!this._dummyFramebuffer) {
  18087. var dummy = gl.createFramebuffer();
  18088. if (!dummy) {
  18089. throw new Error("Unable to create dummy framebuffer");
  18090. }
  18091. this._dummyFramebuffer = dummy;
  18092. }
  18093. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  18094. if (faceIndex > -1) {
  18095. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  18096. }
  18097. else {
  18098. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  18099. }
  18100. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  18101. switch (readType) {
  18102. case gl.UNSIGNED_BYTE:
  18103. if (!buffer) {
  18104. buffer = new Uint8Array(4 * width * height);
  18105. }
  18106. readType = gl.UNSIGNED_BYTE;
  18107. break;
  18108. default:
  18109. if (!buffer) {
  18110. buffer = new Float32Array(4 * width * height);
  18111. }
  18112. readType = gl.FLOAT;
  18113. break;
  18114. }
  18115. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18116. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18117. return buffer;
  18118. };
  18119. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18120. if (this._webGLVersion > 1) {
  18121. return this._caps.colorBufferFloat;
  18122. }
  18123. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18124. };
  18125. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18126. if (this._webGLVersion > 1) {
  18127. return this._caps.colorBufferFloat;
  18128. }
  18129. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18130. };
  18131. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18132. Engine.prototype._canRenderToFramebuffer = function (type) {
  18133. var gl = this._gl;
  18134. //clear existing errors
  18135. while (gl.getError() !== gl.NO_ERROR) { }
  18136. var successful = true;
  18137. var texture = gl.createTexture();
  18138. gl.bindTexture(gl.TEXTURE_2D, texture);
  18139. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18140. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18141. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18142. var fb = gl.createFramebuffer();
  18143. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18144. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18145. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18146. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18147. successful = successful && (gl.getError() === gl.NO_ERROR);
  18148. //try render by clearing frame buffer's color buffer
  18149. if (successful) {
  18150. gl.clear(gl.COLOR_BUFFER_BIT);
  18151. successful = successful && (gl.getError() === gl.NO_ERROR);
  18152. }
  18153. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18154. if (successful) {
  18155. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18156. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18157. var readFormat = gl.RGBA;
  18158. var readType = gl.UNSIGNED_BYTE;
  18159. var buffer = new Uint8Array(4);
  18160. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18161. successful = successful && (gl.getError() === gl.NO_ERROR);
  18162. }
  18163. //clean up
  18164. gl.deleteTexture(texture);
  18165. gl.deleteFramebuffer(fb);
  18166. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18167. //clear accumulated errors
  18168. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18169. return successful;
  18170. };
  18171. /** @hidden */
  18172. Engine.prototype._getWebGLTextureType = function (type) {
  18173. if (this._webGLVersion === 1) {
  18174. switch (type) {
  18175. case Engine.TEXTURETYPE_FLOAT:
  18176. return this._gl.FLOAT;
  18177. case Engine.TEXTURETYPE_HALF_FLOAT:
  18178. return this._gl.HALF_FLOAT_OES;
  18179. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18180. return this._gl.UNSIGNED_BYTE;
  18181. }
  18182. return this._gl.UNSIGNED_BYTE;
  18183. }
  18184. switch (type) {
  18185. case Engine.TEXTURETYPE_BYTE:
  18186. return this._gl.BYTE;
  18187. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18188. return this._gl.UNSIGNED_BYTE;
  18189. case Engine.TEXTURETYPE_SHORT:
  18190. return this._gl.SHORT;
  18191. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18192. return this._gl.UNSIGNED_SHORT;
  18193. case Engine.TEXTURETYPE_INT:
  18194. return this._gl.INT;
  18195. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18196. return this._gl.UNSIGNED_INT;
  18197. case Engine.TEXTURETYPE_FLOAT:
  18198. return this._gl.FLOAT;
  18199. case Engine.TEXTURETYPE_HALF_FLOAT:
  18200. return this._gl.HALF_FLOAT;
  18201. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18202. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18203. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18204. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18205. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18206. return this._gl.UNSIGNED_SHORT_5_6_5;
  18207. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18208. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18209. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18210. return this._gl.UNSIGNED_INT_24_8;
  18211. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18212. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18213. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18214. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18215. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18216. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18217. }
  18218. return this._gl.UNSIGNED_BYTE;
  18219. };
  18220. Engine.prototype._getInternalFormat = function (format) {
  18221. var internalFormat = this._gl.RGBA;
  18222. switch (format) {
  18223. case Engine.TEXTUREFORMAT_ALPHA:
  18224. internalFormat = this._gl.ALPHA;
  18225. break;
  18226. case Engine.TEXTUREFORMAT_LUMINANCE:
  18227. internalFormat = this._gl.LUMINANCE;
  18228. break;
  18229. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18230. internalFormat = this._gl.LUMINANCE_ALPHA;
  18231. break;
  18232. case Engine.TEXTUREFORMAT_RED:
  18233. internalFormat = this._gl.RED;
  18234. break;
  18235. case Engine.TEXTUREFORMAT_RG:
  18236. internalFormat = this._gl.RG;
  18237. break;
  18238. case Engine.TEXTUREFORMAT_RGB:
  18239. internalFormat = this._gl.RGB;
  18240. break;
  18241. case Engine.TEXTUREFORMAT_RGBA:
  18242. internalFormat = this._gl.RGBA;
  18243. break;
  18244. }
  18245. if (this._webGLVersion > 1) {
  18246. switch (format) {
  18247. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18248. internalFormat = this._gl.RED_INTEGER;
  18249. break;
  18250. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18251. internalFormat = this._gl.RG_INTEGER;
  18252. break;
  18253. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18254. internalFormat = this._gl.RGB_INTEGER;
  18255. break;
  18256. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18257. internalFormat = this._gl.RGBA_INTEGER;
  18258. break;
  18259. }
  18260. }
  18261. return internalFormat;
  18262. };
  18263. /** @hidden */
  18264. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18265. if (this._webGLVersion === 1) {
  18266. if (format !== undefined) {
  18267. switch (format) {
  18268. case Engine.TEXTUREFORMAT_ALPHA:
  18269. return this._gl.ALPHA;
  18270. case Engine.TEXTUREFORMAT_LUMINANCE:
  18271. return this._gl.LUMINANCE;
  18272. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18273. return this._gl.LUMINANCE_ALPHA;
  18274. }
  18275. }
  18276. return this._gl.RGBA;
  18277. }
  18278. switch (type) {
  18279. case Engine.TEXTURETYPE_BYTE:
  18280. switch (format) {
  18281. case Engine.TEXTUREFORMAT_RED:
  18282. return this._gl.R8_SNORM;
  18283. case Engine.TEXTUREFORMAT_RG:
  18284. return this._gl.RG8_SNORM;
  18285. case Engine.TEXTUREFORMAT_RGB:
  18286. return this._gl.RGB8_SNORM;
  18287. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18288. return this._gl.R8I;
  18289. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18290. return this._gl.RG8I;
  18291. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18292. return this._gl.RGB8I;
  18293. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18294. return this._gl.RGBA8I;
  18295. default:
  18296. return this._gl.RGBA8_SNORM;
  18297. }
  18298. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18299. switch (format) {
  18300. case Engine.TEXTUREFORMAT_RED:
  18301. return this._gl.R8;
  18302. case Engine.TEXTUREFORMAT_RG:
  18303. return this._gl.RG8;
  18304. case Engine.TEXTUREFORMAT_RGB:
  18305. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18306. case Engine.TEXTUREFORMAT_RGBA:
  18307. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18308. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18309. return this._gl.R8UI;
  18310. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18311. return this._gl.RG8UI;
  18312. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18313. return this._gl.RGB8UI;
  18314. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18315. return this._gl.RGBA8UI;
  18316. default:
  18317. return this._gl.RGBA8;
  18318. }
  18319. case Engine.TEXTURETYPE_SHORT:
  18320. switch (format) {
  18321. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18322. return this._gl.R16I;
  18323. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18324. return this._gl.RG16I;
  18325. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18326. return this._gl.RGB16I;
  18327. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18328. return this._gl.RGBA16I;
  18329. default:
  18330. return this._gl.RGBA16I;
  18331. }
  18332. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18333. switch (format) {
  18334. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18335. return this._gl.R16UI;
  18336. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18337. return this._gl.RG16UI;
  18338. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18339. return this._gl.RGB16UI;
  18340. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18341. return this._gl.RGBA16UI;
  18342. default:
  18343. return this._gl.RGBA16UI;
  18344. }
  18345. case Engine.TEXTURETYPE_INT:
  18346. switch (format) {
  18347. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18348. return this._gl.R32I;
  18349. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18350. return this._gl.RG32I;
  18351. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18352. return this._gl.RGB32I;
  18353. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18354. return this._gl.RGBA32I;
  18355. default:
  18356. return this._gl.RGBA32I;
  18357. }
  18358. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18359. switch (format) {
  18360. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18361. return this._gl.R32UI;
  18362. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18363. return this._gl.RG32UI;
  18364. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18365. return this._gl.RGB32UI;
  18366. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18367. return this._gl.RGBA32UI;
  18368. default:
  18369. return this._gl.RGBA32UI;
  18370. }
  18371. case Engine.TEXTURETYPE_FLOAT:
  18372. switch (format) {
  18373. case Engine.TEXTUREFORMAT_RED:
  18374. return this._gl.R32F; // By default. Other possibility is R16F.
  18375. case Engine.TEXTUREFORMAT_RG:
  18376. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18377. case Engine.TEXTUREFORMAT_RGB:
  18378. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18379. case Engine.TEXTUREFORMAT_RGBA:
  18380. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18381. default:
  18382. return this._gl.RGBA32F;
  18383. }
  18384. case Engine.TEXTURETYPE_HALF_FLOAT:
  18385. switch (format) {
  18386. case Engine.TEXTUREFORMAT_RED:
  18387. return this._gl.R16F;
  18388. case Engine.TEXTUREFORMAT_RG:
  18389. return this._gl.RG16F;
  18390. case Engine.TEXTUREFORMAT_RGB:
  18391. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18392. case Engine.TEXTUREFORMAT_RGBA:
  18393. return this._gl.RGBA16F;
  18394. default:
  18395. return this._gl.RGBA16F;
  18396. }
  18397. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18398. return this._gl.RGB565;
  18399. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18400. return this._gl.R11F_G11F_B10F;
  18401. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18402. return this._gl.RGB9_E5;
  18403. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18404. return this._gl.RGBA4;
  18405. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18406. return this._gl.RGB5_A1;
  18407. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18408. switch (format) {
  18409. case Engine.TEXTUREFORMAT_RGBA:
  18410. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18411. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18412. return this._gl.RGB10_A2UI;
  18413. default:
  18414. return this._gl.RGB10_A2;
  18415. }
  18416. }
  18417. return this._gl.RGBA8;
  18418. };
  18419. /** @hidden */
  18420. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18421. if (type === Engine.TEXTURETYPE_FLOAT) {
  18422. return this._gl.RGBA32F;
  18423. }
  18424. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18425. return this._gl.RGBA16F;
  18426. }
  18427. return this._gl.RGBA8;
  18428. };
  18429. /** @hidden */
  18430. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18431. var _this = this;
  18432. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18433. this._activeRequests.push(request);
  18434. request.onCompleteObservable.add(function (request) {
  18435. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18436. });
  18437. return request;
  18438. };
  18439. /** @hidden */
  18440. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18441. var _this = this;
  18442. return new Promise(function (resolve, reject) {
  18443. _this._loadFile(url, function (data) {
  18444. resolve(data);
  18445. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18446. reject(exception);
  18447. });
  18448. });
  18449. };
  18450. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18451. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18452. var onload = function (data) {
  18453. loadedFiles[index] = data;
  18454. loadedFiles._internalCount++;
  18455. if (loadedFiles._internalCount === 6) {
  18456. onfinish(loadedFiles);
  18457. }
  18458. };
  18459. var onerror = function (request, exception) {
  18460. if (onErrorCallBack && request) {
  18461. onErrorCallBack(request.status + " " + request.statusText, exception);
  18462. }
  18463. };
  18464. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18465. };
  18466. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18467. if (onError === void 0) { onError = null; }
  18468. var loadedFiles = [];
  18469. loadedFiles._internalCount = 0;
  18470. for (var index = 0; index < 6; index++) {
  18471. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18472. }
  18473. };
  18474. // Statics
  18475. /**
  18476. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18477. * @returns true if the engine can be created
  18478. * @ignorenaming
  18479. */
  18480. Engine.isSupported = function () {
  18481. try {
  18482. var tempcanvas = document.createElement("canvas");
  18483. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18484. return gl != null && !!window.WebGLRenderingContext;
  18485. }
  18486. catch (e) {
  18487. return false;
  18488. }
  18489. };
  18490. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18491. Engine.ExceptionList = [
  18492. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18493. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18494. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18495. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18496. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18497. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18498. ];
  18499. /** Gets the list of created engines */
  18500. Engine.Instances = new Array();
  18501. /**
  18502. * Hidden
  18503. */
  18504. Engine._TextureLoaders = [];
  18505. // Const statics
  18506. /** Defines that alpha blending is disabled */
  18507. Engine.ALPHA_DISABLE = 0;
  18508. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18509. Engine.ALPHA_ADD = 1;
  18510. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18511. Engine.ALPHA_COMBINE = 2;
  18512. /** Defines that alpha blending to DEST - SRC * DEST */
  18513. Engine.ALPHA_SUBTRACT = 3;
  18514. /** Defines that alpha blending to SRC * DEST */
  18515. Engine.ALPHA_MULTIPLY = 4;
  18516. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18517. Engine.ALPHA_MAXIMIZED = 5;
  18518. /** Defines that alpha blending to SRC + DEST */
  18519. Engine.ALPHA_ONEONE = 6;
  18520. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18521. Engine.ALPHA_PREMULTIPLIED = 7;
  18522. /**
  18523. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18524. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18525. */
  18526. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18527. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18528. Engine.ALPHA_INTERPOLATE = 9;
  18529. /**
  18530. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18531. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18532. */
  18533. Engine.ALPHA_SCREENMODE = 10;
  18534. /** Defines that the ressource is not delayed*/
  18535. Engine.DELAYLOADSTATE_NONE = 0;
  18536. /** Defines that the ressource was successfully delay loaded */
  18537. Engine.DELAYLOADSTATE_LOADED = 1;
  18538. /** Defines that the ressource is currently delay loading */
  18539. Engine.DELAYLOADSTATE_LOADING = 2;
  18540. /** Defines that the ressource is delayed and has not started loading */
  18541. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18542. // Depht or Stencil test Constants.
  18543. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18544. Engine.NEVER = 0x0200;
  18545. /** 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 */
  18546. Engine.ALWAYS = 0x0207;
  18547. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18548. Engine.LESS = 0x0201;
  18549. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18550. Engine.EQUAL = 0x0202;
  18551. /** 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 */
  18552. Engine.LEQUAL = 0x0203;
  18553. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18554. Engine.GREATER = 0x0204;
  18555. /** 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 */
  18556. Engine.GEQUAL = 0x0206;
  18557. /** 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 */
  18558. Engine.NOTEQUAL = 0x0205;
  18559. // Stencil Actions Constants.
  18560. /** Passed to stencilOperation to specify that stencil value must be kept */
  18561. Engine.KEEP = 0x1E00;
  18562. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18563. Engine.REPLACE = 0x1E01;
  18564. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18565. Engine.INCR = 0x1E02;
  18566. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18567. Engine.DECR = 0x1E03;
  18568. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18569. Engine.INVERT = 0x150A;
  18570. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18571. Engine.INCR_WRAP = 0x8507;
  18572. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18573. Engine.DECR_WRAP = 0x8508;
  18574. /** Texture is not repeating outside of 0..1 UVs */
  18575. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18576. /** Texture is repeating outside of 0..1 UVs */
  18577. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18578. /** Texture is repeating and mirrored */
  18579. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18580. /** ALPHA */
  18581. Engine.TEXTUREFORMAT_ALPHA = 0;
  18582. /** LUMINANCE */
  18583. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18584. /** LUMINANCE_ALPHA */
  18585. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18586. /** RGB */
  18587. Engine.TEXTUREFORMAT_RGB = 4;
  18588. /** RGBA */
  18589. Engine.TEXTUREFORMAT_RGBA = 5;
  18590. /** RED */
  18591. Engine.TEXTUREFORMAT_RED = 6;
  18592. /** RED (2nd reference) */
  18593. Engine.TEXTUREFORMAT_R = 6;
  18594. /** RG */
  18595. Engine.TEXTUREFORMAT_RG = 7;
  18596. /** RED_INTEGER */
  18597. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18598. /** RED_INTEGER (2nd reference) */
  18599. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18600. /** RG_INTEGER */
  18601. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18602. /** RGB_INTEGER */
  18603. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18604. /** RGBA_INTEGER */
  18605. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18606. /** UNSIGNED_BYTE */
  18607. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18608. /** UNSIGNED_BYTE (2nd reference) */
  18609. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18610. /** FLOAT */
  18611. Engine.TEXTURETYPE_FLOAT = 1;
  18612. /** HALF_FLOAT */
  18613. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18614. /** BYTE */
  18615. Engine.TEXTURETYPE_BYTE = 3;
  18616. /** SHORT */
  18617. Engine.TEXTURETYPE_SHORT = 4;
  18618. /** UNSIGNED_SHORT */
  18619. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18620. /** INT */
  18621. Engine.TEXTURETYPE_INT = 6;
  18622. /** UNSIGNED_INT */
  18623. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18624. /** UNSIGNED_SHORT_4_4_4_4 */
  18625. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18626. /** UNSIGNED_SHORT_5_5_5_1 */
  18627. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18628. /** UNSIGNED_SHORT_5_6_5 */
  18629. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18630. /** UNSIGNED_INT_2_10_10_10_REV */
  18631. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18632. /** UNSIGNED_INT_24_8 */
  18633. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18634. /** UNSIGNED_INT_10F_11F_11F_REV */
  18635. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18636. /** UNSIGNED_INT_5_9_9_9_REV */
  18637. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18638. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18639. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18640. /** nearest is mag = nearest and min = nearest and mip = linear */
  18641. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18642. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18643. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18644. /** Trilinear is mag = linear and min = linear and mip = linear */
  18645. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18646. /** nearest is mag = nearest and min = nearest and mip = linear */
  18647. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18648. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18649. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18650. /** Trilinear is mag = linear and min = linear and mip = linear */
  18651. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18652. /** mag = nearest and min = nearest and mip = nearest */
  18653. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18654. /** mag = nearest and min = linear and mip = nearest */
  18655. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18656. /** mag = nearest and min = linear and mip = linear */
  18657. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18658. /** mag = nearest and min = linear and mip = none */
  18659. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18660. /** mag = nearest and min = nearest and mip = none */
  18661. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18662. /** mag = linear and min = nearest and mip = nearest */
  18663. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18664. /** mag = linear and min = nearest and mip = linear */
  18665. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18666. /** mag = linear and min = linear and mip = none */
  18667. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18668. /** mag = linear and min = nearest and mip = none */
  18669. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18670. /** Explicit coordinates mode */
  18671. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18672. /** Spherical coordinates mode */
  18673. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18674. /** Planar coordinates mode */
  18675. Engine.TEXTURE_PLANAR_MODE = 2;
  18676. /** Cubic coordinates mode */
  18677. Engine.TEXTURE_CUBIC_MODE = 3;
  18678. /** Projection coordinates mode */
  18679. Engine.TEXTURE_PROJECTION_MODE = 4;
  18680. /** Skybox coordinates mode */
  18681. Engine.TEXTURE_SKYBOX_MODE = 5;
  18682. /** Inverse Cubic coordinates mode */
  18683. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18684. /** Equirectangular coordinates mode */
  18685. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18686. /** Equirectangular Fixed coordinates mode */
  18687. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18688. /** Equirectangular Fixed Mirrored coordinates mode */
  18689. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18690. // Texture rescaling mode
  18691. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18692. Engine.SCALEMODE_FLOOR = 1;
  18693. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18694. Engine.SCALEMODE_NEAREST = 2;
  18695. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18696. Engine.SCALEMODE_CEILING = 3;
  18697. // Updatable statics so stick with vars here
  18698. /**
  18699. * Gets or sets the epsilon value used by collision engine
  18700. */
  18701. Engine.CollisionsEpsilon = 0.001;
  18702. /**
  18703. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18704. */
  18705. Engine.CodeRepository = "src/";
  18706. /**
  18707. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18708. */
  18709. Engine.ShadersRepository = "src/Shaders/";
  18710. return Engine;
  18711. }());
  18712. BABYLON.Engine = Engine;
  18713. })(BABYLON || (BABYLON = {}));
  18714. //# sourceMappingURL=babylon.engine.js.map
  18715. var BABYLON;
  18716. (function (BABYLON) {
  18717. /**
  18718. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18719. */
  18720. var Node = /** @class */ (function () {
  18721. /**
  18722. * Creates a new Node
  18723. * @param name the name and id to be given to this node
  18724. * @param scene the scene this node will be added to
  18725. * @param addToRootNodes the node will be added to scene.rootNodes
  18726. */
  18727. function Node(name, scene, addToRootNodes) {
  18728. if (scene === void 0) { scene = null; }
  18729. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18730. /**
  18731. * Gets or sets a string used to store user defined state for the node
  18732. */
  18733. this.state = "";
  18734. /**
  18735. * Gets or sets an object used to store user defined information for the node
  18736. */
  18737. this.metadata = null;
  18738. /**
  18739. * Gets or sets a boolean used to define if the node must be serialized
  18740. */
  18741. this.doNotSerialize = false;
  18742. /** @hidden */
  18743. this._isDisposed = false;
  18744. /**
  18745. * Gets a list of Animations associated with the node
  18746. */
  18747. this.animations = new Array();
  18748. this._ranges = {};
  18749. this._isEnabled = true;
  18750. this._isParentEnabled = true;
  18751. this._isReady = true;
  18752. /** @hidden */
  18753. this._currentRenderId = -1;
  18754. this._parentRenderId = -1;
  18755. this._childRenderId = -1;
  18756. /** @hidden */
  18757. this._worldMatrix = BABYLON.Matrix.Identity();
  18758. /** @hidden */
  18759. this._worldMatrixDeterminant = 0;
  18760. /** @hidden */
  18761. this._sceneRootNodesIndex = -1;
  18762. this._animationPropertiesOverride = null;
  18763. /**
  18764. * An event triggered when the mesh is disposed
  18765. */
  18766. this.onDisposeObservable = new BABYLON.Observable();
  18767. // Behaviors
  18768. this._behaviors = new Array();
  18769. this.name = name;
  18770. this.id = name;
  18771. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18772. this.uniqueId = this._scene.getUniqueId();
  18773. this._initCache();
  18774. if (addToRootNodes) {
  18775. this.addToSceneRootNodes();
  18776. }
  18777. }
  18778. /**
  18779. * Add a new node constructor
  18780. * @param type defines the type name of the node to construct
  18781. * @param constructorFunc defines the constructor function
  18782. */
  18783. Node.AddNodeConstructor = function (type, constructorFunc) {
  18784. this._NodeConstructors[type] = constructorFunc;
  18785. };
  18786. /**
  18787. * Returns a node constructor based on type name
  18788. * @param type defines the type name
  18789. * @param name defines the new node name
  18790. * @param scene defines the hosting scene
  18791. * @param options defines optional options to transmit to constructors
  18792. * @returns the new constructor or null
  18793. */
  18794. Node.Construct = function (type, name, scene, options) {
  18795. var constructorFunc = this._NodeConstructors[type];
  18796. if (!constructorFunc) {
  18797. return null;
  18798. }
  18799. return constructorFunc(name, scene, options);
  18800. };
  18801. /**
  18802. * Gets a boolean indicating if the node has been disposed
  18803. * @returns true if the node was disposed
  18804. */
  18805. Node.prototype.isDisposed = function () {
  18806. return this._isDisposed;
  18807. };
  18808. Object.defineProperty(Node.prototype, "parent", {
  18809. get: function () {
  18810. return this._parentNode;
  18811. },
  18812. /**
  18813. * Gets or sets the parent of the node
  18814. */
  18815. set: function (parent) {
  18816. if (this._parentNode === parent) {
  18817. return;
  18818. }
  18819. var previousParentNode = this._parentNode;
  18820. // Remove self from list of children of parent
  18821. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18822. var index = this._parentNode._children.indexOf(this);
  18823. if (index !== -1) {
  18824. this._parentNode._children.splice(index, 1);
  18825. }
  18826. if (!parent) {
  18827. this.addToSceneRootNodes();
  18828. }
  18829. }
  18830. // Store new parent
  18831. this._parentNode = parent;
  18832. // Add as child to new parent
  18833. if (this._parentNode) {
  18834. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18835. this._parentNode._children = new Array();
  18836. }
  18837. this._parentNode._children.push(this);
  18838. if (!previousParentNode) {
  18839. this.removeFromSceneRootNodes();
  18840. }
  18841. }
  18842. // Enabled state
  18843. this._syncParentEnabledState();
  18844. },
  18845. enumerable: true,
  18846. configurable: true
  18847. });
  18848. Node.prototype.addToSceneRootNodes = function () {
  18849. if (this._sceneRootNodesIndex === -1) {
  18850. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18851. this._scene.rootNodes.push(this);
  18852. }
  18853. };
  18854. Node.prototype.removeFromSceneRootNodes = function () {
  18855. if (this._sceneRootNodesIndex !== -1) {
  18856. var rootNodes = this._scene.rootNodes;
  18857. var lastIdx = rootNodes.length - 1;
  18858. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18859. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18860. this._scene.rootNodes.pop();
  18861. this._sceneRootNodesIndex = -1;
  18862. }
  18863. };
  18864. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18865. /**
  18866. * Gets or sets the animation properties override
  18867. */
  18868. get: function () {
  18869. if (!this._animationPropertiesOverride) {
  18870. return this._scene.animationPropertiesOverride;
  18871. }
  18872. return this._animationPropertiesOverride;
  18873. },
  18874. set: function (value) {
  18875. this._animationPropertiesOverride = value;
  18876. },
  18877. enumerable: true,
  18878. configurable: true
  18879. });
  18880. /**
  18881. * Gets a string idenfifying the name of the class
  18882. * @returns "Node" string
  18883. */
  18884. Node.prototype.getClassName = function () {
  18885. return "Node";
  18886. };
  18887. Object.defineProperty(Node.prototype, "onDispose", {
  18888. /**
  18889. * Sets a callback that will be raised when the node will be disposed
  18890. */
  18891. set: function (callback) {
  18892. if (this._onDisposeObserver) {
  18893. this.onDisposeObservable.remove(this._onDisposeObserver);
  18894. }
  18895. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18896. },
  18897. enumerable: true,
  18898. configurable: true
  18899. });
  18900. /**
  18901. * Gets the scene of the node
  18902. * @returns a scene
  18903. */
  18904. Node.prototype.getScene = function () {
  18905. return this._scene;
  18906. };
  18907. /**
  18908. * Gets the engine of the node
  18909. * @returns a Engine
  18910. */
  18911. Node.prototype.getEngine = function () {
  18912. return this._scene.getEngine();
  18913. };
  18914. /**
  18915. * Attach a behavior to the node
  18916. * @see http://doc.babylonjs.com/features/behaviour
  18917. * @param behavior defines the behavior to attach
  18918. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18919. * @returns the current Node
  18920. */
  18921. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18922. var _this = this;
  18923. if (attachImmediately === void 0) { attachImmediately = false; }
  18924. var index = this._behaviors.indexOf(behavior);
  18925. if (index !== -1) {
  18926. return this;
  18927. }
  18928. behavior.init();
  18929. if (this._scene.isLoading && !attachImmediately) {
  18930. // We defer the attach when the scene will be loaded
  18931. this._scene.onDataLoadedObservable.addOnce(function () {
  18932. behavior.attach(_this);
  18933. });
  18934. }
  18935. else {
  18936. behavior.attach(this);
  18937. }
  18938. this._behaviors.push(behavior);
  18939. return this;
  18940. };
  18941. /**
  18942. * Remove an attached behavior
  18943. * @see http://doc.babylonjs.com/features/behaviour
  18944. * @param behavior defines the behavior to attach
  18945. * @returns the current Node
  18946. */
  18947. Node.prototype.removeBehavior = function (behavior) {
  18948. var index = this._behaviors.indexOf(behavior);
  18949. if (index === -1) {
  18950. return this;
  18951. }
  18952. this._behaviors[index].detach();
  18953. this._behaviors.splice(index, 1);
  18954. return this;
  18955. };
  18956. Object.defineProperty(Node.prototype, "behaviors", {
  18957. /**
  18958. * Gets the list of attached behaviors
  18959. * @see http://doc.babylonjs.com/features/behaviour
  18960. */
  18961. get: function () {
  18962. return this._behaviors;
  18963. },
  18964. enumerable: true,
  18965. configurable: true
  18966. });
  18967. /**
  18968. * Gets an attached behavior by name
  18969. * @param name defines the name of the behavior to look for
  18970. * @see http://doc.babylonjs.com/features/behaviour
  18971. * @returns null if behavior was not found else the requested behavior
  18972. */
  18973. Node.prototype.getBehaviorByName = function (name) {
  18974. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  18975. var behavior = _a[_i];
  18976. if (behavior.name === name) {
  18977. return behavior;
  18978. }
  18979. }
  18980. return null;
  18981. };
  18982. /**
  18983. * Returns the latest update of the World matrix
  18984. * @returns a Matrix
  18985. */
  18986. Node.prototype.getWorldMatrix = function () {
  18987. if (this._currentRenderId !== this._scene.getRenderId()) {
  18988. this.computeWorldMatrix();
  18989. }
  18990. return this._worldMatrix;
  18991. };
  18992. /** @hidden */
  18993. Node.prototype._getWorldMatrixDeterminant = function () {
  18994. return this._worldMatrixDeterminant;
  18995. };
  18996. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  18997. /**
  18998. * Returns directly the latest state of the mesh World matrix.
  18999. * A Matrix is returned.
  19000. */
  19001. get: function () {
  19002. return this._worldMatrix;
  19003. },
  19004. enumerable: true,
  19005. configurable: true
  19006. });
  19007. // override it in derived class if you add new variables to the cache
  19008. // and call the parent class method
  19009. /** @hidden */
  19010. Node.prototype._initCache = function () {
  19011. this._cache = {};
  19012. this._cache.parent = undefined;
  19013. };
  19014. /** @hidden */
  19015. Node.prototype.updateCache = function (force) {
  19016. if (!force && this.isSynchronized()) {
  19017. return;
  19018. }
  19019. this._cache.parent = this.parent;
  19020. this._updateCache();
  19021. };
  19022. // override it in derived class if you add new variables to the cache
  19023. // and call the parent class method if !ignoreParentClass
  19024. /** @hidden */
  19025. Node.prototype._updateCache = function (ignoreParentClass) {
  19026. };
  19027. // override it in derived class if you add new variables to the cache
  19028. /** @hidden */
  19029. Node.prototype._isSynchronized = function () {
  19030. return true;
  19031. };
  19032. /** @hidden */
  19033. Node.prototype._markSyncedWithParent = function () {
  19034. if (this._parentNode) {
  19035. this._parentRenderId = this._parentNode._childRenderId;
  19036. }
  19037. };
  19038. /** @hidden */
  19039. Node.prototype.isSynchronizedWithParent = function () {
  19040. if (!this._parentNode) {
  19041. return true;
  19042. }
  19043. if (this._parentRenderId !== this._parentNode._childRenderId) {
  19044. return false;
  19045. }
  19046. return this._parentNode.isSynchronized();
  19047. };
  19048. /** @hidden */
  19049. Node.prototype.isSynchronized = function () {
  19050. if (this._cache.parent != this._parentNode) {
  19051. this._cache.parent = this._parentNode;
  19052. return false;
  19053. }
  19054. if (this._parentNode && !this.isSynchronizedWithParent()) {
  19055. return false;
  19056. }
  19057. return this._isSynchronized();
  19058. };
  19059. /**
  19060. * Is this node ready to be used/rendered
  19061. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19062. * @return true if the node is ready
  19063. */
  19064. Node.prototype.isReady = function (completeCheck) {
  19065. if (completeCheck === void 0) { completeCheck = false; }
  19066. return this._isReady;
  19067. };
  19068. /**
  19069. * Is this node enabled?
  19070. * 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
  19071. * @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
  19072. * @return whether this node (and its parent) is enabled
  19073. */
  19074. Node.prototype.isEnabled = function (checkAncestors) {
  19075. if (checkAncestors === void 0) { checkAncestors = true; }
  19076. if (checkAncestors === false) {
  19077. return this._isEnabled;
  19078. }
  19079. if (!this._isEnabled) {
  19080. return false;
  19081. }
  19082. return this._isParentEnabled;
  19083. };
  19084. /** @hidden */
  19085. Node.prototype._syncParentEnabledState = function () {
  19086. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  19087. if (this._children) {
  19088. this._children.forEach(function (c) {
  19089. c._syncParentEnabledState(); // Force children to update accordingly
  19090. });
  19091. }
  19092. };
  19093. /**
  19094. * Set the enabled state of this node
  19095. * @param value defines the new enabled state
  19096. */
  19097. Node.prototype.setEnabled = function (value) {
  19098. this._isEnabled = value;
  19099. this._syncParentEnabledState();
  19100. };
  19101. /**
  19102. * Is this node a descendant of the given node?
  19103. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  19104. * @param ancestor defines the parent node to inspect
  19105. * @returns a boolean indicating if this node is a descendant of the given node
  19106. */
  19107. Node.prototype.isDescendantOf = function (ancestor) {
  19108. if (this.parent) {
  19109. if (this.parent === ancestor) {
  19110. return true;
  19111. }
  19112. return this.parent.isDescendantOf(ancestor);
  19113. }
  19114. return false;
  19115. };
  19116. /** @hidden */
  19117. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19118. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19119. if (!this._children) {
  19120. return;
  19121. }
  19122. for (var index = 0; index < this._children.length; index++) {
  19123. var item = this._children[index];
  19124. if (!predicate || predicate(item)) {
  19125. results.push(item);
  19126. }
  19127. if (!directDescendantsOnly) {
  19128. item._getDescendants(results, false, predicate);
  19129. }
  19130. }
  19131. };
  19132. /**
  19133. * Will return all nodes that have this node as ascendant
  19134. * @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
  19135. * @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
  19136. * @return all children nodes of all types
  19137. */
  19138. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19139. var results = new Array();
  19140. this._getDescendants(results, directDescendantsOnly, predicate);
  19141. return results;
  19142. };
  19143. /**
  19144. * Get all child-meshes of this node
  19145. * @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
  19146. * @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
  19147. * @returns an array of AbstractMesh
  19148. */
  19149. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19150. var results = [];
  19151. this._getDescendants(results, directDescendantsOnly, function (node) {
  19152. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19153. });
  19154. return results;
  19155. };
  19156. /**
  19157. * Get all child-transformNodes of this node
  19158. * @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
  19159. * @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
  19160. * @returns an array of TransformNode
  19161. */
  19162. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19163. var results = [];
  19164. this._getDescendants(results, directDescendantsOnly, function (node) {
  19165. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19166. });
  19167. return results;
  19168. };
  19169. /**
  19170. * Get all direct children of this node
  19171. * @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
  19172. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  19173. * @returns an array of Node
  19174. */
  19175. Node.prototype.getChildren = function (predicate, directDescendantsOnly) {
  19176. if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }
  19177. return this.getDescendants(directDescendantsOnly, predicate);
  19178. };
  19179. /** @hidden */
  19180. Node.prototype._setReady = function (state) {
  19181. if (state === this._isReady) {
  19182. return;
  19183. }
  19184. if (!state) {
  19185. this._isReady = false;
  19186. return;
  19187. }
  19188. if (this.onReady) {
  19189. this.onReady(this);
  19190. }
  19191. this._isReady = true;
  19192. };
  19193. /**
  19194. * Get an animation by name
  19195. * @param name defines the name of the animation to look for
  19196. * @returns null if not found else the requested animation
  19197. */
  19198. Node.prototype.getAnimationByName = function (name) {
  19199. for (var i = 0; i < this.animations.length; i++) {
  19200. var animation = this.animations[i];
  19201. if (animation.name === name) {
  19202. return animation;
  19203. }
  19204. }
  19205. return null;
  19206. };
  19207. /**
  19208. * Creates an animation range for this node
  19209. * @param name defines the name of the range
  19210. * @param from defines the starting key
  19211. * @param to defines the end key
  19212. */
  19213. Node.prototype.createAnimationRange = function (name, from, to) {
  19214. // check name not already in use
  19215. if (!this._ranges[name]) {
  19216. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19217. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19218. if (this.animations[i]) {
  19219. this.animations[i].createRange(name, from, to);
  19220. }
  19221. }
  19222. }
  19223. };
  19224. /**
  19225. * Delete a specific animation range
  19226. * @param name defines the name of the range to delete
  19227. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19228. */
  19229. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19230. if (deleteFrames === void 0) { deleteFrames = true; }
  19231. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19232. if (this.animations[i]) {
  19233. this.animations[i].deleteRange(name, deleteFrames);
  19234. }
  19235. }
  19236. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19237. };
  19238. /**
  19239. * Get an animation range by name
  19240. * @param name defines the name of the animation range to look for
  19241. * @returns null if not found else the requested animation range
  19242. */
  19243. Node.prototype.getAnimationRange = function (name) {
  19244. return this._ranges[name];
  19245. };
  19246. /**
  19247. * Will start the animation sequence
  19248. * @param name defines the range frames for animation sequence
  19249. * @param loop defines if the animation should loop (false by default)
  19250. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19251. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19252. * @returns the object created for this animation. If range does not exist, it will return null
  19253. */
  19254. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19255. var range = this.getAnimationRange(name);
  19256. if (!range) {
  19257. return null;
  19258. }
  19259. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19260. };
  19261. /**
  19262. * Serialize animation ranges into a JSON compatible object
  19263. * @returns serialization object
  19264. */
  19265. Node.prototype.serializeAnimationRanges = function () {
  19266. var serializationRanges = [];
  19267. for (var name in this._ranges) {
  19268. var localRange = this._ranges[name];
  19269. if (!localRange) {
  19270. continue;
  19271. }
  19272. var range = {};
  19273. range.name = name;
  19274. range.from = localRange.from;
  19275. range.to = localRange.to;
  19276. serializationRanges.push(range);
  19277. }
  19278. return serializationRanges;
  19279. };
  19280. /**
  19281. * Computes the world matrix of the node
  19282. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19283. * @returns the world matrix
  19284. */
  19285. Node.prototype.computeWorldMatrix = function (force) {
  19286. if (!this._worldMatrix) {
  19287. this._worldMatrix = BABYLON.Matrix.Identity();
  19288. }
  19289. return this._worldMatrix;
  19290. };
  19291. /**
  19292. * Releases resources associated with this node.
  19293. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19294. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19295. */
  19296. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19297. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19298. if (!doNotRecurse) {
  19299. var nodes = this.getDescendants(true);
  19300. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19301. var node = nodes_1[_i];
  19302. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19303. }
  19304. }
  19305. else {
  19306. var transformNodes = this.getChildTransformNodes(true);
  19307. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19308. var transformNode = transformNodes_1[_a];
  19309. transformNode.parent = null;
  19310. transformNode.computeWorldMatrix(true);
  19311. }
  19312. }
  19313. if (!this.parent) {
  19314. this.removeFromSceneRootNodes();
  19315. }
  19316. else {
  19317. this.parent = null;
  19318. }
  19319. // Callback
  19320. this.onDisposeObservable.notifyObservers(this);
  19321. this.onDisposeObservable.clear();
  19322. // Behaviors
  19323. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19324. var behavior = _c[_b];
  19325. behavior.detach();
  19326. }
  19327. this._behaviors = [];
  19328. this._isDisposed = true;
  19329. };
  19330. /**
  19331. * Parse animation range data from a serialization object and store them into a given node
  19332. * @param node defines where to store the animation ranges
  19333. * @param parsedNode defines the serialization object to read data from
  19334. * @param scene defines the hosting scene
  19335. */
  19336. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19337. if (parsedNode.ranges) {
  19338. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19339. var data = parsedNode.ranges[index];
  19340. node.createAnimationRange(data.name, data.from, data.to);
  19341. }
  19342. }
  19343. };
  19344. Node._NodeConstructors = {};
  19345. __decorate([
  19346. BABYLON.serialize()
  19347. ], Node.prototype, "name", void 0);
  19348. __decorate([
  19349. BABYLON.serialize()
  19350. ], Node.prototype, "id", void 0);
  19351. __decorate([
  19352. BABYLON.serialize()
  19353. ], Node.prototype, "uniqueId", void 0);
  19354. __decorate([
  19355. BABYLON.serialize()
  19356. ], Node.prototype, "state", void 0);
  19357. __decorate([
  19358. BABYLON.serialize()
  19359. ], Node.prototype, "metadata", void 0);
  19360. return Node;
  19361. }());
  19362. BABYLON.Node = Node;
  19363. })(BABYLON || (BABYLON = {}));
  19364. //# sourceMappingURL=babylon.node.js.map
  19365. var BABYLON;
  19366. (function (BABYLON) {
  19367. /**
  19368. * Class used to store bounding sphere information
  19369. */
  19370. var BoundingSphere = /** @class */ (function () {
  19371. /**
  19372. * Creates a new bounding sphere
  19373. * @param min defines the minimum vector (in local space)
  19374. * @param max defines the maximum vector (in local space)
  19375. * @param worldMatrix defines the new world matrix
  19376. */
  19377. function BoundingSphere(min, max, worldMatrix) {
  19378. /**
  19379. * Gets the center of the bounding sphere in local space
  19380. */
  19381. this.center = BABYLON.Vector3.Zero();
  19382. /**
  19383. * Gets the center of the bounding sphere in world space
  19384. */
  19385. this.centerWorld = BABYLON.Vector3.Zero();
  19386. /**
  19387. * Gets the minimum vector in local space
  19388. */
  19389. this.minimum = BABYLON.Vector3.Zero();
  19390. /**
  19391. * Gets the maximum vector in local space
  19392. */
  19393. this.maximum = BABYLON.Vector3.Zero();
  19394. this.reConstruct(min, max, worldMatrix);
  19395. }
  19396. /**
  19397. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19398. * @param min defines the new minimum vector (in local space)
  19399. * @param max defines the new maximum vector (in local space)
  19400. * @param worldMatrix defines the new world matrix
  19401. */
  19402. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19403. this.minimum.copyFrom(min);
  19404. this.maximum.copyFrom(max);
  19405. var distance = BABYLON.Vector3.Distance(min, max);
  19406. max.addToRef(min, this.center).scaleInPlace(0.5);
  19407. this.radius = distance * 0.5;
  19408. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19409. };
  19410. /**
  19411. * Scale the current bounding sphere by applying a scale factor
  19412. * @param factor defines the scale factor to apply
  19413. * @returns the current bounding box
  19414. */
  19415. BoundingSphere.prototype.scale = function (factor) {
  19416. var newRadius = this.radius * factor;
  19417. var tmpVectors = BoundingSphere.TmpVector3;
  19418. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19419. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19420. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19421. this.reConstruct(min, max, this._worldMatrix);
  19422. return this;
  19423. };
  19424. /**
  19425. * Gets the world matrix of the bounding box
  19426. * @returns a matrix
  19427. */
  19428. BoundingSphere.prototype.getWorldMatrix = function () {
  19429. return this._worldMatrix;
  19430. };
  19431. // Methods
  19432. /** @hidden */
  19433. BoundingSphere.prototype._update = function (worldMatrix) {
  19434. if (!worldMatrix.isIdentity()) {
  19435. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19436. var tempVector = BoundingSphere.TmpVector3[0];
  19437. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19438. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19439. }
  19440. else {
  19441. this.centerWorld.copyFrom(this.center);
  19442. this.radiusWorld = this.radius;
  19443. }
  19444. };
  19445. /**
  19446. * Tests if the bounding sphere is intersecting the frustum planes
  19447. * @param frustumPlanes defines the frustum planes to test
  19448. * @returns true if there is an intersection
  19449. */
  19450. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19451. for (var i = 0; i < 6; i++) {
  19452. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19453. return false;
  19454. }
  19455. }
  19456. return true;
  19457. };
  19458. /**
  19459. * Tests if a point is inside the bounding sphere
  19460. * @param point defines the point to test
  19461. * @returns true if the point is inside the bounding sphere
  19462. */
  19463. BoundingSphere.prototype.intersectsPoint = function (point) {
  19464. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19465. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19466. return false;
  19467. }
  19468. return true;
  19469. };
  19470. // Statics
  19471. /**
  19472. * Checks if two sphere intersct
  19473. * @param sphere0 sphere 0
  19474. * @param sphere1 sphere 1
  19475. * @returns true if the speres intersect
  19476. */
  19477. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19478. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19479. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19480. if (radiusSum * radiusSum < squareDistance) {
  19481. return false;
  19482. }
  19483. return true;
  19484. };
  19485. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19486. return BoundingSphere;
  19487. }());
  19488. BABYLON.BoundingSphere = BoundingSphere;
  19489. })(BABYLON || (BABYLON = {}));
  19490. //# sourceMappingURL=babylon.boundingSphere.js.map
  19491. var BABYLON;
  19492. (function (BABYLON) {
  19493. /**
  19494. * Class used to store bounding box information
  19495. */
  19496. var BoundingBox = /** @class */ (function () {
  19497. /**
  19498. * Creates a new bounding box
  19499. * @param min defines the minimum vector (in local space)
  19500. * @param max defines the maximum vector (in local space)
  19501. * @param worldMatrix defines the new world matrix
  19502. */
  19503. function BoundingBox(min, max, worldMatrix) {
  19504. /**
  19505. * Gets the 8 vectors representing the bounding box in local space
  19506. */
  19507. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19508. /**
  19509. * Gets the center of the bounding box in local space
  19510. */
  19511. this.center = BABYLON.Vector3.Zero();
  19512. /**
  19513. * Gets the center of the bounding box in world space
  19514. */
  19515. this.centerWorld = BABYLON.Vector3.Zero();
  19516. /**
  19517. * Gets the extend size in local space
  19518. */
  19519. this.extendSize = BABYLON.Vector3.Zero();
  19520. /**
  19521. * Gets the extend size in world space
  19522. */
  19523. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19524. /**
  19525. * Gets the OBB (object bounding box) directions
  19526. */
  19527. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19528. /**
  19529. * Gets the 8 vectors representing the bounding box in world space
  19530. */
  19531. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19532. /**
  19533. * Gets the minimum vector in world space
  19534. */
  19535. this.minimumWorld = BABYLON.Vector3.Zero();
  19536. /**
  19537. * Gets the maximum vector in world space
  19538. */
  19539. this.maximumWorld = BABYLON.Vector3.Zero();
  19540. /**
  19541. * Gets the minimum vector in local space
  19542. */
  19543. this.minimum = BABYLON.Vector3.Zero();
  19544. /**
  19545. * Gets the maximum vector in local space
  19546. */
  19547. this.maximum = BABYLON.Vector3.Zero();
  19548. this.reConstruct(min, max, worldMatrix);
  19549. }
  19550. // Methods
  19551. /**
  19552. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19553. * @param min defines the new minimum vector (in local space)
  19554. * @param max defines the new maximum vector (in local space)
  19555. * @param worldMatrix defines the new world matrix
  19556. */
  19557. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19558. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19559. var vectors = this.vectors;
  19560. this.minimum.copyFromFloats(minX, minY, minZ);
  19561. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19562. vectors[0].copyFromFloats(minX, minY, minZ);
  19563. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19564. vectors[2].copyFromFloats(maxX, minY, minZ);
  19565. vectors[3].copyFromFloats(minX, maxY, minZ);
  19566. vectors[4].copyFromFloats(minX, minY, maxZ);
  19567. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19568. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19569. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19570. // OBB
  19571. max.addToRef(min, this.center).scaleInPlace(0.5);
  19572. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19573. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19574. };
  19575. /**
  19576. * Scale the current bounding box by applying a scale factor
  19577. * @param factor defines the scale factor to apply
  19578. * @returns the current bounding box
  19579. */
  19580. BoundingBox.prototype.scale = function (factor) {
  19581. var tmpVectors = BoundingBox.TmpVector3;
  19582. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19583. var len = diff.length();
  19584. diff.normalizeFromLength(len);
  19585. var distance = len * factor;
  19586. var newRadius = diff.scaleInPlace(distance * 0.5);
  19587. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19588. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19589. this.reConstruct(min, max, this._worldMatrix);
  19590. return this;
  19591. };
  19592. /**
  19593. * Gets the world matrix of the bounding box
  19594. * @returns a matrix
  19595. */
  19596. BoundingBox.prototype.getWorldMatrix = function () {
  19597. return this._worldMatrix;
  19598. };
  19599. /** @hidden */
  19600. BoundingBox.prototype._update = function (world) {
  19601. var minWorld = this.minimumWorld;
  19602. var maxWorld = this.maximumWorld;
  19603. var directions = this.directions;
  19604. var vectorsWorld = this.vectorsWorld;
  19605. var vectors = this.vectors;
  19606. if (!world.isIdentity()) {
  19607. minWorld.setAll(Number.MAX_VALUE);
  19608. maxWorld.setAll(-Number.MAX_VALUE);
  19609. for (var index = 0; index < 8; ++index) {
  19610. var v = vectorsWorld[index];
  19611. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19612. minWorld.minimizeInPlace(v);
  19613. maxWorld.maximizeInPlace(v);
  19614. }
  19615. // Extend
  19616. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19617. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19618. }
  19619. else {
  19620. minWorld.copyFrom(this.minimum);
  19621. maxWorld.copyFrom(this.maximum);
  19622. for (var index = 0; index < 8; ++index) {
  19623. vectorsWorld[index].copyFrom(vectors[index]);
  19624. }
  19625. // Extend
  19626. this.extendSizeWorld.copyFrom(this.extendSize);
  19627. this.centerWorld.copyFrom(this.center);
  19628. }
  19629. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19630. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19631. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19632. this._worldMatrix = world;
  19633. };
  19634. /**
  19635. * Tests if the bounding box is intersecting the frustum planes
  19636. * @param frustumPlanes defines the frustum planes to test
  19637. * @returns true if there is an intersection
  19638. */
  19639. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19640. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19641. };
  19642. /**
  19643. * Tests if the bounding box is entirely inside the frustum planes
  19644. * @param frustumPlanes defines the frustum planes to test
  19645. * @returns true if there is an inclusion
  19646. */
  19647. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19648. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19649. };
  19650. /**
  19651. * Tests if a point is inside the bounding box
  19652. * @param point defines the point to test
  19653. * @returns true if the point is inside the bounding box
  19654. */
  19655. BoundingBox.prototype.intersectsPoint = function (point) {
  19656. var min = this.minimumWorld;
  19657. var max = this.maximumWorld;
  19658. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19659. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19660. var delta = -BABYLON.Epsilon;
  19661. if (maxX - pointX < delta || delta > pointX - minX) {
  19662. return false;
  19663. }
  19664. if (maxY - pointY < delta || delta > pointY - minY) {
  19665. return false;
  19666. }
  19667. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19668. return false;
  19669. }
  19670. return true;
  19671. };
  19672. /**
  19673. * Tests if the bounding box intersects with a bounding sphere
  19674. * @param sphere defines the sphere to test
  19675. * @returns true if there is an intersection
  19676. */
  19677. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19678. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19679. };
  19680. /**
  19681. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19682. * @param min defines the min vector to use
  19683. * @param max defines the max vector to use
  19684. * @returns true if there is an intersection
  19685. */
  19686. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19687. var myMin = this.minimumWorld;
  19688. var myMax = this.maximumWorld;
  19689. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19690. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19691. if (myMaxX < minX || myMinX > maxX) {
  19692. return false;
  19693. }
  19694. if (myMaxY < minY || myMinY > maxY) {
  19695. return false;
  19696. }
  19697. if (myMaxZ < minZ || myMinZ > maxZ) {
  19698. return false;
  19699. }
  19700. return true;
  19701. };
  19702. // Statics
  19703. /**
  19704. * Tests if two bounding boxes are intersections
  19705. * @param box0 defines the first box to test
  19706. * @param box1 defines the second box to test
  19707. * @returns true if there is an intersection
  19708. */
  19709. BoundingBox.Intersects = function (box0, box1) {
  19710. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19711. };
  19712. /**
  19713. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19714. * @param minPoint defines the minimum vector of the bounding box
  19715. * @param maxPoint defines the maximum vector of the bounding box
  19716. * @param sphereCenter defines the sphere center
  19717. * @param sphereRadius defines the sphere radius
  19718. * @returns true if there is an intersection
  19719. */
  19720. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19721. var vector = BoundingBox.TmpVector3[0];
  19722. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19723. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19724. return (num <= (sphereRadius * sphereRadius));
  19725. };
  19726. /**
  19727. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19728. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19729. * @param frustumPlanes defines the frustum planes to test
  19730. * @return true if there is an inclusion
  19731. */
  19732. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19733. for (var p = 0; p < 6; ++p) {
  19734. var frustumPlane = frustumPlanes[p];
  19735. for (var i = 0; i < 8; ++i) {
  19736. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19737. return false;
  19738. }
  19739. }
  19740. }
  19741. return true;
  19742. };
  19743. /**
  19744. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19745. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19746. * @param frustumPlanes defines the frustum planes to test
  19747. * @return true if there is an intersection
  19748. */
  19749. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19750. for (var p = 0; p < 6; ++p) {
  19751. var canReturnFalse = true;
  19752. var frustumPlane = frustumPlanes[p];
  19753. for (var i = 0; i < 8; ++i) {
  19754. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19755. canReturnFalse = false;
  19756. break;
  19757. }
  19758. }
  19759. if (canReturnFalse) {
  19760. return false;
  19761. }
  19762. }
  19763. return true;
  19764. };
  19765. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19766. return BoundingBox;
  19767. }());
  19768. BABYLON.BoundingBox = BoundingBox;
  19769. })(BABYLON || (BABYLON = {}));
  19770. //# sourceMappingURL=babylon.boundingBox.js.map
  19771. var BABYLON;
  19772. (function (BABYLON) {
  19773. var _result0 = { min: 0, max: 0 };
  19774. var _result1 = { min: 0, max: 0 };
  19775. var computeBoxExtents = function (axis, box, result) {
  19776. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19777. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19778. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19779. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19780. var r = r0 + r1 + r2;
  19781. result.min = p - r;
  19782. result.max = p + r;
  19783. };
  19784. var axisOverlap = function (axis, box0, box1) {
  19785. computeBoxExtents(axis, box0, _result0);
  19786. computeBoxExtents(axis, box1, _result1);
  19787. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19788. };
  19789. /**
  19790. * Info for a bounding data of a mesh
  19791. */
  19792. var BoundingInfo = /** @class */ (function () {
  19793. /**
  19794. * Constructs bounding info
  19795. * @param minimum min vector of the bounding box/sphere
  19796. * @param maximum max vector of the bounding box/sphere
  19797. * @param worldMatrix defines the new world matrix
  19798. */
  19799. function BoundingInfo(minimum, maximum, worldMatrix) {
  19800. this._isLocked = false;
  19801. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19802. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19803. }
  19804. /**
  19805. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19806. * @param min defines the new minimum vector (in local space)
  19807. * @param max defines the new maximum vector (in local space)
  19808. * @param worldMatrix defines the new world matrix
  19809. */
  19810. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19811. this.boundingBox.reConstruct(min, max, worldMatrix);
  19812. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19813. };
  19814. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19815. /**
  19816. * min vector of the bounding box/sphere
  19817. */
  19818. get: function () {
  19819. return this.boundingBox.minimum;
  19820. },
  19821. enumerable: true,
  19822. configurable: true
  19823. });
  19824. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19825. /**
  19826. * max vector of the bounding box/sphere
  19827. */
  19828. get: function () {
  19829. return this.boundingBox.maximum;
  19830. },
  19831. enumerable: true,
  19832. configurable: true
  19833. });
  19834. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19835. /**
  19836. * If the info is locked and won't be updated to avoid perf overhead
  19837. */
  19838. get: function () {
  19839. return this._isLocked;
  19840. },
  19841. set: function (value) {
  19842. this._isLocked = value;
  19843. },
  19844. enumerable: true,
  19845. configurable: true
  19846. });
  19847. // Methods
  19848. /**
  19849. * Updates the bounding sphere and box
  19850. * @param world world matrix to be used to update
  19851. */
  19852. BoundingInfo.prototype.update = function (world) {
  19853. if (this._isLocked) {
  19854. return;
  19855. }
  19856. this.boundingBox._update(world);
  19857. this.boundingSphere._update(world);
  19858. };
  19859. /**
  19860. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19861. * @param center New center of the bounding info
  19862. * @param extend New extend of the bounding info
  19863. * @returns the current bounding info
  19864. */
  19865. BoundingInfo.prototype.centerOn = function (center, extend) {
  19866. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19867. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19868. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19869. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19870. return this;
  19871. };
  19872. /**
  19873. * Scale the current bounding info by applying a scale factor
  19874. * @param factor defines the scale factor to apply
  19875. * @returns the current bounding info
  19876. */
  19877. BoundingInfo.prototype.scale = function (factor) {
  19878. this.boundingBox.scale(factor);
  19879. this.boundingSphere.scale(factor);
  19880. return this;
  19881. };
  19882. /**
  19883. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19884. * @param frustumPlanes defines the frustum to test
  19885. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19886. * @returns true if the bounding info is in the frustum planes
  19887. */
  19888. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19889. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19890. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19891. return false;
  19892. }
  19893. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19894. return true;
  19895. }
  19896. return this.boundingBox.isInFrustum(frustumPlanes);
  19897. };
  19898. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19899. /**
  19900. * Gets the world distance between the min and max points of the bounding box
  19901. */
  19902. get: function () {
  19903. var boundingBox = this.boundingBox;
  19904. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19905. return diag.length();
  19906. },
  19907. enumerable: true,
  19908. configurable: true
  19909. });
  19910. /**
  19911. * Checks if a cullable object (mesh...) is in the camera frustum
  19912. * Unlike isInFrustum this cheks the full bounding box
  19913. * @param frustumPlanes Camera near/planes
  19914. * @returns true if the object is in frustum otherwise false
  19915. */
  19916. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19917. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19918. };
  19919. /** @hidden */
  19920. BoundingInfo.prototype._checkCollision = function (collider) {
  19921. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19922. };
  19923. /**
  19924. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19925. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19926. * @param point the point to check intersection with
  19927. * @returns if the point intersects
  19928. */
  19929. BoundingInfo.prototype.intersectsPoint = function (point) {
  19930. if (!this.boundingSphere.centerWorld) {
  19931. return false;
  19932. }
  19933. if (!this.boundingSphere.intersectsPoint(point)) {
  19934. return false;
  19935. }
  19936. if (!this.boundingBox.intersectsPoint(point)) {
  19937. return false;
  19938. }
  19939. return true;
  19940. };
  19941. /**
  19942. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19943. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19944. * @param boundingInfo the bounding info to check intersection with
  19945. * @param precise if the intersection should be done using OBB
  19946. * @returns if the bounding info intersects
  19947. */
  19948. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19949. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19950. return false;
  19951. }
  19952. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19953. return false;
  19954. }
  19955. if (!precise) {
  19956. return true;
  19957. }
  19958. var box0 = this.boundingBox;
  19959. var box1 = boundingInfo.boundingBox;
  19960. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19961. return false;
  19962. }
  19963. if (!axisOverlap(box0.directions[1], box0, box1)) {
  19964. return false;
  19965. }
  19966. if (!axisOverlap(box0.directions[2], box0, box1)) {
  19967. return false;
  19968. }
  19969. if (!axisOverlap(box1.directions[0], box0, box1)) {
  19970. return false;
  19971. }
  19972. if (!axisOverlap(box1.directions[1], box0, box1)) {
  19973. return false;
  19974. }
  19975. if (!axisOverlap(box1.directions[2], box0, box1)) {
  19976. return false;
  19977. }
  19978. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  19979. return false;
  19980. }
  19981. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  19982. return false;
  19983. }
  19984. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  19985. return false;
  19986. }
  19987. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  19988. return false;
  19989. }
  19990. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  19991. return false;
  19992. }
  19993. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  19994. return false;
  19995. }
  19996. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  19997. return false;
  19998. }
  19999. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  20000. return false;
  20001. }
  20002. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  20003. return false;
  20004. }
  20005. return true;
  20006. };
  20007. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  20008. return BoundingInfo;
  20009. }());
  20010. BABYLON.BoundingInfo = BoundingInfo;
  20011. })(BABYLON || (BABYLON = {}));
  20012. //# sourceMappingURL=babylon.boundingInfo.js.map
  20013. var BABYLON;
  20014. (function (BABYLON) {
  20015. /**
  20016. * 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.
  20017. * @see https://doc.babylonjs.com/how_to/transformnode
  20018. */
  20019. var TransformNode = /** @class */ (function (_super) {
  20020. __extends(TransformNode, _super);
  20021. function TransformNode(name, scene, isPure) {
  20022. if (scene === void 0) { scene = null; }
  20023. if (isPure === void 0) { isPure = true; }
  20024. var _this = _super.call(this, name, scene) || this;
  20025. _this._forward = new BABYLON.Vector3(0, 0, 1);
  20026. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  20027. _this._up = new BABYLON.Vector3(0, 1, 0);
  20028. _this._right = new BABYLON.Vector3(1, 0, 0);
  20029. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  20030. // Properties
  20031. _this._position = BABYLON.Vector3.Zero();
  20032. _this._rotation = BABYLON.Vector3.Zero();
  20033. _this._scaling = BABYLON.Vector3.One();
  20034. _this._isDirty = false;
  20035. /**
  20036. * Set the billboard mode. Default is 0.
  20037. *
  20038. * | Value | Type | Description |
  20039. * | --- | --- | --- |
  20040. * | 0 | BILLBOARDMODE_NONE | |
  20041. * | 1 | BILLBOARDMODE_X | |
  20042. * | 2 | BILLBOARDMODE_Y | |
  20043. * | 4 | BILLBOARDMODE_Z | |
  20044. * | 7 | BILLBOARDMODE_ALL | |
  20045. *
  20046. */
  20047. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  20048. /**
  20049. * 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
  20050. */
  20051. _this.scalingDeterminant = 1;
  20052. /**
  20053. * Sets the distance of the object to max, often used by skybox
  20054. */
  20055. _this.infiniteDistance = false;
  20056. /**
  20057. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  20058. * By default the system will update normals to compensate
  20059. */
  20060. _this.ignoreNonUniformScaling = false;
  20061. _this._localWorld = BABYLON.Matrix.Zero();
  20062. _this._absolutePosition = BABYLON.Vector3.Zero();
  20063. _this._pivotMatrix = BABYLON.Matrix.Identity();
  20064. _this._postMultiplyPivotMatrix = false;
  20065. _this._isWorldMatrixFrozen = false;
  20066. /** @hidden */
  20067. _this._indexInSceneTransformNodesArray = -1;
  20068. /**
  20069. * An event triggered after the world matrix is updated
  20070. */
  20071. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  20072. _this._nonUniformScaling = false;
  20073. if (isPure) {
  20074. _this.getScene().addTransformNode(_this);
  20075. }
  20076. return _this;
  20077. }
  20078. /**
  20079. * Gets a string identifying the name of the class
  20080. * @returns "TransformNode" string
  20081. */
  20082. TransformNode.prototype.getClassName = function () {
  20083. return "TransformNode";
  20084. };
  20085. Object.defineProperty(TransformNode.prototype, "position", {
  20086. /**
  20087. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  20088. */
  20089. get: function () {
  20090. return this._position;
  20091. },
  20092. set: function (newPosition) {
  20093. this._position = newPosition;
  20094. this._isDirty = true;
  20095. },
  20096. enumerable: true,
  20097. configurable: true
  20098. });
  20099. Object.defineProperty(TransformNode.prototype, "rotation", {
  20100. /**
  20101. * 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)).
  20102. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  20103. */
  20104. get: function () {
  20105. return this._rotation;
  20106. },
  20107. set: function (newRotation) {
  20108. this._rotation = newRotation;
  20109. this._isDirty = true;
  20110. },
  20111. enumerable: true,
  20112. configurable: true
  20113. });
  20114. Object.defineProperty(TransformNode.prototype, "scaling", {
  20115. /**
  20116. * 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)).
  20117. */
  20118. get: function () {
  20119. return this._scaling;
  20120. },
  20121. set: function (newScaling) {
  20122. this._scaling = newScaling;
  20123. this._isDirty = true;
  20124. },
  20125. enumerable: true,
  20126. configurable: true
  20127. });
  20128. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20129. /**
  20130. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20131. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20132. */
  20133. get: function () {
  20134. return this._rotationQuaternion;
  20135. },
  20136. set: function (quaternion) {
  20137. this._rotationQuaternion = quaternion;
  20138. //reset the rotation vector.
  20139. if (quaternion) {
  20140. this.rotation.setAll(0.0);
  20141. }
  20142. },
  20143. enumerable: true,
  20144. configurable: true
  20145. });
  20146. Object.defineProperty(TransformNode.prototype, "forward", {
  20147. /**
  20148. * The forward direction of that transform in world space.
  20149. */
  20150. get: function () {
  20151. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20152. },
  20153. enumerable: true,
  20154. configurable: true
  20155. });
  20156. Object.defineProperty(TransformNode.prototype, "up", {
  20157. /**
  20158. * The up direction of that transform in world space.
  20159. */
  20160. get: function () {
  20161. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20162. },
  20163. enumerable: true,
  20164. configurable: true
  20165. });
  20166. Object.defineProperty(TransformNode.prototype, "right", {
  20167. /**
  20168. * The right direction of that transform in world space.
  20169. */
  20170. get: function () {
  20171. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20172. },
  20173. enumerable: true,
  20174. configurable: true
  20175. });
  20176. /**
  20177. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20178. * @param matrix the matrix to copy the pose from
  20179. * @returns this TransformNode.
  20180. */
  20181. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20182. this._poseMatrix.copyFrom(matrix);
  20183. return this;
  20184. };
  20185. /**
  20186. * Returns the mesh Pose matrix.
  20187. * @returns the pose matrix
  20188. */
  20189. TransformNode.prototype.getPoseMatrix = function () {
  20190. return this._poseMatrix;
  20191. };
  20192. /** @hidden */
  20193. TransformNode.prototype._isSynchronized = function () {
  20194. if (this._isDirty) {
  20195. return false;
  20196. }
  20197. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20198. return false;
  20199. }
  20200. if (this._cache.pivotMatrixUpdated) {
  20201. return false;
  20202. }
  20203. if (this.infiniteDistance) {
  20204. return false;
  20205. }
  20206. if (!this._cache.position.equals(this._position)) {
  20207. return false;
  20208. }
  20209. if (this._rotationQuaternion) {
  20210. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20211. return false;
  20212. }
  20213. }
  20214. if (!this._cache.rotation.equals(this._rotation)) {
  20215. return false;
  20216. }
  20217. if (!this._cache.scaling.equals(this._scaling)) {
  20218. return false;
  20219. }
  20220. return true;
  20221. };
  20222. /** @hidden */
  20223. TransformNode.prototype._initCache = function () {
  20224. _super.prototype._initCache.call(this);
  20225. this._cache.localMatrixUpdated = false;
  20226. this._cache.position = BABYLON.Vector3.Zero();
  20227. this._cache.scaling = BABYLON.Vector3.Zero();
  20228. this._cache.rotation = BABYLON.Vector3.Zero();
  20229. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20230. this._cache.billboardMode = -1;
  20231. };
  20232. /**
  20233. * Flag the transform node as dirty (Forcing it to update everything)
  20234. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20235. * @returns this transform node
  20236. */
  20237. TransformNode.prototype.markAsDirty = function (property) {
  20238. if (property === "rotation") {
  20239. this.rotationQuaternion = null;
  20240. }
  20241. this._currentRenderId = Number.MAX_VALUE;
  20242. this._isDirty = true;
  20243. return this;
  20244. };
  20245. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20246. /**
  20247. * Returns the current mesh absolute position.
  20248. * Returns a Vector3.
  20249. */
  20250. get: function () {
  20251. return this._absolutePosition;
  20252. },
  20253. enumerable: true,
  20254. configurable: true
  20255. });
  20256. /**
  20257. * Sets a new matrix to apply before all other transformation
  20258. * @param matrix defines the transform matrix
  20259. * @returns the current TransformNode
  20260. */
  20261. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20262. return this.setPivotMatrix(matrix, false);
  20263. };
  20264. /**
  20265. * Sets a new pivot matrix to the current node
  20266. * @param matrix defines the new pivot matrix to use
  20267. * @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
  20268. * @returns the current TransformNode
  20269. */
  20270. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20271. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20272. this._pivotMatrix.copyFrom(matrix);
  20273. this._cache.pivotMatrixUpdated = true;
  20274. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20275. if (this._postMultiplyPivotMatrix) {
  20276. if (!this._pivotMatrixInverse) {
  20277. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20278. }
  20279. else {
  20280. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20281. }
  20282. }
  20283. return this;
  20284. };
  20285. /**
  20286. * Returns the mesh pivot matrix.
  20287. * Default : Identity.
  20288. * @returns the matrix
  20289. */
  20290. TransformNode.prototype.getPivotMatrix = function () {
  20291. return this._pivotMatrix;
  20292. };
  20293. /**
  20294. * Prevents the World matrix to be computed any longer.
  20295. * @returns the TransformNode.
  20296. */
  20297. TransformNode.prototype.freezeWorldMatrix = function () {
  20298. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20299. this.computeWorldMatrix(true);
  20300. this._isWorldMatrixFrozen = true;
  20301. return this;
  20302. };
  20303. /**
  20304. * Allows back the World matrix computation.
  20305. * @returns the TransformNode.
  20306. */
  20307. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20308. this._isWorldMatrixFrozen = false;
  20309. this.computeWorldMatrix(true);
  20310. return this;
  20311. };
  20312. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20313. /**
  20314. * True if the World matrix has been frozen.
  20315. */
  20316. get: function () {
  20317. return this._isWorldMatrixFrozen;
  20318. },
  20319. enumerable: true,
  20320. configurable: true
  20321. });
  20322. /**
  20323. * Retuns the mesh absolute position in the World.
  20324. * @returns a Vector3.
  20325. */
  20326. TransformNode.prototype.getAbsolutePosition = function () {
  20327. this.computeWorldMatrix();
  20328. return this._absolutePosition;
  20329. };
  20330. /**
  20331. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20332. * @param absolutePosition the absolute position to set
  20333. * @returns the TransformNode.
  20334. */
  20335. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20336. if (!absolutePosition) {
  20337. return this;
  20338. }
  20339. var absolutePositionX;
  20340. var absolutePositionY;
  20341. var absolutePositionZ;
  20342. if (absolutePosition.x === undefined) {
  20343. if (arguments.length < 3) {
  20344. return this;
  20345. }
  20346. absolutePositionX = arguments[0];
  20347. absolutePositionY = arguments[1];
  20348. absolutePositionZ = arguments[2];
  20349. }
  20350. else {
  20351. absolutePositionX = absolutePosition.x;
  20352. absolutePositionY = absolutePosition.y;
  20353. absolutePositionZ = absolutePosition.z;
  20354. }
  20355. if (this.parent) {
  20356. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20357. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20358. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20359. }
  20360. else {
  20361. this.position.x = absolutePositionX;
  20362. this.position.y = absolutePositionY;
  20363. this.position.z = absolutePositionZ;
  20364. }
  20365. return this;
  20366. };
  20367. /**
  20368. * Sets the mesh position in its local space.
  20369. * @param vector3 the position to set in localspace
  20370. * @returns the TransformNode.
  20371. */
  20372. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20373. this.computeWorldMatrix();
  20374. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  20375. return this;
  20376. };
  20377. /**
  20378. * Returns the mesh position in the local space from the current World matrix values.
  20379. * @returns a new Vector3.
  20380. */
  20381. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20382. this.computeWorldMatrix();
  20383. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20384. this._localWorld.invertToRef(invLocalWorldMatrix);
  20385. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20386. };
  20387. /**
  20388. * Translates the mesh along the passed Vector3 in its local space.
  20389. * @param vector3 the distance to translate in localspace
  20390. * @returns the TransformNode.
  20391. */
  20392. TransformNode.prototype.locallyTranslate = function (vector3) {
  20393. this.computeWorldMatrix(true);
  20394. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  20395. return this;
  20396. };
  20397. /**
  20398. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20399. * @param targetPoint the position (must be in same space as current mesh) to look at
  20400. * @param yawCor optional yaw (y-axis) correction in radians
  20401. * @param pitchCor optional pitch (x-axis) correction in radians
  20402. * @param rollCor optional roll (z-axis) correction in radians
  20403. * @param space the choosen space of the target
  20404. * @returns the TransformNode.
  20405. */
  20406. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20407. if (yawCor === void 0) { yawCor = 0; }
  20408. if (pitchCor === void 0) { pitchCor = 0; }
  20409. if (rollCor === void 0) { rollCor = 0; }
  20410. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20411. var dv = TransformNode._lookAtVectorCache;
  20412. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20413. targetPoint.subtractToRef(pos, dv);
  20414. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  20415. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  20416. var pitch = Math.atan2(dv.y, len);
  20417. if (this.rotationQuaternion) {
  20418. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20419. }
  20420. else {
  20421. this.rotation.x = pitch + pitchCor;
  20422. this.rotation.y = yaw + yawCor;
  20423. this.rotation.z = rollCor;
  20424. }
  20425. // Correct for parent's rotation offset
  20426. if (space === BABYLON.Space.WORLD && this.parent) {
  20427. if (this.rotationQuaternion) {
  20428. // Get local rotation matrix of the looking object
  20429. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20430. this.rotationQuaternion.toRotationMatrix(rotationMatrix);
  20431. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20432. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20433. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20434. parentRotationMatrix.invert();
  20435. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20436. this.rotationQuaternion.fromRotationMatrix(rotationMatrix);
  20437. }
  20438. else {
  20439. // Get local rotation matrix of the looking object
  20440. var quaternionRotation = BABYLON.Tmp.Quaternion[0];
  20441. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, quaternionRotation);
  20442. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20443. quaternionRotation.toRotationMatrix(rotationMatrix);
  20444. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20445. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20446. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20447. parentRotationMatrix.invert();
  20448. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20449. quaternionRotation.fromRotationMatrix(rotationMatrix);
  20450. quaternionRotation.toEulerAnglesToRef(this.rotation);
  20451. }
  20452. }
  20453. return this;
  20454. };
  20455. /**
  20456. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20457. * This Vector3 is expressed in the World space.
  20458. * @param localAxis axis to rotate
  20459. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20460. */
  20461. TransformNode.prototype.getDirection = function (localAxis) {
  20462. var result = BABYLON.Vector3.Zero();
  20463. this.getDirectionToRef(localAxis, result);
  20464. return result;
  20465. };
  20466. /**
  20467. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20468. * localAxis is expressed in the mesh local space.
  20469. * result is computed in the Wordl space from the mesh World matrix.
  20470. * @param localAxis axis to rotate
  20471. * @param result the resulting transformnode
  20472. * @returns this TransformNode.
  20473. */
  20474. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20475. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20476. return this;
  20477. };
  20478. /**
  20479. * Sets a new pivot point to the current node
  20480. * @param point defines the new pivot point to use
  20481. * @param space defines if the point is in world or local space (local by default)
  20482. * @returns the current TransformNode
  20483. */
  20484. TransformNode.prototype.setPivotPoint = function (point, space) {
  20485. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20486. if (this.getScene().getRenderId() == 0) {
  20487. this.computeWorldMatrix(true);
  20488. }
  20489. var wm = this.getWorldMatrix();
  20490. if (space == BABYLON.Space.WORLD) {
  20491. var tmat = BABYLON.Tmp.Matrix[0];
  20492. wm.invertToRef(tmat);
  20493. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20494. }
  20495. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20496. };
  20497. /**
  20498. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20499. * @returns the pivot point
  20500. */
  20501. TransformNode.prototype.getPivotPoint = function () {
  20502. var point = BABYLON.Vector3.Zero();
  20503. this.getPivotPointToRef(point);
  20504. return point;
  20505. };
  20506. /**
  20507. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20508. * @param result the vector3 to store the result
  20509. * @returns this TransformNode.
  20510. */
  20511. TransformNode.prototype.getPivotPointToRef = function (result) {
  20512. result.x = -this._pivotMatrix.m[12];
  20513. result.y = -this._pivotMatrix.m[13];
  20514. result.z = -this._pivotMatrix.m[14];
  20515. return this;
  20516. };
  20517. /**
  20518. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20519. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20520. */
  20521. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20522. var point = BABYLON.Vector3.Zero();
  20523. this.getAbsolutePivotPointToRef(point);
  20524. return point;
  20525. };
  20526. /**
  20527. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20528. * @param result vector3 to store the result
  20529. * @returns this TransformNode.
  20530. */
  20531. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20532. result.x = this._pivotMatrix.m[12];
  20533. result.y = this._pivotMatrix.m[13];
  20534. result.z = this._pivotMatrix.m[14];
  20535. this.getPivotPointToRef(result);
  20536. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20537. return this;
  20538. };
  20539. /**
  20540. * Defines the passed node as the parent of the current node.
  20541. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20542. * @param node the node ot set as the parent
  20543. * @returns this TransformNode.
  20544. */
  20545. TransformNode.prototype.setParent = function (node) {
  20546. if (!node && !this.parent) {
  20547. return this;
  20548. }
  20549. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20550. var position = BABYLON.Tmp.Vector3[0];
  20551. var scale = BABYLON.Tmp.Vector3[1];
  20552. if (!node) {
  20553. if (this.parent && this.parent.computeWorldMatrix) {
  20554. this.parent.computeWorldMatrix(true);
  20555. }
  20556. this.computeWorldMatrix(true);
  20557. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20558. }
  20559. else {
  20560. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20561. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20562. this.computeWorldMatrix(true);
  20563. node.computeWorldMatrix(true);
  20564. node.getWorldMatrix().invertToRef(invParentMatrix);
  20565. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20566. diffMatrix.decompose(scale, quatRotation, position);
  20567. }
  20568. if (this.rotationQuaternion) {
  20569. this.rotationQuaternion.copyFrom(quatRotation);
  20570. }
  20571. else {
  20572. quatRotation.toEulerAnglesToRef(this.rotation);
  20573. }
  20574. this.scaling.copyFrom(scale);
  20575. this.position.copyFrom(position);
  20576. this.parent = node;
  20577. return this;
  20578. };
  20579. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20580. /**
  20581. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20582. */
  20583. get: function () {
  20584. return this._nonUniformScaling;
  20585. },
  20586. enumerable: true,
  20587. configurable: true
  20588. });
  20589. /** @hidden */
  20590. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20591. if (this._nonUniformScaling === value) {
  20592. return false;
  20593. }
  20594. this._nonUniformScaling = value;
  20595. return true;
  20596. };
  20597. /**
  20598. * Attach the current TransformNode to another TransformNode associated with a bone
  20599. * @param bone Bone affecting the TransformNode
  20600. * @param affectedTransformNode TransformNode associated with the bone
  20601. * @returns this object
  20602. */
  20603. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20604. this._transformToBoneReferal = affectedTransformNode;
  20605. this.parent = bone;
  20606. if (bone.getWorldMatrix().determinant() < 0) {
  20607. this.scalingDeterminant *= -1;
  20608. }
  20609. return this;
  20610. };
  20611. /**
  20612. * Detach the transform node if its associated with a bone
  20613. * @returns this object
  20614. */
  20615. TransformNode.prototype.detachFromBone = function () {
  20616. if (!this.parent) {
  20617. return this;
  20618. }
  20619. if (this.parent.getWorldMatrix().determinant() < 0) {
  20620. this.scalingDeterminant *= -1;
  20621. }
  20622. this._transformToBoneReferal = null;
  20623. this.parent = null;
  20624. return this;
  20625. };
  20626. /**
  20627. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20628. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20629. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20630. * The passed axis is also normalized.
  20631. * @param axis the axis to rotate around
  20632. * @param amount the amount to rotate in radians
  20633. * @param space Space to rotate in (Default: local)
  20634. * @returns the TransformNode.
  20635. */
  20636. TransformNode.prototype.rotate = function (axis, amount, space) {
  20637. axis.normalize();
  20638. if (!this.rotationQuaternion) {
  20639. this.rotationQuaternion = this.rotation.toQuaternion();
  20640. this.rotation.setAll(0);
  20641. }
  20642. var rotationQuaternion;
  20643. if (!space || space === BABYLON.Space.LOCAL) {
  20644. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20645. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20646. }
  20647. else {
  20648. if (this.parent) {
  20649. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20650. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20651. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20652. }
  20653. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20654. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20655. }
  20656. return this;
  20657. };
  20658. /**
  20659. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20660. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20661. * The passed axis is also normalized. .
  20662. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20663. * @param point the point to rotate around
  20664. * @param axis the axis to rotate around
  20665. * @param amount the amount to rotate in radians
  20666. * @returns the TransformNode
  20667. */
  20668. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20669. axis.normalize();
  20670. if (!this.rotationQuaternion) {
  20671. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20672. this.rotation.setAll(0);
  20673. }
  20674. var tmpVector = BABYLON.Tmp.Vector3[0];
  20675. var finalScale = BABYLON.Tmp.Vector3[1];
  20676. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20677. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20678. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20679. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20680. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20681. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20682. point.subtractToRef(this.position, tmpVector);
  20683. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20684. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20685. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20686. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20687. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20688. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20689. this.position.addInPlace(finalTranslation);
  20690. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20691. return this;
  20692. };
  20693. /**
  20694. * Translates the mesh along the axis vector for the passed distance in the given space.
  20695. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20696. * @param axis the axis to translate in
  20697. * @param distance the distance to translate
  20698. * @param space Space to rotate in (Default: local)
  20699. * @returns the TransformNode.
  20700. */
  20701. TransformNode.prototype.translate = function (axis, distance, space) {
  20702. var displacementVector = axis.scale(distance);
  20703. if (!space || space === BABYLON.Space.LOCAL) {
  20704. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20705. this.setPositionWithLocalVector(tempV3);
  20706. }
  20707. else {
  20708. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20709. }
  20710. return this;
  20711. };
  20712. /**
  20713. * Adds a rotation step to the mesh current rotation.
  20714. * x, y, z are Euler angles expressed in radians.
  20715. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20716. * This means this rotation is made in the mesh local space only.
  20717. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20718. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20719. * ```javascript
  20720. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20721. * ```
  20722. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20723. * 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.
  20724. * @param x Rotation to add
  20725. * @param y Rotation to add
  20726. * @param z Rotation to add
  20727. * @returns the TransformNode.
  20728. */
  20729. TransformNode.prototype.addRotation = function (x, y, z) {
  20730. var rotationQuaternion;
  20731. if (this.rotationQuaternion) {
  20732. rotationQuaternion = this.rotationQuaternion;
  20733. }
  20734. else {
  20735. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20736. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20737. }
  20738. var accumulation = BABYLON.Tmp.Quaternion[0];
  20739. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20740. rotationQuaternion.multiplyInPlace(accumulation);
  20741. if (!this.rotationQuaternion) {
  20742. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20743. }
  20744. return this;
  20745. };
  20746. /**
  20747. * Computes the world matrix of the node
  20748. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20749. * @returns the world matrix
  20750. */
  20751. TransformNode.prototype.computeWorldMatrix = function (force) {
  20752. if (this._isWorldMatrixFrozen) {
  20753. return this._worldMatrix;
  20754. }
  20755. if (!force && this.isSynchronized()) {
  20756. this._currentRenderId = this.getScene().getRenderId();
  20757. return this._worldMatrix;
  20758. }
  20759. this._updateCache();
  20760. this._cache.position.copyFrom(this.position);
  20761. this._cache.scaling.copyFrom(this.scaling);
  20762. this._cache.pivotMatrixUpdated = false;
  20763. this._cache.billboardMode = this.billboardMode;
  20764. this._currentRenderId = this.getScene().getRenderId();
  20765. this._childRenderId = this.getScene().getRenderId();
  20766. this._isDirty = false;
  20767. // Scaling
  20768. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20769. // Rotation
  20770. //rotate, if quaternion is set and rotation was used
  20771. if (this.rotationQuaternion) {
  20772. var len = this.rotation.length();
  20773. if (len) {
  20774. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20775. this.rotation.copyFromFloats(0, 0, 0);
  20776. }
  20777. }
  20778. if (this.rotationQuaternion) {
  20779. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20780. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20781. }
  20782. else {
  20783. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20784. this._cache.rotation.copyFrom(this.rotation);
  20785. }
  20786. // Translation
  20787. var camera = this.getScene().activeCamera;
  20788. if (this.infiniteDistance && !this.parent && camera) {
  20789. var cameraWorldMatrix = camera.getWorldMatrix();
  20790. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20791. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20792. }
  20793. else {
  20794. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20795. }
  20796. // Composing transformations
  20797. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20798. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20799. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20800. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20801. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20802. // Need to decompose each rotation here
  20803. var currentPosition = BABYLON.Tmp.Vector3[3];
  20804. if (this.parent && this.parent.getWorldMatrix) {
  20805. if (this._transformToBoneReferal) {
  20806. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20807. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20808. }
  20809. else {
  20810. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20811. }
  20812. }
  20813. else {
  20814. currentPosition.copyFrom(this.position);
  20815. }
  20816. currentPosition.subtractInPlace(camera.globalPosition);
  20817. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20818. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20819. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20820. }
  20821. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20822. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20823. }
  20824. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20825. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20826. }
  20827. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20828. }
  20829. else {
  20830. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20831. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20832. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20833. }
  20834. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20835. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20836. }
  20837. // Post multiply inverse of pivotMatrix
  20838. if (this._postMultiplyPivotMatrix) {
  20839. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20840. }
  20841. // Local world
  20842. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  20843. // Parent
  20844. if (this.parent && this.parent.getWorldMatrix) {
  20845. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20846. if (this._transformToBoneReferal) {
  20847. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20848. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20849. }
  20850. else {
  20851. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20852. }
  20853. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20854. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20855. this._worldMatrix.copyFrom(this._localWorld);
  20856. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20857. }
  20858. else {
  20859. if (this._transformToBoneReferal) {
  20860. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20861. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20862. }
  20863. else {
  20864. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20865. }
  20866. }
  20867. this._markSyncedWithParent();
  20868. }
  20869. else {
  20870. this._worldMatrix.copyFrom(this._localWorld);
  20871. }
  20872. // Normal matrix
  20873. if (!this.ignoreNonUniformScaling) {
  20874. if (this.scaling.isNonUniform) {
  20875. this._updateNonUniformScalingState(true);
  20876. }
  20877. else if (this.parent && this.parent._nonUniformScaling) {
  20878. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20879. }
  20880. else {
  20881. this._updateNonUniformScalingState(false);
  20882. }
  20883. }
  20884. else {
  20885. this._updateNonUniformScalingState(false);
  20886. }
  20887. this._afterComputeWorldMatrix();
  20888. // Absolute position
  20889. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20890. // Callbacks
  20891. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20892. if (!this._poseMatrix) {
  20893. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20894. }
  20895. // Cache the determinant
  20896. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20897. return this._worldMatrix;
  20898. };
  20899. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20900. };
  20901. /**
  20902. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20903. * @param func callback function to add
  20904. *
  20905. * @returns the TransformNode.
  20906. */
  20907. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20908. this.onAfterWorldMatrixUpdateObservable.add(func);
  20909. return this;
  20910. };
  20911. /**
  20912. * Removes a registered callback function.
  20913. * @param func callback function to remove
  20914. * @returns the TransformNode.
  20915. */
  20916. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20917. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20918. return this;
  20919. };
  20920. /**
  20921. * Gets the position of the current mesh in camera space
  20922. * @param camera defines the camera to use
  20923. * @returns a position
  20924. */
  20925. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  20926. if (camera === void 0) { camera = null; }
  20927. if (!camera) {
  20928. camera = this.getScene().activeCamera;
  20929. }
  20930. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  20931. };
  20932. /**
  20933. * Returns the distance from the mesh to the active camera
  20934. * @param camera defines the camera to use
  20935. * @returns the distance
  20936. */
  20937. TransformNode.prototype.getDistanceToCamera = function (camera) {
  20938. if (camera === void 0) { camera = null; }
  20939. if (!camera) {
  20940. camera = this.getScene().activeCamera;
  20941. }
  20942. return this.absolutePosition.subtract(camera.position).length();
  20943. };
  20944. /**
  20945. * Clone the current transform node
  20946. * @param name Name of the new clone
  20947. * @param newParent New parent for the clone
  20948. * @param doNotCloneChildren Do not clone children hierarchy
  20949. * @returns the new transform node
  20950. */
  20951. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20952. var _this = this;
  20953. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  20954. result.name = name;
  20955. result.id = name;
  20956. if (newParent) {
  20957. result.parent = newParent;
  20958. }
  20959. if (!doNotCloneChildren) {
  20960. // Children
  20961. var directDescendants = this.getDescendants(true);
  20962. for (var index = 0; index < directDescendants.length; index++) {
  20963. var child = directDescendants[index];
  20964. if (child.clone) {
  20965. child.clone(name + "." + child.name, result);
  20966. }
  20967. }
  20968. }
  20969. return result;
  20970. };
  20971. /**
  20972. * Serializes the objects information.
  20973. * @param currentSerializationObject defines the object to serialize in
  20974. * @returns the serialized object
  20975. */
  20976. TransformNode.prototype.serialize = function (currentSerializationObject) {
  20977. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  20978. serializationObject.type = this.getClassName();
  20979. // Parent
  20980. if (this.parent) {
  20981. serializationObject.parentId = this.parent.id;
  20982. }
  20983. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  20984. serializationObject.tags = BABYLON.Tags.GetTags(this);
  20985. }
  20986. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  20987. serializationObject.isEnabled = this.isEnabled();
  20988. // Parent
  20989. if (this.parent) {
  20990. serializationObject.parentId = this.parent.id;
  20991. }
  20992. return serializationObject;
  20993. };
  20994. // Statics
  20995. /**
  20996. * Returns a new TransformNode object parsed from the source provided.
  20997. * @param parsedTransformNode is the source.
  20998. * @param scene the scne the object belongs to
  20999. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  21000. * @returns a new TransformNode object parsed from the source provided.
  21001. */
  21002. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  21003. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  21004. if (BABYLON.Tags) {
  21005. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  21006. }
  21007. if (parsedTransformNode.localMatrix) {
  21008. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  21009. }
  21010. else if (parsedTransformNode.pivotMatrix) {
  21011. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  21012. }
  21013. transformNode.setEnabled(parsedTransformNode.isEnabled);
  21014. // Parent
  21015. if (parsedTransformNode.parentId) {
  21016. transformNode._waitingParentId = parsedTransformNode.parentId;
  21017. }
  21018. return transformNode;
  21019. };
  21020. /**
  21021. * Releases resources associated with this transform node.
  21022. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  21023. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  21024. */
  21025. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  21026. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  21027. // Animations
  21028. this.getScene().stopAnimation(this);
  21029. // Remove from scene
  21030. this.getScene().removeTransformNode(this);
  21031. this.onAfterWorldMatrixUpdateObservable.clear();
  21032. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  21033. };
  21034. // Statics
  21035. /**
  21036. * Object will not rotate to face the camera
  21037. */
  21038. TransformNode.BILLBOARDMODE_NONE = 0;
  21039. /**
  21040. * Object will rotate to face the camera but only on the x axis
  21041. */
  21042. TransformNode.BILLBOARDMODE_X = 1;
  21043. /**
  21044. * Object will rotate to face the camera but only on the y axis
  21045. */
  21046. TransformNode.BILLBOARDMODE_Y = 2;
  21047. /**
  21048. * Object will rotate to face the camera but only on the z axis
  21049. */
  21050. TransformNode.BILLBOARDMODE_Z = 4;
  21051. /**
  21052. * Object will rotate to face the camera
  21053. */
  21054. TransformNode.BILLBOARDMODE_ALL = 7;
  21055. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  21056. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  21057. __decorate([
  21058. BABYLON.serializeAsVector3("position")
  21059. ], TransformNode.prototype, "_position", void 0);
  21060. __decorate([
  21061. BABYLON.serializeAsVector3("rotation")
  21062. ], TransformNode.prototype, "_rotation", void 0);
  21063. __decorate([
  21064. BABYLON.serializeAsQuaternion("rotationQuaternion")
  21065. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  21066. __decorate([
  21067. BABYLON.serializeAsVector3("scaling")
  21068. ], TransformNode.prototype, "_scaling", void 0);
  21069. __decorate([
  21070. BABYLON.serialize()
  21071. ], TransformNode.prototype, "billboardMode", void 0);
  21072. __decorate([
  21073. BABYLON.serialize()
  21074. ], TransformNode.prototype, "scalingDeterminant", void 0);
  21075. __decorate([
  21076. BABYLON.serialize()
  21077. ], TransformNode.prototype, "infiniteDistance", void 0);
  21078. __decorate([
  21079. BABYLON.serialize()
  21080. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  21081. return TransformNode;
  21082. }(BABYLON.Node));
  21083. BABYLON.TransformNode = TransformNode;
  21084. })(BABYLON || (BABYLON = {}));
  21085. //# sourceMappingURL=babylon.transformNode.js.map
  21086. var BABYLON;
  21087. (function (BABYLON) {
  21088. /** @hidden */
  21089. var _FacetDataStorage = /** @class */ (function () {
  21090. function _FacetDataStorage() {
  21091. this.facetNb = 0; // facet number
  21092. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  21093. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  21094. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  21095. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  21096. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  21097. this.subDiv = {
  21098. max: 1,
  21099. X: 1,
  21100. Y: 1,
  21101. Z: 1
  21102. };
  21103. this.facetDepthSort = false; // is the facet depth sort to be computed
  21104. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  21105. }
  21106. return _FacetDataStorage;
  21107. }());
  21108. /**
  21109. * Class used to store all common mesh properties
  21110. */
  21111. var AbstractMesh = /** @class */ (function (_super) {
  21112. __extends(AbstractMesh, _super);
  21113. // Constructor
  21114. /**
  21115. * Creates a new AbstractMesh
  21116. * @param name defines the name of the mesh
  21117. * @param scene defines the hosting scene
  21118. */
  21119. function AbstractMesh(name, scene) {
  21120. if (scene === void 0) { scene = null; }
  21121. var _this = _super.call(this, name, scene, false) || this;
  21122. _this._facetData = new _FacetDataStorage();
  21123. /** Gets ot sets the culling strategy to use to find visible meshes */
  21124. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  21125. // Events
  21126. /**
  21127. * An event triggered when this mesh collides with another one
  21128. */
  21129. _this.onCollideObservable = new BABYLON.Observable();
  21130. /**
  21131. * An event triggered when the collision's position changes
  21132. */
  21133. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  21134. /**
  21135. * An event triggered when material is changed
  21136. */
  21137. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21138. // Properties
  21139. /**
  21140. * Gets or sets the orientation for POV movement & rotation
  21141. */
  21142. _this.definedFacingForward = true;
  21143. _this._visibility = 1.0;
  21144. /** Gets or sets the alpha index used to sort transparent meshes
  21145. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21146. */
  21147. _this.alphaIndex = Number.MAX_VALUE;
  21148. /**
  21149. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21150. */
  21151. _this.isVisible = true;
  21152. /**
  21153. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21154. */
  21155. _this.isPickable = true;
  21156. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21157. _this.showSubMeshesBoundingBox = false;
  21158. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21159. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21160. */
  21161. _this.isBlocker = false;
  21162. /**
  21163. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21164. */
  21165. _this.enablePointerMoveEvents = false;
  21166. /**
  21167. * Specifies the rendering group id for this mesh (0 by default)
  21168. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21169. */
  21170. _this.renderingGroupId = 0;
  21171. _this._receiveShadows = false;
  21172. /** Defines color to use when rendering outline */
  21173. _this.outlineColor = BABYLON.Color3.Red();
  21174. /** Define width to use when rendering outline */
  21175. _this.outlineWidth = 0.02;
  21176. /** Defines color to use when rendering overlay */
  21177. _this.overlayColor = BABYLON.Color3.Red();
  21178. /** Defines alpha to use when rendering overlay */
  21179. _this.overlayAlpha = 0.5;
  21180. _this._hasVertexAlpha = false;
  21181. _this._useVertexColors = true;
  21182. _this._computeBonesUsingShaders = true;
  21183. _this._numBoneInfluencers = 4;
  21184. _this._applyFog = true;
  21185. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21186. _this.useOctreeForRenderingSelection = true;
  21187. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21188. _this.useOctreeForPicking = true;
  21189. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21190. _this.useOctreeForCollisions = true;
  21191. _this._layerMask = 0x0FFFFFFF;
  21192. /**
  21193. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21194. */
  21195. _this.alwaysSelectAsActiveMesh = false;
  21196. /**
  21197. * Gets or sets the current action manager
  21198. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21199. */
  21200. _this.actionManager = null;
  21201. // Collisions
  21202. _this._checkCollisions = false;
  21203. _this._collisionMask = -1;
  21204. _this._collisionGroup = -1;
  21205. /**
  21206. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21207. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21208. */
  21209. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21210. /**
  21211. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21212. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21213. */
  21214. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21215. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21216. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21217. // Edges
  21218. /**
  21219. * Defines edge width used when edgesRenderer is enabled
  21220. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21221. */
  21222. _this.edgesWidth = 1;
  21223. /**
  21224. * Defines edge color used when edgesRenderer is enabled
  21225. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21226. */
  21227. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21228. /** @hidden */
  21229. _this._renderId = 0;
  21230. /** @hidden */
  21231. _this._intersectionsInProgress = new Array();
  21232. /** @hidden */
  21233. _this._unIndexed = false;
  21234. /** @hidden */
  21235. _this._lightSources = new Array();
  21236. /**
  21237. * An event triggered when the mesh is rebuilt.
  21238. */
  21239. _this.onRebuildObservable = new BABYLON.Observable();
  21240. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21241. if (collidedMesh === void 0) { collidedMesh = null; }
  21242. //TODO move this to the collision coordinator!
  21243. if (_this.getScene().workerCollisions) {
  21244. newPosition.multiplyInPlace(_this._collider._radius);
  21245. }
  21246. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21247. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21248. _this.position.addInPlace(_this._diffPositionForCollisions);
  21249. }
  21250. if (collidedMesh) {
  21251. _this.onCollideObservable.notifyObservers(collidedMesh);
  21252. }
  21253. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21254. };
  21255. _this.getScene().addMesh(_this);
  21256. _this._resyncLightSources();
  21257. return _this;
  21258. }
  21259. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21260. /**
  21261. * No billboard
  21262. */
  21263. get: function () {
  21264. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21265. },
  21266. enumerable: true,
  21267. configurable: true
  21268. });
  21269. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21270. /** Billboard on X axis */
  21271. get: function () {
  21272. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21273. },
  21274. enumerable: true,
  21275. configurable: true
  21276. });
  21277. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21278. /** Billboard on Y axis */
  21279. get: function () {
  21280. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21281. },
  21282. enumerable: true,
  21283. configurable: true
  21284. });
  21285. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21286. /** Billboard on Z axis */
  21287. get: function () {
  21288. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21289. },
  21290. enumerable: true,
  21291. configurable: true
  21292. });
  21293. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21294. /** Billboard on all axes */
  21295. get: function () {
  21296. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21297. },
  21298. enumerable: true,
  21299. configurable: true
  21300. });
  21301. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21302. /**
  21303. * Gets the number of facets in the mesh
  21304. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21305. */
  21306. get: function () {
  21307. return this._facetData.facetNb;
  21308. },
  21309. enumerable: true,
  21310. configurable: true
  21311. });
  21312. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21313. /**
  21314. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21315. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21316. */
  21317. get: function () {
  21318. return this._facetData.partitioningSubdivisions;
  21319. },
  21320. set: function (nb) {
  21321. this._facetData.partitioningSubdivisions = nb;
  21322. },
  21323. enumerable: true,
  21324. configurable: true
  21325. });
  21326. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21327. /**
  21328. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21329. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21330. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21331. */
  21332. get: function () {
  21333. return this._facetData.partitioningBBoxRatio;
  21334. },
  21335. set: function (ratio) {
  21336. this._facetData.partitioningBBoxRatio = ratio;
  21337. },
  21338. enumerable: true,
  21339. configurable: true
  21340. });
  21341. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21342. /**
  21343. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21344. * Works only for updatable meshes.
  21345. * Doesn't work with multi-materials
  21346. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21347. */
  21348. get: function () {
  21349. return this._facetData.facetDepthSort;
  21350. },
  21351. set: function (sort) {
  21352. this._facetData.facetDepthSort = sort;
  21353. },
  21354. enumerable: true,
  21355. configurable: true
  21356. });
  21357. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21358. /**
  21359. * The location (Vector3) where the facet depth sort must be computed from.
  21360. * By default, the active camera position.
  21361. * Used only when facet depth sort is enabled
  21362. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21363. */
  21364. get: function () {
  21365. return this._facetData.facetDepthSortFrom;
  21366. },
  21367. set: function (location) {
  21368. this._facetData.facetDepthSortFrom = location;
  21369. },
  21370. enumerable: true,
  21371. configurable: true
  21372. });
  21373. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21374. /**
  21375. * gets a boolean indicating if facetData is enabled
  21376. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21377. */
  21378. get: function () {
  21379. return this._facetData.facetDataEnabled;
  21380. },
  21381. enumerable: true,
  21382. configurable: true
  21383. });
  21384. /** @hidden */
  21385. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21386. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21387. return false;
  21388. }
  21389. this._markSubMeshesAsMiscDirty();
  21390. return true;
  21391. };
  21392. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21393. /** Set a function to call when this mesh collides with another one */
  21394. set: function (callback) {
  21395. if (this._onCollideObserver) {
  21396. this.onCollideObservable.remove(this._onCollideObserver);
  21397. }
  21398. this._onCollideObserver = this.onCollideObservable.add(callback);
  21399. },
  21400. enumerable: true,
  21401. configurable: true
  21402. });
  21403. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21404. /** Set a function to call when the collision's position changes */
  21405. set: function (callback) {
  21406. if (this._onCollisionPositionChangeObserver) {
  21407. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21408. }
  21409. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21410. },
  21411. enumerable: true,
  21412. configurable: true
  21413. });
  21414. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21415. /**
  21416. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21417. */
  21418. get: function () {
  21419. return this._visibility;
  21420. },
  21421. /**
  21422. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21423. */
  21424. set: function (value) {
  21425. if (this._visibility === value) {
  21426. return;
  21427. }
  21428. this._visibility = value;
  21429. this._markSubMeshesAsMiscDirty();
  21430. },
  21431. enumerable: true,
  21432. configurable: true
  21433. });
  21434. Object.defineProperty(AbstractMesh.prototype, "material", {
  21435. /** Gets or sets current material */
  21436. get: function () {
  21437. return this._material;
  21438. },
  21439. set: function (value) {
  21440. if (this._material === value) {
  21441. return;
  21442. }
  21443. // remove from material mesh map id needed
  21444. if (this._material && this._material.meshMap) {
  21445. this._material.meshMap[this.uniqueId] = undefined;
  21446. }
  21447. this._material = value;
  21448. if (value && value.meshMap) {
  21449. value.meshMap[this.uniqueId] = this;
  21450. }
  21451. if (this.onMaterialChangedObservable.hasObservers) {
  21452. this.onMaterialChangedObservable.notifyObservers(this);
  21453. }
  21454. if (!this.subMeshes) {
  21455. return;
  21456. }
  21457. this._unBindEffect();
  21458. },
  21459. enumerable: true,
  21460. configurable: true
  21461. });
  21462. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21463. /**
  21464. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21465. * @see http://doc.babylonjs.com/babylon101/shadows
  21466. */
  21467. get: function () {
  21468. return this._receiveShadows;
  21469. },
  21470. set: function (value) {
  21471. if (this._receiveShadows === value) {
  21472. return;
  21473. }
  21474. this._receiveShadows = value;
  21475. this._markSubMeshesAsLightDirty();
  21476. },
  21477. enumerable: true,
  21478. configurable: true
  21479. });
  21480. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21481. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21482. get: function () {
  21483. return this._hasVertexAlpha;
  21484. },
  21485. set: function (value) {
  21486. if (this._hasVertexAlpha === value) {
  21487. return;
  21488. }
  21489. this._hasVertexAlpha = value;
  21490. this._markSubMeshesAsAttributesDirty();
  21491. this._markSubMeshesAsMiscDirty();
  21492. },
  21493. enumerable: true,
  21494. configurable: true
  21495. });
  21496. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21497. /** 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) */
  21498. get: function () {
  21499. return this._useVertexColors;
  21500. },
  21501. set: function (value) {
  21502. if (this._useVertexColors === value) {
  21503. return;
  21504. }
  21505. this._useVertexColors = value;
  21506. this._markSubMeshesAsAttributesDirty();
  21507. },
  21508. enumerable: true,
  21509. configurable: true
  21510. });
  21511. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21512. /**
  21513. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21514. */
  21515. get: function () {
  21516. return this._computeBonesUsingShaders;
  21517. },
  21518. set: function (value) {
  21519. if (this._computeBonesUsingShaders === value) {
  21520. return;
  21521. }
  21522. this._computeBonesUsingShaders = value;
  21523. this._markSubMeshesAsAttributesDirty();
  21524. },
  21525. enumerable: true,
  21526. configurable: true
  21527. });
  21528. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21529. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21530. get: function () {
  21531. return this._numBoneInfluencers;
  21532. },
  21533. set: function (value) {
  21534. if (this._numBoneInfluencers === value) {
  21535. return;
  21536. }
  21537. this._numBoneInfluencers = value;
  21538. this._markSubMeshesAsAttributesDirty();
  21539. },
  21540. enumerable: true,
  21541. configurable: true
  21542. });
  21543. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21544. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21545. get: function () {
  21546. return this._applyFog;
  21547. },
  21548. set: function (value) {
  21549. if (this._applyFog === value) {
  21550. return;
  21551. }
  21552. this._applyFog = value;
  21553. this._markSubMeshesAsMiscDirty();
  21554. },
  21555. enumerable: true,
  21556. configurable: true
  21557. });
  21558. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21559. /**
  21560. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21561. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21562. */
  21563. get: function () {
  21564. return this._layerMask;
  21565. },
  21566. set: function (value) {
  21567. if (value === this._layerMask) {
  21568. return;
  21569. }
  21570. this._layerMask = value;
  21571. this._resyncLightSources();
  21572. },
  21573. enumerable: true,
  21574. configurable: true
  21575. });
  21576. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21577. /**
  21578. * Gets or sets a collision mask used to mask collisions (default is -1).
  21579. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21580. */
  21581. get: function () {
  21582. return this._collisionMask;
  21583. },
  21584. set: function (mask) {
  21585. this._collisionMask = !isNaN(mask) ? mask : -1;
  21586. },
  21587. enumerable: true,
  21588. configurable: true
  21589. });
  21590. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21591. /**
  21592. * Gets or sets the current collision group mask (-1 by default).
  21593. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21594. */
  21595. get: function () {
  21596. return this._collisionGroup;
  21597. },
  21598. set: function (mask) {
  21599. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21600. },
  21601. enumerable: true,
  21602. configurable: true
  21603. });
  21604. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21605. /** @hidden */
  21606. get: function () {
  21607. return null;
  21608. },
  21609. enumerable: true,
  21610. configurable: true
  21611. });
  21612. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21613. get: function () {
  21614. return this._skeleton;
  21615. },
  21616. /**
  21617. * Gets or sets a skeleton to apply skining transformations
  21618. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21619. */
  21620. set: function (value) {
  21621. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21622. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21623. }
  21624. if (value && value.needInitialSkinMatrix) {
  21625. value._registerMeshWithPoseMatrix(this);
  21626. }
  21627. this._skeleton = value;
  21628. if (!this._skeleton) {
  21629. this._bonesTransformMatrices = null;
  21630. }
  21631. this._markSubMeshesAsAttributesDirty();
  21632. },
  21633. enumerable: true,
  21634. configurable: true
  21635. });
  21636. /**
  21637. * Returns the string "AbstractMesh"
  21638. * @returns "AbstractMesh"
  21639. */
  21640. AbstractMesh.prototype.getClassName = function () {
  21641. return "AbstractMesh";
  21642. };
  21643. /**
  21644. * Gets a string representation of the current mesh
  21645. * @param fullDetails defines a boolean indicating if full details must be included
  21646. * @returns a string representation of the current mesh
  21647. */
  21648. AbstractMesh.prototype.toString = function (fullDetails) {
  21649. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21650. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21651. if (this._skeleton) {
  21652. ret += ", skeleton: " + this._skeleton.name;
  21653. }
  21654. if (fullDetails) {
  21655. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21656. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21657. }
  21658. return ret;
  21659. };
  21660. /** @hidden */
  21661. AbstractMesh.prototype._rebuild = function () {
  21662. this.onRebuildObservable.notifyObservers(this);
  21663. if (this._occlusionQuery) {
  21664. this._occlusionQuery = null;
  21665. }
  21666. if (!this.subMeshes) {
  21667. return;
  21668. }
  21669. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21670. var subMesh = _a[_i];
  21671. subMesh._rebuild();
  21672. }
  21673. };
  21674. /** @hidden */
  21675. AbstractMesh.prototype._resyncLightSources = function () {
  21676. this._lightSources.length = 0;
  21677. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21678. var light = _a[_i];
  21679. if (!light.isEnabled()) {
  21680. continue;
  21681. }
  21682. if (light.canAffectMesh(this)) {
  21683. this._lightSources.push(light);
  21684. }
  21685. }
  21686. this._markSubMeshesAsLightDirty();
  21687. };
  21688. /** @hidden */
  21689. AbstractMesh.prototype._resyncLighSource = function (light) {
  21690. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21691. var index = this._lightSources.indexOf(light);
  21692. if (index === -1) {
  21693. if (!isIn) {
  21694. return;
  21695. }
  21696. this._lightSources.push(light);
  21697. }
  21698. else {
  21699. if (isIn) {
  21700. return;
  21701. }
  21702. this._lightSources.splice(index, 1);
  21703. }
  21704. this._markSubMeshesAsLightDirty();
  21705. };
  21706. /** @hidden */
  21707. AbstractMesh.prototype._unBindEffect = function () {
  21708. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21709. var subMesh = _a[_i];
  21710. subMesh.setEffect(null);
  21711. }
  21712. };
  21713. /** @hidden */
  21714. AbstractMesh.prototype._removeLightSource = function (light) {
  21715. var index = this._lightSources.indexOf(light);
  21716. if (index === -1) {
  21717. return;
  21718. }
  21719. this._lightSources.splice(index, 1);
  21720. this._markSubMeshesAsLightDirty();
  21721. };
  21722. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21723. if (!this.subMeshes) {
  21724. return;
  21725. }
  21726. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21727. var subMesh = _a[_i];
  21728. if (subMesh._materialDefines) {
  21729. func(subMesh._materialDefines);
  21730. }
  21731. }
  21732. };
  21733. /** @hidden */
  21734. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21735. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21736. };
  21737. /** @hidden */
  21738. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21739. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21740. };
  21741. /** @hidden */
  21742. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21743. if (!this.subMeshes) {
  21744. return;
  21745. }
  21746. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21747. var subMesh = _a[_i];
  21748. var material = subMesh.getMaterial();
  21749. if (material) {
  21750. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21751. }
  21752. }
  21753. };
  21754. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21755. /**
  21756. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21757. */
  21758. get: function () {
  21759. return this._scaling;
  21760. },
  21761. set: function (newScaling) {
  21762. this._scaling = newScaling;
  21763. if (this.physicsImpostor) {
  21764. this.physicsImpostor.forceUpdate();
  21765. }
  21766. },
  21767. enumerable: true,
  21768. configurable: true
  21769. });
  21770. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21771. // Methods
  21772. /**
  21773. * Returns true if the mesh is blocked. Implemented by child classes
  21774. */
  21775. get: function () {
  21776. return false;
  21777. },
  21778. enumerable: true,
  21779. configurable: true
  21780. });
  21781. /**
  21782. * Returns the mesh itself by default. Implemented by child classes
  21783. * @param camera defines the camera to use to pick the right LOD level
  21784. * @returns the currentAbstractMesh
  21785. */
  21786. AbstractMesh.prototype.getLOD = function (camera) {
  21787. return this;
  21788. };
  21789. /**
  21790. * Returns 0 by default. Implemented by child classes
  21791. * @returns an integer
  21792. */
  21793. AbstractMesh.prototype.getTotalVertices = function () {
  21794. return 0;
  21795. };
  21796. /**
  21797. * Returns a positive integer : the total number of indices in this mesh geometry.
  21798. * @returns the numner of indices or zero if the mesh has no geometry.
  21799. */
  21800. AbstractMesh.prototype.getTotalIndices = function () {
  21801. return 0;
  21802. };
  21803. /**
  21804. * Returns null by default. Implemented by child classes
  21805. * @returns null
  21806. */
  21807. AbstractMesh.prototype.getIndices = function () {
  21808. return null;
  21809. };
  21810. /**
  21811. * Returns the array of the requested vertex data kind. Implemented by child classes
  21812. * @param kind defines the vertex data kind to use
  21813. * @returns null
  21814. */
  21815. AbstractMesh.prototype.getVerticesData = function (kind) {
  21816. return null;
  21817. };
  21818. /**
  21819. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21820. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21821. * Note that a new underlying VertexBuffer object is created each call.
  21822. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21823. * @param kind defines vertex data kind:
  21824. * * BABYLON.VertexBuffer.PositionKind
  21825. * * BABYLON.VertexBuffer.UVKind
  21826. * * BABYLON.VertexBuffer.UV2Kind
  21827. * * BABYLON.VertexBuffer.UV3Kind
  21828. * * BABYLON.VertexBuffer.UV4Kind
  21829. * * BABYLON.VertexBuffer.UV5Kind
  21830. * * BABYLON.VertexBuffer.UV6Kind
  21831. * * BABYLON.VertexBuffer.ColorKind
  21832. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21833. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21834. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21835. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21836. * @param data defines the data source
  21837. * @param updatable defines if the data must be flagged as updatable (or static)
  21838. * @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
  21839. * @returns the current mesh
  21840. */
  21841. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21842. return this;
  21843. };
  21844. /**
  21845. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21846. * If the mesh has no geometry, it is simply returned as it is.
  21847. * @param kind defines vertex data kind:
  21848. * * BABYLON.VertexBuffer.PositionKind
  21849. * * BABYLON.VertexBuffer.UVKind
  21850. * * BABYLON.VertexBuffer.UV2Kind
  21851. * * BABYLON.VertexBuffer.UV3Kind
  21852. * * BABYLON.VertexBuffer.UV4Kind
  21853. * * BABYLON.VertexBuffer.UV5Kind
  21854. * * BABYLON.VertexBuffer.UV6Kind
  21855. * * BABYLON.VertexBuffer.ColorKind
  21856. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21857. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21858. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21859. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21860. * @param data defines the data source
  21861. * @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
  21862. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21863. * @returns the current mesh
  21864. */
  21865. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21866. return this;
  21867. };
  21868. /**
  21869. * Sets the mesh indices,
  21870. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21871. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21872. * @param totalVertices Defines the total number of vertices
  21873. * @returns the current mesh
  21874. */
  21875. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21876. return this;
  21877. };
  21878. /**
  21879. * Gets a boolean indicating if specific vertex data is present
  21880. * @param kind defines the vertex data kind to use
  21881. * @returns true is data kind is present
  21882. */
  21883. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21884. return false;
  21885. };
  21886. /**
  21887. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21888. * @returns a BoundingInfo
  21889. */
  21890. AbstractMesh.prototype.getBoundingInfo = function () {
  21891. if (this._masterMesh) {
  21892. return this._masterMesh.getBoundingInfo();
  21893. }
  21894. if (!this._boundingInfo) {
  21895. // this._boundingInfo is being created here
  21896. this._updateBoundingInfo();
  21897. }
  21898. // cannot be null.
  21899. return this._boundingInfo;
  21900. };
  21901. /**
  21902. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21903. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21904. * @returns the current mesh
  21905. */
  21906. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21907. if (includeDescendants === void 0) { includeDescendants = true; }
  21908. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21909. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21910. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21911. if (maxDimension === 0) {
  21912. return this;
  21913. }
  21914. var scale = 1 / maxDimension;
  21915. this.scaling.scaleInPlace(scale);
  21916. return this;
  21917. };
  21918. /**
  21919. * Overwrite the current bounding info
  21920. * @param boundingInfo defines the new bounding info
  21921. * @returns the current mesh
  21922. */
  21923. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21924. this._boundingInfo = boundingInfo;
  21925. return this;
  21926. };
  21927. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21928. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21929. get: function () {
  21930. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21931. },
  21932. enumerable: true,
  21933. configurable: true
  21934. });
  21935. /** @hidden */
  21936. AbstractMesh.prototype._preActivate = function () {
  21937. };
  21938. /** @hidden */
  21939. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21940. };
  21941. /** @hidden */
  21942. AbstractMesh.prototype._activate = function (renderId) {
  21943. this._renderId = renderId;
  21944. };
  21945. /**
  21946. * Gets the current world matrix
  21947. * @returns a Matrix
  21948. */
  21949. AbstractMesh.prototype.getWorldMatrix = function () {
  21950. if (this._masterMesh) {
  21951. return this._masterMesh.getWorldMatrix();
  21952. }
  21953. return _super.prototype.getWorldMatrix.call(this);
  21954. };
  21955. /** @hidden */
  21956. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  21957. if (this._masterMesh) {
  21958. return this._masterMesh._getWorldMatrixDeterminant();
  21959. }
  21960. return _super.prototype._getWorldMatrixDeterminant.call(this);
  21961. };
  21962. // ================================== Point of View Movement =================================
  21963. /**
  21964. * Perform relative position change from the point of view of behind the front of the mesh.
  21965. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21966. * Supports definition of mesh facing forward or backward
  21967. * @param amountRight defines the distance on the right axis
  21968. * @param amountUp defines the distance on the up axis
  21969. * @param amountForward defines the distance on the forward axis
  21970. * @returns the current mesh
  21971. */
  21972. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  21973. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  21974. return this;
  21975. };
  21976. /**
  21977. * Calculate relative position change from the point of view of behind the front of the mesh.
  21978. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21979. * Supports definition of mesh facing forward or backward
  21980. * @param amountRight defines the distance on the right axis
  21981. * @param amountUp defines the distance on the up axis
  21982. * @param amountForward defines the distance on the forward axis
  21983. * @returns the new displacement vector
  21984. */
  21985. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  21986. var rotMatrix = new BABYLON.Matrix();
  21987. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  21988. rotQuaternion.toRotationMatrix(rotMatrix);
  21989. var translationDelta = BABYLON.Vector3.Zero();
  21990. var defForwardMult = this.definedFacingForward ? -1 : 1;
  21991. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  21992. return translationDelta;
  21993. };
  21994. // ================================== Point of View Rotation =================================
  21995. /**
  21996. * Perform relative rotation change from the point of view of behind the front of the mesh.
  21997. * Supports definition of mesh facing forward or backward
  21998. * @param flipBack defines the flip
  21999. * @param twirlClockwise defines the twirl
  22000. * @param tiltRight defines the tilt
  22001. * @returns the current mesh
  22002. */
  22003. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22004. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  22005. return this;
  22006. };
  22007. /**
  22008. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  22009. * Supports definition of mesh facing forward or backward.
  22010. * @param flipBack defines the flip
  22011. * @param twirlClockwise defines the twirl
  22012. * @param tiltRight defines the tilt
  22013. * @returns the new rotation vector
  22014. */
  22015. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22016. var defForwardMult = this.definedFacingForward ? 1 : -1;
  22017. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  22018. };
  22019. /**
  22020. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  22021. * @param includeDescendants Include bounding info from descendants as well (true by default)
  22022. * @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
  22023. * @returns the new bounding vectors
  22024. */
  22025. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  22026. if (includeDescendants === void 0) { includeDescendants = true; }
  22027. if (predicate === void 0) { predicate = null; }
  22028. // Ensures that all world matrix will be recomputed.
  22029. this.getScene().incrementRenderId();
  22030. this.computeWorldMatrix(true);
  22031. var min;
  22032. var max;
  22033. var boundingInfo = this.getBoundingInfo();
  22034. if (!this.subMeshes) {
  22035. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22036. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  22037. }
  22038. else {
  22039. min = boundingInfo.boundingBox.minimumWorld;
  22040. max = boundingInfo.boundingBox.maximumWorld;
  22041. }
  22042. if (includeDescendants) {
  22043. var descendants = this.getDescendants(false);
  22044. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  22045. var descendant = descendants_1[_i];
  22046. var childMesh = descendant;
  22047. childMesh.computeWorldMatrix(true);
  22048. // Filters meshes based on custom predicate function.
  22049. if (predicate && !predicate(childMesh)) {
  22050. continue;
  22051. }
  22052. //make sure we have the needed params to get mix and max
  22053. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  22054. continue;
  22055. }
  22056. var childBoundingInfo = childMesh.getBoundingInfo();
  22057. var boundingBox = childBoundingInfo.boundingBox;
  22058. var minBox = boundingBox.minimumWorld;
  22059. var maxBox = boundingBox.maximumWorld;
  22060. BABYLON.Tools.CheckExtends(minBox, min, max);
  22061. BABYLON.Tools.CheckExtends(maxBox, min, max);
  22062. }
  22063. }
  22064. return {
  22065. min: min,
  22066. max: max
  22067. };
  22068. };
  22069. /**
  22070. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  22071. * This means the mesh underlying bounding box and sphere are recomputed.
  22072. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  22073. * @returns the current mesh
  22074. */
  22075. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  22076. if (applySkeleton === void 0) { applySkeleton = false; }
  22077. if (this._boundingInfo && this._boundingInfo.isLocked) {
  22078. return this;
  22079. }
  22080. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  22081. return this;
  22082. };
  22083. /** @hidden */
  22084. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  22085. if (data) {
  22086. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  22087. if (this._boundingInfo) {
  22088. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  22089. }
  22090. else {
  22091. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22092. }
  22093. }
  22094. if (this.subMeshes) {
  22095. for (var index = 0; index < this.subMeshes.length; index++) {
  22096. this.subMeshes[index].refreshBoundingInfo();
  22097. }
  22098. }
  22099. this._updateBoundingInfo();
  22100. };
  22101. /** @hidden */
  22102. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  22103. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22104. if (data && applySkeleton && this.skeleton) {
  22105. data = BABYLON.Tools.Slice(data);
  22106. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  22107. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  22108. if (matricesWeightsData && matricesIndicesData) {
  22109. var needExtras = this.numBoneInfluencers > 4;
  22110. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  22111. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  22112. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  22113. var tempVector = BABYLON.Tmp.Vector3[0];
  22114. var finalMatrix = BABYLON.Tmp.Matrix[0];
  22115. var tempMatrix = BABYLON.Tmp.Matrix[1];
  22116. var matWeightIdx = 0;
  22117. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  22118. finalMatrix.reset();
  22119. var inf;
  22120. var weight;
  22121. for (inf = 0; inf < 4; inf++) {
  22122. weight = matricesWeightsData[matWeightIdx + inf];
  22123. if (weight > 0) {
  22124. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22125. finalMatrix.addToSelf(tempMatrix);
  22126. }
  22127. }
  22128. if (needExtras) {
  22129. for (inf = 0; inf < 4; inf++) {
  22130. weight = matricesWeightsExtraData[matWeightIdx + inf];
  22131. if (weight > 0) {
  22132. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22133. finalMatrix.addToSelf(tempMatrix);
  22134. }
  22135. }
  22136. }
  22137. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  22138. tempVector.toArray(data, index);
  22139. }
  22140. }
  22141. }
  22142. return data;
  22143. };
  22144. /** @hidden */
  22145. AbstractMesh.prototype._updateBoundingInfo = function () {
  22146. if (this._boundingInfo) {
  22147. this._boundingInfo.update(this.worldMatrixFromCache);
  22148. }
  22149. else {
  22150. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);
  22151. }
  22152. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  22153. return this;
  22154. };
  22155. /** @hidden */
  22156. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22157. if (!this.subMeshes) {
  22158. return this;
  22159. }
  22160. var count = this.subMeshes.length;
  22161. for (var subIndex = 0; subIndex < count; subIndex++) {
  22162. var subMesh = this.subMeshes[subIndex];
  22163. if (count > 1 || !subMesh.IsGlobal) {
  22164. subMesh.updateBoundingInfo(matrix);
  22165. }
  22166. }
  22167. return this;
  22168. };
  22169. /** @hidden */
  22170. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22171. // Bounding info
  22172. this._updateBoundingInfo();
  22173. };
  22174. /**
  22175. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22176. * A mesh is in the frustum if its bounding box intersects the frustum
  22177. * @param frustumPlanes defines the frustum to test
  22178. * @returns true if the mesh is in the frustum planes
  22179. */
  22180. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22181. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22182. };
  22183. /**
  22184. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22185. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22186. * @param frustumPlanes defines the frustum to test
  22187. * @returns true if the mesh is completely in the frustum planes
  22188. */
  22189. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22190. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22191. };
  22192. /**
  22193. * True if the mesh intersects another mesh or a SolidParticle object
  22194. * @param mesh defines a target mesh or SolidParticle to test
  22195. * @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)
  22196. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22197. * @returns true if there is an intersection
  22198. */
  22199. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22200. if (precise === void 0) { precise = false; }
  22201. if (!this._boundingInfo || !mesh._boundingInfo) {
  22202. return false;
  22203. }
  22204. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22205. return true;
  22206. }
  22207. if (includeDescendants) {
  22208. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22209. var child = _a[_i];
  22210. if (child.intersectsMesh(mesh, precise, true)) {
  22211. return true;
  22212. }
  22213. }
  22214. }
  22215. return false;
  22216. };
  22217. /**
  22218. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22219. * @param point defines the point to test
  22220. * @returns true if there is an intersection
  22221. */
  22222. AbstractMesh.prototype.intersectsPoint = function (point) {
  22223. if (!this._boundingInfo) {
  22224. return false;
  22225. }
  22226. return this._boundingInfo.intersectsPoint(point);
  22227. };
  22228. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22229. // Collisions
  22230. /**
  22231. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22232. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22233. */
  22234. get: function () {
  22235. return this._checkCollisions;
  22236. },
  22237. set: function (collisionEnabled) {
  22238. this._checkCollisions = collisionEnabled;
  22239. if (this.getScene().workerCollisions) {
  22240. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22241. }
  22242. },
  22243. enumerable: true,
  22244. configurable: true
  22245. });
  22246. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22247. /**
  22248. * Gets Collider object used to compute collisions (not physics)
  22249. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22250. */
  22251. get: function () {
  22252. return this._collider;
  22253. },
  22254. enumerable: true,
  22255. configurable: true
  22256. });
  22257. /**
  22258. * Move the mesh using collision engine
  22259. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22260. * @param displacement defines the requested displacement vector
  22261. * @returns the current mesh
  22262. */
  22263. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22264. var globalPosition = this.getAbsolutePosition();
  22265. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22266. if (!this._collider) {
  22267. this._collider = new BABYLON.Collider();
  22268. }
  22269. this._collider._radius = this.ellipsoid;
  22270. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22271. return this;
  22272. };
  22273. // Collisions
  22274. /** @hidden */
  22275. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22276. this._generatePointsArray();
  22277. if (!this._positions) {
  22278. return this;
  22279. }
  22280. // Transformation
  22281. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22282. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22283. subMesh._lastColliderWorldVertices = [];
  22284. subMesh._trianglePlanes = [];
  22285. var start = subMesh.verticesStart;
  22286. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22287. for (var i = start; i < end; i++) {
  22288. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22289. }
  22290. }
  22291. // Collide
  22292. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22293. if (collider.collisionFound) {
  22294. collider.collidedMesh = this;
  22295. }
  22296. return this;
  22297. };
  22298. /** @hidden */
  22299. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22300. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22301. var len = subMeshes.length;
  22302. for (var index = 0; index < len; index++) {
  22303. var subMesh = subMeshes.data[index];
  22304. // Bounding test
  22305. if (len > 1 && !subMesh._checkCollision(collider)) {
  22306. continue;
  22307. }
  22308. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22309. }
  22310. return this;
  22311. };
  22312. /** @hidden */
  22313. AbstractMesh.prototype._checkCollision = function (collider) {
  22314. // Bounding box test
  22315. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22316. return this;
  22317. }
  22318. // Transformation matrix
  22319. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22320. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22321. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22322. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22323. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22324. return this;
  22325. };
  22326. // Picking
  22327. /** @hidden */
  22328. AbstractMesh.prototype._generatePointsArray = function () {
  22329. return false;
  22330. };
  22331. /**
  22332. * Checks if the passed Ray intersects with the mesh
  22333. * @param ray defines the ray to use
  22334. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22335. * @returns the picking info
  22336. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22337. */
  22338. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22339. var pickingInfo = new BABYLON.PickingInfo();
  22340. var intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22341. var boundingInfo = this._boundingInfo;
  22342. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
  22343. return pickingInfo;
  22344. }
  22345. if (!this._generatePointsArray()) {
  22346. return pickingInfo;
  22347. }
  22348. var intersectInfo = null;
  22349. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22350. var len = subMeshes.length;
  22351. for (var index = 0; index < len; index++) {
  22352. var subMesh = subMeshes.data[index];
  22353. // Bounding test
  22354. if (len > 1 && !subMesh.canIntersects(ray)) {
  22355. continue;
  22356. }
  22357. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22358. if (currentIntersectInfo) {
  22359. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22360. intersectInfo = currentIntersectInfo;
  22361. intersectInfo.subMeshId = index;
  22362. if (fastCheck) {
  22363. break;
  22364. }
  22365. }
  22366. }
  22367. }
  22368. if (intersectInfo) {
  22369. // Get picked point
  22370. var world = this.getWorldMatrix();
  22371. var worldOrigin = BABYLON.Tmp.Vector3[0];
  22372. var direction = BABYLON.Tmp.Vector3[1];
  22373. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
  22374. ray.direction.scaleToRef(intersectInfo.distance, direction);
  22375. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22376. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22377. // Return result
  22378. pickingInfo.hit = true;
  22379. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22380. pickingInfo.pickedPoint = pickedPoint;
  22381. pickingInfo.pickedMesh = this;
  22382. pickingInfo.bu = intersectInfo.bu || 0;
  22383. pickingInfo.bv = intersectInfo.bv || 0;
  22384. pickingInfo.faceId = intersectInfo.faceId;
  22385. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22386. return pickingInfo;
  22387. }
  22388. return pickingInfo;
  22389. };
  22390. /**
  22391. * Clones the current mesh
  22392. * @param name defines the mesh name
  22393. * @param newParent defines the new mesh parent
  22394. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22395. * @returns the new mesh
  22396. */
  22397. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22398. return null;
  22399. };
  22400. /**
  22401. * Disposes all the submeshes of the current meshnp
  22402. * @returns the current mesh
  22403. */
  22404. AbstractMesh.prototype.releaseSubMeshes = function () {
  22405. if (this.subMeshes) {
  22406. while (this.subMeshes.length) {
  22407. this.subMeshes[0].dispose();
  22408. }
  22409. }
  22410. else {
  22411. this.subMeshes = new Array();
  22412. }
  22413. return this;
  22414. };
  22415. /**
  22416. * Releases resources associated with this abstract mesh.
  22417. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22418. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22419. */
  22420. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22421. var _this = this;
  22422. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22423. var index;
  22424. // Smart Array Retainers.
  22425. this.getScene().freeActiveMeshes();
  22426. this.getScene().freeRenderingGroups();
  22427. // Action manager
  22428. if (this.actionManager !== undefined && this.actionManager !== null) {
  22429. this.actionManager.dispose();
  22430. this.actionManager = null;
  22431. }
  22432. // Skeleton
  22433. this._skeleton = null;
  22434. // Intersections in progress
  22435. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22436. var other = this._intersectionsInProgress[index];
  22437. var pos = other._intersectionsInProgress.indexOf(this);
  22438. other._intersectionsInProgress.splice(pos, 1);
  22439. }
  22440. this._intersectionsInProgress = [];
  22441. // Lights
  22442. var lights = this.getScene().lights;
  22443. lights.forEach(function (light) {
  22444. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22445. if (meshIndex !== -1) {
  22446. light.includedOnlyMeshes.splice(meshIndex, 1);
  22447. }
  22448. meshIndex = light.excludedMeshes.indexOf(_this);
  22449. if (meshIndex !== -1) {
  22450. light.excludedMeshes.splice(meshIndex, 1);
  22451. }
  22452. // Shadow generators
  22453. var generator = light.getShadowGenerator();
  22454. if (generator) {
  22455. var shadowMap = generator.getShadowMap();
  22456. if (shadowMap && shadowMap.renderList) {
  22457. meshIndex = shadowMap.renderList.indexOf(_this);
  22458. if (meshIndex !== -1) {
  22459. shadowMap.renderList.splice(meshIndex, 1);
  22460. }
  22461. }
  22462. }
  22463. });
  22464. // SubMeshes
  22465. if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
  22466. this.releaseSubMeshes();
  22467. }
  22468. // Query
  22469. var engine = this.getScene().getEngine();
  22470. if (this._occlusionQuery) {
  22471. this.isOcclusionQueryInProgress = false;
  22472. engine.deleteQuery(this._occlusionQuery);
  22473. this._occlusionQuery = null;
  22474. }
  22475. // Engine
  22476. engine.wipeCaches();
  22477. // Remove from scene
  22478. this.getScene().removeMesh(this);
  22479. if (disposeMaterialAndTextures) {
  22480. if (this.material) {
  22481. this.material.dispose(false, true);
  22482. }
  22483. }
  22484. if (!doNotRecurse) {
  22485. // Particles
  22486. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22487. if (this.getScene().particleSystems[index].emitter === this) {
  22488. this.getScene().particleSystems[index].dispose();
  22489. index--;
  22490. }
  22491. }
  22492. }
  22493. // facet data
  22494. if (this._facetData.facetDataEnabled) {
  22495. this.disableFacetData();
  22496. }
  22497. this.onAfterWorldMatrixUpdateObservable.clear();
  22498. this.onCollideObservable.clear();
  22499. this.onCollisionPositionChangeObservable.clear();
  22500. this.onRebuildObservable.clear();
  22501. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22502. };
  22503. /**
  22504. * Adds the passed mesh as a child to the current mesh
  22505. * @param mesh defines the child mesh
  22506. * @returns the current mesh
  22507. */
  22508. AbstractMesh.prototype.addChild = function (mesh) {
  22509. mesh.setParent(this);
  22510. return this;
  22511. };
  22512. /**
  22513. * Removes the passed mesh from the current mesh children list
  22514. * @param mesh defines the child mesh
  22515. * @returns the current mesh
  22516. */
  22517. AbstractMesh.prototype.removeChild = function (mesh) {
  22518. mesh.setParent(null);
  22519. return this;
  22520. };
  22521. // Facet data
  22522. /** @hidden */
  22523. AbstractMesh.prototype._initFacetData = function () {
  22524. var data = this._facetData;
  22525. if (!data.facetNormals) {
  22526. data.facetNormals = new Array();
  22527. }
  22528. if (!data.facetPositions) {
  22529. data.facetPositions = new Array();
  22530. }
  22531. if (!data.facetPartitioning) {
  22532. data.facetPartitioning = new Array();
  22533. }
  22534. data.facetNb = (this.getIndices().length / 3) | 0;
  22535. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22536. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22537. for (var f = 0; f < data.facetNb; f++) {
  22538. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22539. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22540. }
  22541. data.facetDataEnabled = true;
  22542. return this;
  22543. };
  22544. /**
  22545. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22546. * This method can be called within the render loop.
  22547. * 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
  22548. * @returns the current mesh
  22549. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22550. */
  22551. AbstractMesh.prototype.updateFacetData = function () {
  22552. var data = this._facetData;
  22553. if (!data.facetDataEnabled) {
  22554. this._initFacetData();
  22555. }
  22556. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22557. var indices = this.getIndices();
  22558. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22559. var bInfo = this.getBoundingInfo();
  22560. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22561. // init arrays, matrix and sort function on first call
  22562. data.facetDepthSortEnabled = true;
  22563. if (indices instanceof Uint16Array) {
  22564. data.depthSortedIndices = new Uint16Array(indices);
  22565. }
  22566. else if (indices instanceof Uint32Array) {
  22567. data.depthSortedIndices = new Uint32Array(indices);
  22568. }
  22569. else {
  22570. var needs32bits = false;
  22571. for (var i = 0; i < indices.length; i++) {
  22572. if (indices[i] > 65535) {
  22573. needs32bits = true;
  22574. break;
  22575. }
  22576. }
  22577. if (needs32bits) {
  22578. data.depthSortedIndices = new Uint32Array(indices);
  22579. }
  22580. else {
  22581. data.depthSortedIndices = new Uint16Array(indices);
  22582. }
  22583. }
  22584. data.facetDepthSortFunction = function (f1, f2) {
  22585. return (f2.sqDistance - f1.sqDistance);
  22586. };
  22587. if (!data.facetDepthSortFrom) {
  22588. var camera = this.getScene().activeCamera;
  22589. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22590. }
  22591. data.depthSortedFacets = [];
  22592. for (var f = 0; f < data.facetNb; f++) {
  22593. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22594. data.depthSortedFacets.push(depthSortedFacet);
  22595. }
  22596. data.invertedMatrix = BABYLON.Matrix.Identity();
  22597. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22598. }
  22599. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22600. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22601. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22602. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22603. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22604. data.subDiv.max = data.partitioningSubdivisions;
  22605. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22606. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22607. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22608. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22609. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22610. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22611. // set the parameters for ComputeNormals()
  22612. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22613. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22614. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22615. data.facetParameters.bInfo = bInfo;
  22616. data.facetParameters.bbSize = data.bbSize;
  22617. data.facetParameters.subDiv = data.subDiv;
  22618. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22619. data.facetParameters.depthSort = data.facetDepthSort;
  22620. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22621. this.computeWorldMatrix(true);
  22622. this._worldMatrix.invertToRef(data.invertedMatrix);
  22623. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22624. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22625. }
  22626. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22627. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22628. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22629. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22630. var l = (data.depthSortedIndices.length / 3) | 0;
  22631. for (var f = 0; f < l; f++) {
  22632. var sind = data.depthSortedFacets[f].ind;
  22633. data.depthSortedIndices[f * 3] = indices[sind];
  22634. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22635. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22636. }
  22637. this.updateIndices(data.depthSortedIndices);
  22638. }
  22639. return this;
  22640. };
  22641. /**
  22642. * Returns the facetLocalNormals array.
  22643. * The normals are expressed in the mesh local spac
  22644. * @returns an array of Vector3
  22645. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22646. */
  22647. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22648. if (!this._facetData.facetNormals) {
  22649. this.updateFacetData();
  22650. }
  22651. return this._facetData.facetNormals;
  22652. };
  22653. /**
  22654. * Returns the facetLocalPositions array.
  22655. * The facet positions are expressed in the mesh local space
  22656. * @returns an array of Vector3
  22657. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22658. */
  22659. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22660. if (!this._facetData.facetPositions) {
  22661. this.updateFacetData();
  22662. }
  22663. return this._facetData.facetPositions;
  22664. };
  22665. /**
  22666. * Returns the facetLocalPartioning array
  22667. * @returns an array of array of numbers
  22668. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22669. */
  22670. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22671. if (!this._facetData.facetPartitioning) {
  22672. this.updateFacetData();
  22673. }
  22674. return this._facetData.facetPartitioning;
  22675. };
  22676. /**
  22677. * Returns the i-th facet position in the world system.
  22678. * This method allocates a new Vector3 per call
  22679. * @param i defines the facet index
  22680. * @returns a new Vector3
  22681. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22682. */
  22683. AbstractMesh.prototype.getFacetPosition = function (i) {
  22684. var pos = BABYLON.Vector3.Zero();
  22685. this.getFacetPositionToRef(i, pos);
  22686. return pos;
  22687. };
  22688. /**
  22689. * Sets the reference Vector3 with the i-th facet position in the world system
  22690. * @param i defines the facet index
  22691. * @param ref defines the target vector
  22692. * @returns the current mesh
  22693. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22694. */
  22695. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22696. var localPos = (this.getFacetLocalPositions())[i];
  22697. var world = this.getWorldMatrix();
  22698. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22699. return this;
  22700. };
  22701. /**
  22702. * Returns the i-th facet normal in the world system.
  22703. * This method allocates a new Vector3 per call
  22704. * @param i defines the facet index
  22705. * @returns a new Vector3
  22706. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22707. */
  22708. AbstractMesh.prototype.getFacetNormal = function (i) {
  22709. var norm = BABYLON.Vector3.Zero();
  22710. this.getFacetNormalToRef(i, norm);
  22711. return norm;
  22712. };
  22713. /**
  22714. * Sets the reference Vector3 with the i-th facet normal in the world system
  22715. * @param i defines the facet index
  22716. * @param ref defines the target vector
  22717. * @returns the current mesh
  22718. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22719. */
  22720. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22721. var localNorm = (this.getFacetLocalNormals())[i];
  22722. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22723. return this;
  22724. };
  22725. /**
  22726. * 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)
  22727. * @param x defines x coordinate
  22728. * @param y defines y coordinate
  22729. * @param z defines z coordinate
  22730. * @returns the array of facet indexes
  22731. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22732. */
  22733. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22734. var bInfo = this.getBoundingInfo();
  22735. var data = this._facetData;
  22736. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22737. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22738. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22739. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22740. return null;
  22741. }
  22742. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22743. };
  22744. /**
  22745. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22746. * @param projected sets as the (x,y,z) world projection on the facet
  22747. * @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
  22748. * @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
  22749. * @param x defines x coordinate
  22750. * @param y defines y coordinate
  22751. * @param z defines z coordinate
  22752. * @returns the face index if found (or null instead)
  22753. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22754. */
  22755. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22756. if (checkFace === void 0) { checkFace = false; }
  22757. if (facing === void 0) { facing = true; }
  22758. var world = this.getWorldMatrix();
  22759. var invMat = BABYLON.Tmp.Matrix[5];
  22760. world.invertToRef(invMat);
  22761. var invVect = BABYLON.Tmp.Vector3[8];
  22762. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22763. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22764. if (projected) {
  22765. // tranform the local computed projected vector to world coordinates
  22766. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22767. }
  22768. return closest;
  22769. };
  22770. /**
  22771. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22772. * @param projected sets as the (x,y,z) local projection on the facet
  22773. * @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
  22774. * @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
  22775. * @param x defines x coordinate
  22776. * @param y defines y coordinate
  22777. * @param z defines z coordinate
  22778. * @returns the face index if found (or null instead)
  22779. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22780. */
  22781. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22782. if (checkFace === void 0) { checkFace = false; }
  22783. if (facing === void 0) { facing = true; }
  22784. var closest = null;
  22785. var tmpx = 0.0;
  22786. var tmpy = 0.0;
  22787. var tmpz = 0.0;
  22788. var d = 0.0; // tmp dot facet normal * facet position
  22789. var t0 = 0.0;
  22790. var projx = 0.0;
  22791. var projy = 0.0;
  22792. var projz = 0.0;
  22793. // Get all the facets in the same partitioning block than (x, y, z)
  22794. var facetPositions = this.getFacetLocalPositions();
  22795. var facetNormals = this.getFacetLocalNormals();
  22796. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22797. if (!facetsInBlock) {
  22798. return null;
  22799. }
  22800. // Get the closest facet to (x, y, z)
  22801. var shortest = Number.MAX_VALUE; // init distance vars
  22802. var tmpDistance = shortest;
  22803. var fib; // current facet in the block
  22804. var norm; // current facet normal
  22805. var p0; // current facet barycenter position
  22806. // loop on all the facets in the current partitioning block
  22807. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22808. fib = facetsInBlock[idx];
  22809. norm = facetNormals[fib];
  22810. p0 = facetPositions[fib];
  22811. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22812. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22813. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22814. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22815. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22816. projx = x + norm.x * t0;
  22817. projy = y + norm.y * t0;
  22818. projz = z + norm.z * t0;
  22819. tmpx = projx - x;
  22820. tmpy = projy - y;
  22821. tmpz = projz - z;
  22822. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22823. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22824. shortest = tmpDistance;
  22825. closest = fib;
  22826. if (projected) {
  22827. projected.x = projx;
  22828. projected.y = projy;
  22829. projected.z = projz;
  22830. }
  22831. }
  22832. }
  22833. }
  22834. return closest;
  22835. };
  22836. /**
  22837. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22838. * @returns the parameters
  22839. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22840. */
  22841. AbstractMesh.prototype.getFacetDataParameters = function () {
  22842. return this._facetData.facetParameters;
  22843. };
  22844. /**
  22845. * Disables the feature FacetData and frees the related memory
  22846. * @returns the current mesh
  22847. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22848. */
  22849. AbstractMesh.prototype.disableFacetData = function () {
  22850. if (this._facetData.facetDataEnabled) {
  22851. this._facetData.facetDataEnabled = false;
  22852. this._facetData.facetPositions = new Array();
  22853. this._facetData.facetNormals = new Array();
  22854. this._facetData.facetPartitioning = new Array();
  22855. this._facetData.facetParameters = null;
  22856. this._facetData.depthSortedIndices = new Uint32Array(0);
  22857. }
  22858. return this;
  22859. };
  22860. /**
  22861. * Updates the AbstractMesh indices array
  22862. * @param indices defines the data source
  22863. * @returns the current mesh
  22864. */
  22865. AbstractMesh.prototype.updateIndices = function (indices) {
  22866. return this;
  22867. };
  22868. /**
  22869. * Creates new normals data for the mesh
  22870. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22871. * @returns the current mesh
  22872. */
  22873. AbstractMesh.prototype.createNormals = function (updatable) {
  22874. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22875. var indices = this.getIndices();
  22876. var normals;
  22877. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22878. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22879. }
  22880. else {
  22881. normals = [];
  22882. }
  22883. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22884. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22885. return this;
  22886. };
  22887. /**
  22888. * Align the mesh with a normal
  22889. * @param normal defines the normal to use
  22890. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22891. * @returns the current mesh
  22892. */
  22893. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22894. if (!upDirection) {
  22895. upDirection = BABYLON.Axis.Y;
  22896. }
  22897. var axisX = BABYLON.Tmp.Vector3[0];
  22898. var axisZ = BABYLON.Tmp.Vector3[1];
  22899. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22900. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22901. if (this.rotationQuaternion) {
  22902. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22903. }
  22904. else {
  22905. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22906. }
  22907. return this;
  22908. };
  22909. /** @hidden */
  22910. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22911. return false;
  22912. };
  22913. /** No occlusion */
  22914. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22915. /** Occlusion set to optimisitic */
  22916. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22917. /** Occlusion set to strict */
  22918. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22919. /** Use an accurante occlusion algorithm */
  22920. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22921. /** Use a conservative occlusion algorithm */
  22922. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22923. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22924. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22925. /** Culling strategy with bounding sphere only and then frustum culling */
  22926. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22927. return AbstractMesh;
  22928. }(BABYLON.TransformNode));
  22929. BABYLON.AbstractMesh = AbstractMesh;
  22930. })(BABYLON || (BABYLON = {}));
  22931. //# sourceMappingURL=babylon.abstractMesh.js.map
  22932. var BABYLON;
  22933. (function (BABYLON) {
  22934. /**
  22935. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22936. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22937. * 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.
  22938. */
  22939. var Light = /** @class */ (function (_super) {
  22940. __extends(Light, _super);
  22941. /**
  22942. * Creates a Light object in the scene.
  22943. * Documentation : https://doc.babylonjs.com/babylon101/lights
  22944. * @param name The firendly name of the light
  22945. * @param scene The scene the light belongs too
  22946. */
  22947. function Light(name, scene) {
  22948. var _this = _super.call(this, name, scene) || this;
  22949. /**
  22950. * Diffuse gives the basic color to an object.
  22951. */
  22952. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  22953. /**
  22954. * Specular produces a highlight color on an object.
  22955. * Note: This is note affecting PBR materials.
  22956. */
  22957. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  22958. /**
  22959. * Defines the falloff type for this light. This lets overrriding how punctual light are
  22960. * falling off base on range or angle.
  22961. * This can be set to any values in Light.FALLOFF_x.
  22962. *
  22963. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  22964. * other types of materials.
  22965. */
  22966. _this.falloffType = Light.FALLOFF_DEFAULT;
  22967. /**
  22968. * Strength of the light.
  22969. * Note: By default it is define in the framework own unit.
  22970. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  22971. */
  22972. _this.intensity = 1.0;
  22973. _this._range = Number.MAX_VALUE;
  22974. _this._inverseSquaredRange = 0;
  22975. /**
  22976. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  22977. * of light.
  22978. */
  22979. _this._photometricScale = 1.0;
  22980. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  22981. _this._radius = 0.00001;
  22982. /**
  22983. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  22984. * exceeding the number allowed of the materials.
  22985. */
  22986. _this.renderPriority = 0;
  22987. _this._shadowEnabled = true;
  22988. _this._excludeWithLayerMask = 0;
  22989. _this._includeOnlyWithLayerMask = 0;
  22990. _this._lightmapMode = 0;
  22991. /**
  22992. * @hidden Internal use only.
  22993. */
  22994. _this._excludedMeshesIds = new Array();
  22995. /**
  22996. * @hidden Internal use only.
  22997. */
  22998. _this._includedOnlyMeshesIds = new Array();
  22999. _this.getScene().addLight(_this);
  23000. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  23001. _this._buildUniformLayout();
  23002. _this.includedOnlyMeshes = new Array();
  23003. _this.excludedMeshes = new Array();
  23004. _this._resyncMeshes();
  23005. return _this;
  23006. }
  23007. Object.defineProperty(Light.prototype, "range", {
  23008. /**
  23009. * Defines how far from the source the light is impacting in scene units.
  23010. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23011. */
  23012. get: function () {
  23013. return this._range;
  23014. },
  23015. /**
  23016. * Defines how far from the source the light is impacting in scene units.
  23017. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23018. */
  23019. set: function (value) {
  23020. this._range = value;
  23021. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  23022. },
  23023. enumerable: true,
  23024. configurable: true
  23025. });
  23026. Object.defineProperty(Light.prototype, "intensityMode", {
  23027. /**
  23028. * Gets the photometric scale used to interpret the intensity.
  23029. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23030. */
  23031. get: function () {
  23032. return this._intensityMode;
  23033. },
  23034. /**
  23035. * Sets the photometric scale used to interpret the intensity.
  23036. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23037. */
  23038. set: function (value) {
  23039. this._intensityMode = value;
  23040. this._computePhotometricScale();
  23041. },
  23042. enumerable: true,
  23043. configurable: true
  23044. });
  23045. Object.defineProperty(Light.prototype, "radius", {
  23046. /**
  23047. * Gets the light radius used by PBR Materials to simulate soft area lights.
  23048. */
  23049. get: function () {
  23050. return this._radius;
  23051. },
  23052. /**
  23053. * sets the light radius used by PBR Materials to simulate soft area lights.
  23054. */
  23055. set: function (value) {
  23056. this._radius = value;
  23057. this._computePhotometricScale();
  23058. },
  23059. enumerable: true,
  23060. configurable: true
  23061. });
  23062. Object.defineProperty(Light.prototype, "shadowEnabled", {
  23063. /**
  23064. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23065. * the current shadow generator.
  23066. */
  23067. get: function () {
  23068. return this._shadowEnabled;
  23069. },
  23070. /**
  23071. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23072. * the current shadow generator.
  23073. */
  23074. set: function (value) {
  23075. if (this._shadowEnabled === value) {
  23076. return;
  23077. }
  23078. this._shadowEnabled = value;
  23079. this._markMeshesAsLightDirty();
  23080. },
  23081. enumerable: true,
  23082. configurable: true
  23083. });
  23084. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  23085. /**
  23086. * Gets the only meshes impacted by this light.
  23087. */
  23088. get: function () {
  23089. return this._includedOnlyMeshes;
  23090. },
  23091. /**
  23092. * Sets the only meshes impacted by this light.
  23093. */
  23094. set: function (value) {
  23095. this._includedOnlyMeshes = value;
  23096. this._hookArrayForIncludedOnly(value);
  23097. },
  23098. enumerable: true,
  23099. configurable: true
  23100. });
  23101. Object.defineProperty(Light.prototype, "excludedMeshes", {
  23102. /**
  23103. * Gets the meshes not impacted by this light.
  23104. */
  23105. get: function () {
  23106. return this._excludedMeshes;
  23107. },
  23108. /**
  23109. * Sets the meshes not impacted by this light.
  23110. */
  23111. set: function (value) {
  23112. this._excludedMeshes = value;
  23113. this._hookArrayForExcluded(value);
  23114. },
  23115. enumerable: true,
  23116. configurable: true
  23117. });
  23118. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  23119. /**
  23120. * Gets the layer id use to find what meshes are not impacted by the light.
  23121. * Inactive if 0
  23122. */
  23123. get: function () {
  23124. return this._excludeWithLayerMask;
  23125. },
  23126. /**
  23127. * Sets the layer id use to find what meshes are not impacted by the light.
  23128. * Inactive if 0
  23129. */
  23130. set: function (value) {
  23131. this._excludeWithLayerMask = value;
  23132. this._resyncMeshes();
  23133. },
  23134. enumerable: true,
  23135. configurable: true
  23136. });
  23137. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  23138. /**
  23139. * Gets the layer id use to find what meshes are impacted by the light.
  23140. * Inactive if 0
  23141. */
  23142. get: function () {
  23143. return this._includeOnlyWithLayerMask;
  23144. },
  23145. /**
  23146. * Sets the layer id use to find what meshes are impacted by the light.
  23147. * Inactive if 0
  23148. */
  23149. set: function (value) {
  23150. this._includeOnlyWithLayerMask = value;
  23151. this._resyncMeshes();
  23152. },
  23153. enumerable: true,
  23154. configurable: true
  23155. });
  23156. Object.defineProperty(Light.prototype, "lightmapMode", {
  23157. /**
  23158. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23159. */
  23160. get: function () {
  23161. return this._lightmapMode;
  23162. },
  23163. /**
  23164. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23165. */
  23166. set: function (value) {
  23167. if (this._lightmapMode === value) {
  23168. return;
  23169. }
  23170. this._lightmapMode = value;
  23171. this._markMeshesAsLightDirty();
  23172. },
  23173. enumerable: true,
  23174. configurable: true
  23175. });
  23176. /**
  23177. * Returns the string "Light".
  23178. * @returns the class name
  23179. */
  23180. Light.prototype.getClassName = function () {
  23181. return "Light";
  23182. };
  23183. /**
  23184. * Converts the light information to a readable string for debug purpose.
  23185. * @param fullDetails Supports for multiple levels of logging within scene loading
  23186. * @returns the human readable light info
  23187. */
  23188. Light.prototype.toString = function (fullDetails) {
  23189. var ret = "Name: " + this.name;
  23190. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23191. if (this.animations) {
  23192. for (var i = 0; i < this.animations.length; i++) {
  23193. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23194. }
  23195. }
  23196. if (fullDetails) {
  23197. }
  23198. return ret;
  23199. };
  23200. /** @hidden */
  23201. Light.prototype._syncParentEnabledState = function () {
  23202. _super.prototype._syncParentEnabledState.call(this);
  23203. this._resyncMeshes();
  23204. };
  23205. /**
  23206. * Set the enabled state of this node.
  23207. * @param value - the new enabled state
  23208. */
  23209. Light.prototype.setEnabled = function (value) {
  23210. _super.prototype.setEnabled.call(this, value);
  23211. this._resyncMeshes();
  23212. };
  23213. /**
  23214. * Returns the Light associated shadow generator if any.
  23215. * @return the associated shadow generator.
  23216. */
  23217. Light.prototype.getShadowGenerator = function () {
  23218. return this._shadowGenerator;
  23219. };
  23220. /**
  23221. * Returns a Vector3, the absolute light position in the World.
  23222. * @returns the world space position of the light
  23223. */
  23224. Light.prototype.getAbsolutePosition = function () {
  23225. return BABYLON.Vector3.Zero();
  23226. };
  23227. /**
  23228. * Specifies if the light will affect the passed mesh.
  23229. * @param mesh The mesh to test against the light
  23230. * @return true the mesh is affected otherwise, false.
  23231. */
  23232. Light.prototype.canAffectMesh = function (mesh) {
  23233. if (!mesh) {
  23234. return true;
  23235. }
  23236. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23237. return false;
  23238. }
  23239. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23240. return false;
  23241. }
  23242. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23243. return false;
  23244. }
  23245. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23246. return false;
  23247. }
  23248. return true;
  23249. };
  23250. /**
  23251. * Sort function to order lights for rendering.
  23252. * @param a First Light object to compare to second.
  23253. * @param b Second Light object to compare first.
  23254. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23255. */
  23256. Light.CompareLightsPriority = function (a, b) {
  23257. //shadow-casting lights have priority over non-shadow-casting lights
  23258. //the renderPrioirty is a secondary sort criterion
  23259. if (a.shadowEnabled !== b.shadowEnabled) {
  23260. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23261. }
  23262. return b.renderPriority - a.renderPriority;
  23263. };
  23264. /**
  23265. * Releases resources associated with this node.
  23266. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23267. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23268. */
  23269. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23270. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23271. if (this._shadowGenerator) {
  23272. this._shadowGenerator.dispose();
  23273. this._shadowGenerator = null;
  23274. }
  23275. // Animations
  23276. this.getScene().stopAnimation(this);
  23277. // Remove from meshes
  23278. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23279. var mesh = _a[_i];
  23280. mesh._removeLightSource(this);
  23281. }
  23282. this._uniformBuffer.dispose();
  23283. // Remove from scene
  23284. this.getScene().removeLight(this);
  23285. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23286. };
  23287. /**
  23288. * Returns the light type ID (integer).
  23289. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23290. */
  23291. Light.prototype.getTypeID = function () {
  23292. return 0;
  23293. };
  23294. /**
  23295. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23296. * @returns the scaled intensity in intensity mode unit
  23297. */
  23298. Light.prototype.getScaledIntensity = function () {
  23299. return this._photometricScale * this.intensity;
  23300. };
  23301. /**
  23302. * Returns a new Light object, named "name", from the current one.
  23303. * @param name The name of the cloned light
  23304. * @returns the new created light
  23305. */
  23306. Light.prototype.clone = function (name) {
  23307. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23308. if (!constructor) {
  23309. return null;
  23310. }
  23311. return BABYLON.SerializationHelper.Clone(constructor, this);
  23312. };
  23313. /**
  23314. * Serializes the current light into a Serialization object.
  23315. * @returns the serialized object.
  23316. */
  23317. Light.prototype.serialize = function () {
  23318. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23319. // Type
  23320. serializationObject.type = this.getTypeID();
  23321. // Parent
  23322. if (this.parent) {
  23323. serializationObject.parentId = this.parent.id;
  23324. }
  23325. // Inclusion / exclusions
  23326. if (this.excludedMeshes.length > 0) {
  23327. serializationObject.excludedMeshesIds = [];
  23328. this.excludedMeshes.forEach(function (mesh) {
  23329. serializationObject.excludedMeshesIds.push(mesh.id);
  23330. });
  23331. }
  23332. if (this.includedOnlyMeshes.length > 0) {
  23333. serializationObject.includedOnlyMeshesIds = [];
  23334. this.includedOnlyMeshes.forEach(function (mesh) {
  23335. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23336. });
  23337. }
  23338. // Animations
  23339. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23340. serializationObject.ranges = this.serializeAnimationRanges();
  23341. return serializationObject;
  23342. };
  23343. /**
  23344. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23345. * This new light is named "name" and added to the passed scene.
  23346. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23347. * @param name The friendly name of the light
  23348. * @param scene The scene the new light will belong to
  23349. * @returns the constructor function
  23350. */
  23351. Light.GetConstructorFromName = function (type, name, scene) {
  23352. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23353. if (constructorFunc) {
  23354. return constructorFunc;
  23355. }
  23356. // Default to no light for none present once.
  23357. return null;
  23358. };
  23359. /**
  23360. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23361. * @param parsedLight The JSON representation of the light
  23362. * @param scene The scene to create the parsed light in
  23363. * @returns the created light after parsing
  23364. */
  23365. Light.Parse = function (parsedLight, scene) {
  23366. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23367. if (!constructor) {
  23368. return null;
  23369. }
  23370. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23371. // Inclusion / exclusions
  23372. if (parsedLight.excludedMeshesIds) {
  23373. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23374. }
  23375. if (parsedLight.includedOnlyMeshesIds) {
  23376. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23377. }
  23378. // Parent
  23379. if (parsedLight.parentId) {
  23380. light._waitingParentId = parsedLight.parentId;
  23381. }
  23382. // Animations
  23383. if (parsedLight.animations) {
  23384. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23385. var parsedAnimation = parsedLight.animations[animationIndex];
  23386. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23387. }
  23388. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23389. }
  23390. if (parsedLight.autoAnimate) {
  23391. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23392. }
  23393. return light;
  23394. };
  23395. Light.prototype._hookArrayForExcluded = function (array) {
  23396. var _this = this;
  23397. var oldPush = array.push;
  23398. array.push = function () {
  23399. var items = [];
  23400. for (var _i = 0; _i < arguments.length; _i++) {
  23401. items[_i] = arguments[_i];
  23402. }
  23403. var result = oldPush.apply(array, items);
  23404. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23405. var item = items_1[_a];
  23406. item._resyncLighSource(_this);
  23407. }
  23408. return result;
  23409. };
  23410. var oldSplice = array.splice;
  23411. array.splice = function (index, deleteCount) {
  23412. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23413. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23414. var item = deleted_1[_i];
  23415. item._resyncLighSource(_this);
  23416. }
  23417. return deleted;
  23418. };
  23419. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23420. var item = array_1[_i];
  23421. item._resyncLighSource(this);
  23422. }
  23423. };
  23424. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23425. var _this = this;
  23426. var oldPush = array.push;
  23427. array.push = function () {
  23428. var items = [];
  23429. for (var _i = 0; _i < arguments.length; _i++) {
  23430. items[_i] = arguments[_i];
  23431. }
  23432. var result = oldPush.apply(array, items);
  23433. _this._resyncMeshes();
  23434. return result;
  23435. };
  23436. var oldSplice = array.splice;
  23437. array.splice = function (index, deleteCount) {
  23438. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23439. _this._resyncMeshes();
  23440. return deleted;
  23441. };
  23442. this._resyncMeshes();
  23443. };
  23444. Light.prototype._resyncMeshes = function () {
  23445. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23446. var mesh = _a[_i];
  23447. mesh._resyncLighSource(this);
  23448. }
  23449. };
  23450. /**
  23451. * Forces the meshes to update their light related information in their rendering used effects
  23452. * @hidden Internal Use Only
  23453. */
  23454. Light.prototype._markMeshesAsLightDirty = function () {
  23455. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23456. var mesh = _a[_i];
  23457. if (mesh._lightSources.indexOf(this) !== -1) {
  23458. mesh._markSubMeshesAsLightDirty();
  23459. }
  23460. }
  23461. };
  23462. /**
  23463. * Recomputes the cached photometric scale if needed.
  23464. */
  23465. Light.prototype._computePhotometricScale = function () {
  23466. this._photometricScale = this._getPhotometricScale();
  23467. this.getScene().resetCachedMaterial();
  23468. };
  23469. /**
  23470. * Returns the Photometric Scale according to the light type and intensity mode.
  23471. */
  23472. Light.prototype._getPhotometricScale = function () {
  23473. var photometricScale = 0.0;
  23474. var lightTypeID = this.getTypeID();
  23475. //get photometric mode
  23476. var photometricMode = this.intensityMode;
  23477. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23478. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23479. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23480. }
  23481. else {
  23482. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23483. }
  23484. }
  23485. //compute photometric scale
  23486. switch (lightTypeID) {
  23487. case Light.LIGHTTYPEID_POINTLIGHT:
  23488. case Light.LIGHTTYPEID_SPOTLIGHT:
  23489. switch (photometricMode) {
  23490. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23491. photometricScale = 1.0 / (4.0 * Math.PI);
  23492. break;
  23493. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23494. photometricScale = 1.0;
  23495. break;
  23496. case Light.INTENSITYMODE_LUMINANCE:
  23497. photometricScale = this.radius * this.radius;
  23498. break;
  23499. }
  23500. break;
  23501. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23502. switch (photometricMode) {
  23503. case Light.INTENSITYMODE_ILLUMINANCE:
  23504. photometricScale = 1.0;
  23505. break;
  23506. case Light.INTENSITYMODE_LUMINANCE:
  23507. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23508. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23509. var apexAngleRadians = this.radius;
  23510. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23511. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23512. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23513. photometricScale = solidAngle;
  23514. break;
  23515. }
  23516. break;
  23517. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23518. // No fall off in hemisperic light.
  23519. photometricScale = 1.0;
  23520. break;
  23521. }
  23522. return photometricScale;
  23523. };
  23524. /**
  23525. * Reorder the light in the scene according to their defined priority.
  23526. * @hidden Internal Use Only
  23527. */
  23528. Light.prototype._reorderLightsInScene = function () {
  23529. var scene = this.getScene();
  23530. if (this._renderPriority != 0) {
  23531. scene.requireLightSorting = true;
  23532. }
  23533. this.getScene().sortLightsByPriority();
  23534. };
  23535. /**
  23536. * Falloff Default: light is falling off following the material specification:
  23537. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23538. */
  23539. Light.FALLOFF_DEFAULT = 0;
  23540. /**
  23541. * Falloff Physical: light is falling off following the inverse squared distance law.
  23542. */
  23543. Light.FALLOFF_PHYSICAL = 1;
  23544. /**
  23545. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23546. * to enhance interoperability with other engines.
  23547. */
  23548. Light.FALLOFF_GLTF = 2;
  23549. /**
  23550. * Falloff Standard: light is falling off like in the standard material
  23551. * to enhance interoperability with other materials.
  23552. */
  23553. Light.FALLOFF_STANDARD = 3;
  23554. //lightmapMode Consts
  23555. /**
  23556. * If every light affecting the material is in this lightmapMode,
  23557. * material.lightmapTexture adds or multiplies
  23558. * (depends on material.useLightmapAsShadowmap)
  23559. * after every other light calculations.
  23560. */
  23561. Light.LIGHTMAP_DEFAULT = 0;
  23562. /**
  23563. * material.lightmapTexture as only diffuse lighting from this light
  23564. * adds only specular lighting from this light
  23565. * adds dynamic shadows
  23566. */
  23567. Light.LIGHTMAP_SPECULAR = 1;
  23568. /**
  23569. * material.lightmapTexture as only lighting
  23570. * no light calculation from this light
  23571. * only adds dynamic shadows from this light
  23572. */
  23573. Light.LIGHTMAP_SHADOWSONLY = 2;
  23574. // Intensity Mode Consts
  23575. /**
  23576. * Each light type uses the default quantity according to its type:
  23577. * point/spot lights use luminous intensity
  23578. * directional lights use illuminance
  23579. */
  23580. Light.INTENSITYMODE_AUTOMATIC = 0;
  23581. /**
  23582. * lumen (lm)
  23583. */
  23584. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23585. /**
  23586. * candela (lm/sr)
  23587. */
  23588. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23589. /**
  23590. * lux (lm/m^2)
  23591. */
  23592. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23593. /**
  23594. * nit (cd/m^2)
  23595. */
  23596. Light.INTENSITYMODE_LUMINANCE = 4;
  23597. // Light types ids const.
  23598. /**
  23599. * Light type const id of the point light.
  23600. */
  23601. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23602. /**
  23603. * Light type const id of the directional light.
  23604. */
  23605. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23606. /**
  23607. * Light type const id of the spot light.
  23608. */
  23609. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23610. /**
  23611. * Light type const id of the hemispheric light.
  23612. */
  23613. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23614. __decorate([
  23615. BABYLON.serializeAsColor3()
  23616. ], Light.prototype, "diffuse", void 0);
  23617. __decorate([
  23618. BABYLON.serializeAsColor3()
  23619. ], Light.prototype, "specular", void 0);
  23620. __decorate([
  23621. BABYLON.serialize()
  23622. ], Light.prototype, "falloffType", void 0);
  23623. __decorate([
  23624. BABYLON.serialize()
  23625. ], Light.prototype, "intensity", void 0);
  23626. __decorate([
  23627. BABYLON.serialize()
  23628. ], Light.prototype, "range", null);
  23629. __decorate([
  23630. BABYLON.serialize()
  23631. ], Light.prototype, "intensityMode", null);
  23632. __decorate([
  23633. BABYLON.serialize()
  23634. ], Light.prototype, "radius", null);
  23635. __decorate([
  23636. BABYLON.serialize()
  23637. ], Light.prototype, "_renderPriority", void 0);
  23638. __decorate([
  23639. BABYLON.expandToProperty("_reorderLightsInScene")
  23640. ], Light.prototype, "renderPriority", void 0);
  23641. __decorate([
  23642. BABYLON.serialize("shadowEnabled")
  23643. ], Light.prototype, "_shadowEnabled", void 0);
  23644. __decorate([
  23645. BABYLON.serialize("excludeWithLayerMask")
  23646. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23647. __decorate([
  23648. BABYLON.serialize("includeOnlyWithLayerMask")
  23649. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23650. __decorate([
  23651. BABYLON.serialize("lightmapMode")
  23652. ], Light.prototype, "_lightmapMode", void 0);
  23653. return Light;
  23654. }(BABYLON.Node));
  23655. BABYLON.Light = Light;
  23656. })(BABYLON || (BABYLON = {}));
  23657. //# sourceMappingURL=babylon.light.js.map
  23658. var BABYLON;
  23659. (function (BABYLON) {
  23660. /**
  23661. * This is the base class of all the camera used in the application.
  23662. * @see http://doc.babylonjs.com/features/cameras
  23663. */
  23664. var Camera = /** @class */ (function (_super) {
  23665. __extends(Camera, _super);
  23666. /**
  23667. * Instantiates a new camera object.
  23668. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23669. * @see http://doc.babylonjs.com/features/cameras
  23670. * @param name Defines the name of the camera in the scene
  23671. * @param position Defines the position of the camera
  23672. * @param scene Defines the scene the camera belongs too
  23673. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23674. */
  23675. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23676. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23677. var _this = _super.call(this, name, scene) || this;
  23678. /**
  23679. * The vector the camera should consider as up.
  23680. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23681. */
  23682. _this.upVector = BABYLON.Vector3.Up();
  23683. /**
  23684. * Define the current limit on the left side for an orthographic camera
  23685. * In scene unit
  23686. */
  23687. _this.orthoLeft = null;
  23688. /**
  23689. * Define the current limit on the right side for an orthographic camera
  23690. * In scene unit
  23691. */
  23692. _this.orthoRight = null;
  23693. /**
  23694. * Define the current limit on the bottom side for an orthographic camera
  23695. * In scene unit
  23696. */
  23697. _this.orthoBottom = null;
  23698. /**
  23699. * Define the current limit on the top side for an orthographic camera
  23700. * In scene unit
  23701. */
  23702. _this.orthoTop = null;
  23703. /**
  23704. * Field Of View is set in Radians. (default is 0.8)
  23705. */
  23706. _this.fov = 0.8;
  23707. /**
  23708. * Define the minimum distance the camera can see from.
  23709. * This is important to note that the depth buffer are not infinite and the closer it starts
  23710. * the more your scene might encounter depth fighting issue.
  23711. */
  23712. _this.minZ = 1;
  23713. /**
  23714. * Define the maximum distance the camera can see to.
  23715. * This is important to note that the depth buffer are not infinite and the further it end
  23716. * the more your scene might encounter depth fighting issue.
  23717. */
  23718. _this.maxZ = 10000.0;
  23719. /**
  23720. * Define the default inertia of the camera.
  23721. * This helps giving a smooth feeling to the camera movement.
  23722. */
  23723. _this.inertia = 0.9;
  23724. /**
  23725. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23726. */
  23727. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23728. /**
  23729. * Define wether the camera is intermediate.
  23730. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  23731. */
  23732. _this.isIntermediate = false;
  23733. /**
  23734. * Define the viewport of the camera.
  23735. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23736. */
  23737. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23738. /**
  23739. * Restricts the camera to viewing objects with the same layerMask.
  23740. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23741. */
  23742. _this.layerMask = 0x0FFFFFFF;
  23743. /**
  23744. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23745. */
  23746. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23747. /**
  23748. * Rig mode of the camera.
  23749. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23750. * This is normally controlled byt the camera themselves as internal use.
  23751. */
  23752. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23753. /**
  23754. * 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
  23755. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23756. * else in the scene.
  23757. */
  23758. _this.customRenderTargets = new Array();
  23759. /**
  23760. * When set, the camera will render to this render target instead of the default canvas
  23761. */
  23762. _this.outputRenderTarget = null;
  23763. /**
  23764. * Observable triggered when the camera view matrix has changed.
  23765. */
  23766. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23767. /**
  23768. * Observable triggered when the camera Projection matrix has changed.
  23769. */
  23770. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23771. /**
  23772. * Observable triggered when the inputs have been processed.
  23773. */
  23774. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23775. /**
  23776. * Observable triggered when reset has been called and applied to the camera.
  23777. */
  23778. _this.onRestoreStateObservable = new BABYLON.Observable();
  23779. /** @hidden */
  23780. _this._rigCameras = new Array();
  23781. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23782. /** @hidden */
  23783. _this._skipRendering = false;
  23784. /** @hidden */
  23785. _this._projectionMatrix = new BABYLON.Matrix();
  23786. /** @hidden */
  23787. _this._postProcesses = new Array();
  23788. /** @hidden */
  23789. _this._activeMeshes = new BABYLON.SmartArray(256);
  23790. _this._globalPosition = BABYLON.Vector3.Zero();
  23791. /** hidden */
  23792. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23793. _this._doNotComputeProjectionMatrix = false;
  23794. _this._transformMatrix = BABYLON.Matrix.Zero();
  23795. _this._refreshFrustumPlanes = true;
  23796. _this.getScene().addCamera(_this);
  23797. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23798. _this.getScene().activeCamera = _this;
  23799. }
  23800. _this.position = position;
  23801. return _this;
  23802. }
  23803. /**
  23804. * Store current camera state (fov, position, etc..)
  23805. * @returns the camera
  23806. */
  23807. Camera.prototype.storeState = function () {
  23808. this._stateStored = true;
  23809. this._storedFov = this.fov;
  23810. return this;
  23811. };
  23812. /**
  23813. * Restores the camera state values if it has been stored. You must call storeState() first
  23814. */
  23815. Camera.prototype._restoreStateValues = function () {
  23816. if (!this._stateStored) {
  23817. return false;
  23818. }
  23819. this.fov = this._storedFov;
  23820. return true;
  23821. };
  23822. /**
  23823. * Restored camera state. You must call storeState() first.
  23824. * @returns true if restored and false otherwise
  23825. */
  23826. Camera.prototype.restoreState = function () {
  23827. if (this._restoreStateValues()) {
  23828. this.onRestoreStateObservable.notifyObservers(this);
  23829. return true;
  23830. }
  23831. return false;
  23832. };
  23833. /**
  23834. * Gets the class name of the camera.
  23835. * @returns the class name
  23836. */
  23837. Camera.prototype.getClassName = function () {
  23838. return "Camera";
  23839. };
  23840. /**
  23841. * Gets a string representation of the camera useful for debug purpose.
  23842. * @param fullDetails Defines that a more verboe level of logging is required
  23843. * @returns the string representation
  23844. */
  23845. Camera.prototype.toString = function (fullDetails) {
  23846. var ret = "Name: " + this.name;
  23847. ret += ", type: " + this.getClassName();
  23848. if (this.animations) {
  23849. for (var i = 0; i < this.animations.length; i++) {
  23850. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23851. }
  23852. }
  23853. if (fullDetails) {
  23854. }
  23855. return ret;
  23856. };
  23857. Object.defineProperty(Camera.prototype, "globalPosition", {
  23858. /**
  23859. * Gets the current world space position of the camera.
  23860. */
  23861. get: function () {
  23862. return this._globalPosition;
  23863. },
  23864. enumerable: true,
  23865. configurable: true
  23866. });
  23867. /**
  23868. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23869. * @returns the active meshe list
  23870. */
  23871. Camera.prototype.getActiveMeshes = function () {
  23872. return this._activeMeshes;
  23873. };
  23874. /**
  23875. * Check wether a mesh is part of the current active mesh list of the camera
  23876. * @param mesh Defines the mesh to check
  23877. * @returns true if active, false otherwise
  23878. */
  23879. Camera.prototype.isActiveMesh = function (mesh) {
  23880. return (this._activeMeshes.indexOf(mesh) !== -1);
  23881. };
  23882. /**
  23883. * Is this camera ready to be used/rendered
  23884. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23885. * @return true if the camera is ready
  23886. */
  23887. Camera.prototype.isReady = function (completeCheck) {
  23888. if (completeCheck === void 0) { completeCheck = false; }
  23889. if (completeCheck) {
  23890. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23891. var pp = _a[_i];
  23892. if (pp && !pp.isReady()) {
  23893. return false;
  23894. }
  23895. }
  23896. }
  23897. return _super.prototype.isReady.call(this, completeCheck);
  23898. };
  23899. /** @hidden */
  23900. Camera.prototype._initCache = function () {
  23901. _super.prototype._initCache.call(this);
  23902. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23903. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23904. this._cache.mode = undefined;
  23905. this._cache.minZ = undefined;
  23906. this._cache.maxZ = undefined;
  23907. this._cache.fov = undefined;
  23908. this._cache.fovMode = undefined;
  23909. this._cache.aspectRatio = undefined;
  23910. this._cache.orthoLeft = undefined;
  23911. this._cache.orthoRight = undefined;
  23912. this._cache.orthoBottom = undefined;
  23913. this._cache.orthoTop = undefined;
  23914. this._cache.renderWidth = undefined;
  23915. this._cache.renderHeight = undefined;
  23916. };
  23917. /** @hidden */
  23918. Camera.prototype._updateCache = function (ignoreParentClass) {
  23919. if (!ignoreParentClass) {
  23920. _super.prototype._updateCache.call(this);
  23921. }
  23922. this._cache.position.copyFrom(this.position);
  23923. this._cache.upVector.copyFrom(this.upVector);
  23924. };
  23925. /** @hidden */
  23926. Camera.prototype._isSynchronized = function () {
  23927. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23928. };
  23929. /** @hidden */
  23930. Camera.prototype._isSynchronizedViewMatrix = function () {
  23931. if (!_super.prototype._isSynchronized.call(this)) {
  23932. return false;
  23933. }
  23934. return this._cache.position.equals(this.position)
  23935. && this._cache.upVector.equals(this.upVector)
  23936. && this.isSynchronizedWithParent();
  23937. };
  23938. /** @hidden */
  23939. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23940. var check = this._cache.mode === this.mode
  23941. && this._cache.minZ === this.minZ
  23942. && this._cache.maxZ === this.maxZ;
  23943. if (!check) {
  23944. return false;
  23945. }
  23946. var engine = this.getEngine();
  23947. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23948. check = this._cache.fov === this.fov
  23949. && this._cache.fovMode === this.fovMode
  23950. && this._cache.aspectRatio === engine.getAspectRatio(this);
  23951. }
  23952. else {
  23953. check = this._cache.orthoLeft === this.orthoLeft
  23954. && this._cache.orthoRight === this.orthoRight
  23955. && this._cache.orthoBottom === this.orthoBottom
  23956. && this._cache.orthoTop === this.orthoTop
  23957. && this._cache.renderWidth === engine.getRenderWidth()
  23958. && this._cache.renderHeight === engine.getRenderHeight();
  23959. }
  23960. return check;
  23961. };
  23962. /**
  23963. * Attach the input controls to a specific dom element to get the input from.
  23964. * @param element Defines the element the controls should be listened from
  23965. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  23966. */
  23967. Camera.prototype.attachControl = function (element, noPreventDefault) {
  23968. };
  23969. /**
  23970. * Detach the current controls from the specified dom element.
  23971. * @param element Defines the element to stop listening the inputs from
  23972. */
  23973. Camera.prototype.detachControl = function (element) {
  23974. };
  23975. /**
  23976. * Update the camera state according to the different inputs gathered during the frame.
  23977. */
  23978. Camera.prototype.update = function () {
  23979. this._checkInputs();
  23980. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23981. this._updateRigCameras();
  23982. }
  23983. };
  23984. /** @hidden */
  23985. Camera.prototype._checkInputs = function () {
  23986. this.onAfterCheckInputsObservable.notifyObservers(this);
  23987. };
  23988. Object.defineProperty(Camera.prototype, "rigCameras", {
  23989. /** @hidden */
  23990. get: function () {
  23991. return this._rigCameras;
  23992. },
  23993. enumerable: true,
  23994. configurable: true
  23995. });
  23996. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  23997. /**
  23998. * Gets the post process used by the rig cameras
  23999. */
  24000. get: function () {
  24001. return this._rigPostProcess;
  24002. },
  24003. enumerable: true,
  24004. configurable: true
  24005. });
  24006. /**
  24007. * Internal, gets the first post proces.
  24008. * @returns the first post process to be run on this camera.
  24009. */
  24010. Camera.prototype._getFirstPostProcess = function () {
  24011. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  24012. if (this._postProcesses[ppIndex] !== null) {
  24013. return this._postProcesses[ppIndex];
  24014. }
  24015. }
  24016. return null;
  24017. };
  24018. Camera.prototype._cascadePostProcessesToRigCams = function () {
  24019. // invalidate framebuffer
  24020. var firstPostProcess = this._getFirstPostProcess();
  24021. if (firstPostProcess) {
  24022. firstPostProcess.markTextureDirty();
  24023. }
  24024. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  24025. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  24026. var cam = this._rigCameras[i];
  24027. var rigPostProcess = cam._rigPostProcess;
  24028. // for VR rig, there does not have to be a post process
  24029. if (rigPostProcess) {
  24030. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  24031. if (isPass) {
  24032. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  24033. cam.isIntermediate = this._postProcesses.length === 0;
  24034. }
  24035. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  24036. rigPostProcess.markTextureDirty();
  24037. }
  24038. else {
  24039. cam._postProcesses = this._postProcesses.slice(0);
  24040. }
  24041. }
  24042. };
  24043. /**
  24044. * Attach a post process to the camera.
  24045. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24046. * @param postProcess The post process to attach to the camera
  24047. * @param insertAt The position of the post process in case several of them are in use in the scene
  24048. * @returns the position the post process has been inserted at
  24049. */
  24050. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  24051. if (insertAt === void 0) { insertAt = null; }
  24052. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  24053. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  24054. return 0;
  24055. }
  24056. if (insertAt == null || insertAt < 0) {
  24057. this._postProcesses.push(postProcess);
  24058. }
  24059. else if (this._postProcesses[insertAt] === null) {
  24060. this._postProcesses[insertAt] = postProcess;
  24061. }
  24062. else {
  24063. this._postProcesses.splice(insertAt, 0, postProcess);
  24064. }
  24065. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24066. return this._postProcesses.indexOf(postProcess);
  24067. };
  24068. /**
  24069. * Detach a post process to the camera.
  24070. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24071. * @param postProcess The post process to detach from the camera
  24072. */
  24073. Camera.prototype.detachPostProcess = function (postProcess) {
  24074. var idx = this._postProcesses.indexOf(postProcess);
  24075. if (idx !== -1) {
  24076. this._postProcesses[idx] = null;
  24077. }
  24078. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24079. };
  24080. /**
  24081. * Gets the current world matrix of the camera
  24082. */
  24083. Camera.prototype.getWorldMatrix = function () {
  24084. if (this._isSynchronizedViewMatrix()) {
  24085. return this._worldMatrix;
  24086. }
  24087. // Getting the the view matrix will also compute the world matrix.
  24088. this.getViewMatrix();
  24089. return this._worldMatrix;
  24090. };
  24091. /** @hidden */
  24092. Camera.prototype._getViewMatrix = function () {
  24093. return BABYLON.Matrix.Identity();
  24094. };
  24095. /**
  24096. * Gets the current view matrix of the camera.
  24097. * @param force forces the camera to recompute the matrix without looking at the cached state
  24098. * @returns the view matrix
  24099. */
  24100. Camera.prototype.getViewMatrix = function (force) {
  24101. if (!force && this._isSynchronizedViewMatrix()) {
  24102. return this._computedViewMatrix;
  24103. }
  24104. this.updateCache();
  24105. this._computedViewMatrix = this._getViewMatrix();
  24106. this._currentRenderId = this.getScene().getRenderId();
  24107. this._childRenderId = this._currentRenderId;
  24108. this._refreshFrustumPlanes = true;
  24109. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  24110. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  24111. }
  24112. this.onViewMatrixChangedObservable.notifyObservers(this);
  24113. this._computedViewMatrix.invertToRef(this._worldMatrix);
  24114. return this._computedViewMatrix;
  24115. };
  24116. /**
  24117. * Freeze the projection matrix.
  24118. * It will prevent the cache check of the camera projection compute and can speed up perf
  24119. * if no parameter of the camera are meant to change
  24120. * @param projection Defines manually a projection if necessary
  24121. */
  24122. Camera.prototype.freezeProjectionMatrix = function (projection) {
  24123. this._doNotComputeProjectionMatrix = true;
  24124. if (projection !== undefined) {
  24125. this._projectionMatrix = projection;
  24126. }
  24127. };
  24128. /**
  24129. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24130. */
  24131. Camera.prototype.unfreezeProjectionMatrix = function () {
  24132. this._doNotComputeProjectionMatrix = false;
  24133. };
  24134. /**
  24135. * Gets the current projection matrix of the camera.
  24136. * @param force forces the camera to recompute the matrix without looking at the cached state
  24137. * @returns the projection matrix
  24138. */
  24139. Camera.prototype.getProjectionMatrix = function (force) {
  24140. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  24141. return this._projectionMatrix;
  24142. }
  24143. // Cache
  24144. this._cache.mode = this.mode;
  24145. this._cache.minZ = this.minZ;
  24146. this._cache.maxZ = this.maxZ;
  24147. // Matrix
  24148. this._refreshFrustumPlanes = true;
  24149. var engine = this.getEngine();
  24150. var scene = this.getScene();
  24151. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24152. this._cache.fov = this.fov;
  24153. this._cache.fovMode = this.fovMode;
  24154. this._cache.aspectRatio = engine.getAspectRatio(this);
  24155. if (this.minZ <= 0) {
  24156. this.minZ = 0.1;
  24157. }
  24158. if (scene.useRightHandedSystem) {
  24159. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24160. }
  24161. else {
  24162. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24163. }
  24164. }
  24165. else {
  24166. var halfWidth = engine.getRenderWidth() / 2.0;
  24167. var halfHeight = engine.getRenderHeight() / 2.0;
  24168. if (scene.useRightHandedSystem) {
  24169. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24170. }
  24171. else {
  24172. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24173. }
  24174. this._cache.orthoLeft = this.orthoLeft;
  24175. this._cache.orthoRight = this.orthoRight;
  24176. this._cache.orthoBottom = this.orthoBottom;
  24177. this._cache.orthoTop = this.orthoTop;
  24178. this._cache.renderWidth = engine.getRenderWidth();
  24179. this._cache.renderHeight = engine.getRenderHeight();
  24180. }
  24181. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24182. return this._projectionMatrix;
  24183. };
  24184. /**
  24185. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24186. * @returns a Matrix
  24187. */
  24188. Camera.prototype.getTransformationMatrix = function () {
  24189. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24190. return this._transformMatrix;
  24191. };
  24192. Camera.prototype._updateFrustumPlanes = function () {
  24193. if (!this._refreshFrustumPlanes) {
  24194. return;
  24195. }
  24196. this.getTransformationMatrix();
  24197. if (!this._frustumPlanes) {
  24198. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24199. }
  24200. else {
  24201. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24202. }
  24203. this._refreshFrustumPlanes = false;
  24204. };
  24205. /**
  24206. * Checks if a cullable object (mesh...) is in the camera frustum
  24207. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24208. * @param target The object to check
  24209. * @returns true if the object is in frustum otherwise false
  24210. */
  24211. Camera.prototype.isInFrustum = function (target) {
  24212. this._updateFrustumPlanes();
  24213. return target.isInFrustum(this._frustumPlanes);
  24214. };
  24215. /**
  24216. * Checks if a cullable object (mesh...) is in the camera frustum
  24217. * Unlike isInFrustum this cheks the full bounding box
  24218. * @param target The object to check
  24219. * @returns true if the object is in frustum otherwise false
  24220. */
  24221. Camera.prototype.isCompletelyInFrustum = function (target) {
  24222. this._updateFrustumPlanes();
  24223. return target.isCompletelyInFrustum(this._frustumPlanes);
  24224. };
  24225. /**
  24226. * Gets a ray in the forward direction from the camera.
  24227. * @param length Defines the length of the ray to create
  24228. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24229. * @param origin Defines the start point of the ray which defaults to the camera position
  24230. * @returns the forward ray
  24231. */
  24232. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24233. if (length === void 0) { length = 100; }
  24234. if (!transform) {
  24235. transform = this.getWorldMatrix();
  24236. }
  24237. if (!origin) {
  24238. origin = this.position;
  24239. }
  24240. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24241. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24242. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24243. return new BABYLON.Ray(origin, direction, length);
  24244. };
  24245. /**
  24246. * Releases resources associated with this node.
  24247. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24248. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24249. */
  24250. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24251. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24252. // Observables
  24253. this.onViewMatrixChangedObservable.clear();
  24254. this.onProjectionMatrixChangedObservable.clear();
  24255. this.onAfterCheckInputsObservable.clear();
  24256. this.onRestoreStateObservable.clear();
  24257. // Inputs
  24258. if (this.inputs) {
  24259. this.inputs.clear();
  24260. }
  24261. // Animations
  24262. this.getScene().stopAnimation(this);
  24263. // Remove from scene
  24264. this.getScene().removeCamera(this);
  24265. while (this._rigCameras.length > 0) {
  24266. var camera = this._rigCameras.pop();
  24267. if (camera) {
  24268. camera.dispose();
  24269. }
  24270. }
  24271. // Postprocesses
  24272. if (this._rigPostProcess) {
  24273. this._rigPostProcess.dispose(this);
  24274. this._rigPostProcess = null;
  24275. this._postProcesses = [];
  24276. }
  24277. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24278. this._rigPostProcess = null;
  24279. this._postProcesses = [];
  24280. }
  24281. else {
  24282. var i = this._postProcesses.length;
  24283. while (--i >= 0) {
  24284. var postProcess = this._postProcesses[i];
  24285. if (postProcess) {
  24286. postProcess.dispose(this);
  24287. }
  24288. }
  24289. }
  24290. // Render targets
  24291. var i = this.customRenderTargets.length;
  24292. while (--i >= 0) {
  24293. this.customRenderTargets[i].dispose();
  24294. }
  24295. this.customRenderTargets = [];
  24296. // Active Meshes
  24297. this._activeMeshes.dispose();
  24298. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24299. };
  24300. Object.defineProperty(Camera.prototype, "leftCamera", {
  24301. /**
  24302. * Gets the left camera of a rig setup in case of Rigged Camera
  24303. */
  24304. get: function () {
  24305. if (this._rigCameras.length < 1) {
  24306. return null;
  24307. }
  24308. return this._rigCameras[0];
  24309. },
  24310. enumerable: true,
  24311. configurable: true
  24312. });
  24313. Object.defineProperty(Camera.prototype, "rightCamera", {
  24314. /**
  24315. * Gets the right camera of a rig setup in case of Rigged Camera
  24316. */
  24317. get: function () {
  24318. if (this._rigCameras.length < 2) {
  24319. return null;
  24320. }
  24321. return this._rigCameras[1];
  24322. },
  24323. enumerable: true,
  24324. configurable: true
  24325. });
  24326. /**
  24327. * Gets the left camera target of a rig setup in case of Rigged Camera
  24328. * @returns the target position
  24329. */
  24330. Camera.prototype.getLeftTarget = function () {
  24331. if (this._rigCameras.length < 1) {
  24332. return null;
  24333. }
  24334. return this._rigCameras[0].getTarget();
  24335. };
  24336. /**
  24337. * Gets the right camera target of a rig setup in case of Rigged Camera
  24338. * @returns the target position
  24339. */
  24340. Camera.prototype.getRightTarget = function () {
  24341. if (this._rigCameras.length < 2) {
  24342. return null;
  24343. }
  24344. return this._rigCameras[1].getTarget();
  24345. };
  24346. /**
  24347. * @hidden
  24348. */
  24349. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24350. if (this.cameraRigMode === mode) {
  24351. return;
  24352. }
  24353. while (this._rigCameras.length > 0) {
  24354. var camera = this._rigCameras.pop();
  24355. if (camera) {
  24356. camera.dispose();
  24357. }
  24358. }
  24359. this.cameraRigMode = mode;
  24360. this._cameraRigParams = {};
  24361. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24362. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24363. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24364. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24365. // create the rig cameras, unless none
  24366. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24367. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24368. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24369. if (leftCamera && rightCamera) {
  24370. this._rigCameras.push(leftCamera);
  24371. this._rigCameras.push(rightCamera);
  24372. }
  24373. }
  24374. switch (this.cameraRigMode) {
  24375. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24376. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24377. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24378. break;
  24379. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24380. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24381. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24382. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24383. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24384. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24385. break;
  24386. case Camera.RIG_MODE_VR:
  24387. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24388. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24389. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24390. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24391. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24392. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24393. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24394. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24395. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24396. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24397. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24398. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24399. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24400. if (metrics.compensateDistortion) {
  24401. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24402. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24403. }
  24404. break;
  24405. case Camera.RIG_MODE_WEBVR:
  24406. if (rigParams.vrDisplay) {
  24407. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24408. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24409. //Left eye
  24410. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24411. this._rigCameras[0].setCameraRigParameter("left", true);
  24412. //leaving this for future reference
  24413. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24414. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24415. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24416. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24417. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24418. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24419. this._rigCameras[0].parent = this;
  24420. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24421. //Right eye
  24422. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24423. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24424. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24425. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24426. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24427. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24428. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24429. this._rigCameras[1].parent = this;
  24430. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24431. if (Camera.UseAlternateWebVRRendering) {
  24432. this._rigCameras[1]._skipRendering = true;
  24433. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24434. }
  24435. }
  24436. break;
  24437. }
  24438. this._cascadePostProcessesToRigCams();
  24439. this.update();
  24440. };
  24441. Camera.prototype._getVRProjectionMatrix = function () {
  24442. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24443. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24444. return this._projectionMatrix;
  24445. };
  24446. Camera.prototype._updateCameraRotationMatrix = function () {
  24447. //Here for WebVR
  24448. };
  24449. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24450. //Here for WebVR
  24451. };
  24452. /**
  24453. * This function MUST be overwritten by the different WebVR cameras available.
  24454. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24455. */
  24456. Camera.prototype._getWebVRProjectionMatrix = function () {
  24457. return BABYLON.Matrix.Identity();
  24458. };
  24459. /**
  24460. * This function MUST be overwritten by the different WebVR cameras available.
  24461. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24462. */
  24463. Camera.prototype._getWebVRViewMatrix = function () {
  24464. return BABYLON.Matrix.Identity();
  24465. };
  24466. /** @hidden */
  24467. Camera.prototype.setCameraRigParameter = function (name, value) {
  24468. if (!this._cameraRigParams) {
  24469. this._cameraRigParams = {};
  24470. }
  24471. this._cameraRigParams[name] = value;
  24472. //provisionnally:
  24473. if (name === "interaxialDistance") {
  24474. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24475. }
  24476. };
  24477. /**
  24478. * needs to be overridden by children so sub has required properties to be copied
  24479. * @hidden
  24480. */
  24481. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24482. return null;
  24483. };
  24484. /**
  24485. * May need to be overridden by children
  24486. * @hidden
  24487. */
  24488. Camera.prototype._updateRigCameras = function () {
  24489. for (var i = 0; i < this._rigCameras.length; i++) {
  24490. this._rigCameras[i].minZ = this.minZ;
  24491. this._rigCameras[i].maxZ = this.maxZ;
  24492. this._rigCameras[i].fov = this.fov;
  24493. }
  24494. // only update viewport when ANAGLYPH
  24495. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24496. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24497. }
  24498. };
  24499. /** @hidden */
  24500. Camera.prototype._setupInputs = function () {
  24501. };
  24502. /**
  24503. * Serialiaze the camera setup to a json represention
  24504. * @returns the JSON representation
  24505. */
  24506. Camera.prototype.serialize = function () {
  24507. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24508. // Type
  24509. serializationObject.type = this.getClassName();
  24510. // Parent
  24511. if (this.parent) {
  24512. serializationObject.parentId = this.parent.id;
  24513. }
  24514. if (this.inputs) {
  24515. this.inputs.serialize(serializationObject);
  24516. }
  24517. // Animations
  24518. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24519. serializationObject.ranges = this.serializeAnimationRanges();
  24520. return serializationObject;
  24521. };
  24522. /**
  24523. * Clones the current camera.
  24524. * @param name The cloned camera name
  24525. * @returns the cloned camera
  24526. */
  24527. Camera.prototype.clone = function (name) {
  24528. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24529. };
  24530. /**
  24531. * Gets the direction of the camera relative to a given local axis.
  24532. * @param localAxis Defines the reference axis to provide a relative direction.
  24533. * @return the direction
  24534. */
  24535. Camera.prototype.getDirection = function (localAxis) {
  24536. var result = BABYLON.Vector3.Zero();
  24537. this.getDirectionToRef(localAxis, result);
  24538. return result;
  24539. };
  24540. /**
  24541. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24542. * @param localAxis Defines the reference axis to provide a relative direction.
  24543. * @param result Defines the vector to store the result in
  24544. */
  24545. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24546. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24547. };
  24548. /**
  24549. * Gets a camera constructor for a given camera type
  24550. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24551. * @param name The name of the camera the result will be able to instantiate
  24552. * @param scene The scene the result will construct the camera in
  24553. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24554. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24555. * @returns a factory method to construc the camera
  24556. */
  24557. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24558. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24559. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24560. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24561. interaxial_distance: interaxial_distance,
  24562. isStereoscopicSideBySide: isStereoscopicSideBySide
  24563. });
  24564. if (constructorFunc) {
  24565. return constructorFunc;
  24566. }
  24567. // Default to universal camera
  24568. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24569. };
  24570. /**
  24571. * Compute the world matrix of the camera.
  24572. * @returns the camera workd matrix
  24573. */
  24574. Camera.prototype.computeWorldMatrix = function () {
  24575. return this.getWorldMatrix();
  24576. };
  24577. /**
  24578. * Parse a JSON and creates the camera from the parsed information
  24579. * @param parsedCamera The JSON to parse
  24580. * @param scene The scene to instantiate the camera in
  24581. * @returns the newly constructed camera
  24582. */
  24583. Camera.Parse = function (parsedCamera, scene) {
  24584. var type = parsedCamera.type;
  24585. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24586. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24587. // Parent
  24588. if (parsedCamera.parentId) {
  24589. camera._waitingParentId = parsedCamera.parentId;
  24590. }
  24591. //If camera has an input manager, let it parse inputs settings
  24592. if (camera.inputs) {
  24593. camera.inputs.parse(parsedCamera);
  24594. camera._setupInputs();
  24595. }
  24596. if (camera.setPosition) { // need to force position
  24597. camera.position.copyFromFloats(0, 0, 0);
  24598. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24599. }
  24600. // Target
  24601. if (parsedCamera.target) {
  24602. if (camera.setTarget) {
  24603. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24604. }
  24605. }
  24606. // Apply 3d rig, when found
  24607. if (parsedCamera.cameraRigMode) {
  24608. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24609. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24610. }
  24611. // Animations
  24612. if (parsedCamera.animations) {
  24613. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24614. var parsedAnimation = parsedCamera.animations[animationIndex];
  24615. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24616. }
  24617. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24618. }
  24619. if (parsedCamera.autoAnimate) {
  24620. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24621. }
  24622. return camera;
  24623. };
  24624. /**
  24625. * This is the default projection mode used by the cameras.
  24626. * It helps recreating a feeling of perspective and better appreciate depth.
  24627. * This is the best way to simulate real life cameras.
  24628. */
  24629. Camera.PERSPECTIVE_CAMERA = 0;
  24630. /**
  24631. * This helps creating camera with an orthographic mode.
  24632. * 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.
  24633. */
  24634. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24635. /**
  24636. * This is the default FOV mode for perspective cameras.
  24637. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24638. */
  24639. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24640. /**
  24641. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24642. */
  24643. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24644. /**
  24645. * This specifies ther is no need for a camera rig.
  24646. * Basically only one eye is rendered corresponding to the camera.
  24647. */
  24648. Camera.RIG_MODE_NONE = 0;
  24649. /**
  24650. * Simulates a camera Rig with one blue eye and one red eye.
  24651. * This can be use with 3d blue and red glasses.
  24652. */
  24653. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24654. /**
  24655. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24656. */
  24657. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24658. /**
  24659. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24660. */
  24661. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24662. /**
  24663. * Defines that both eyes of the camera will be rendered over under each other.
  24664. */
  24665. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24666. /**
  24667. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24668. */
  24669. Camera.RIG_MODE_VR = 20;
  24670. /**
  24671. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24672. */
  24673. Camera.RIG_MODE_WEBVR = 21;
  24674. /**
  24675. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24676. */
  24677. Camera.RIG_MODE_CUSTOM = 22;
  24678. /**
  24679. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24680. */
  24681. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24682. /**
  24683. * @hidden
  24684. * Might be removed once multiview will be a thing
  24685. */
  24686. Camera.UseAlternateWebVRRendering = false;
  24687. __decorate([
  24688. BABYLON.serializeAsVector3()
  24689. ], Camera.prototype, "position", void 0);
  24690. __decorate([
  24691. BABYLON.serializeAsVector3()
  24692. ], Camera.prototype, "upVector", void 0);
  24693. __decorate([
  24694. BABYLON.serialize()
  24695. ], Camera.prototype, "orthoLeft", void 0);
  24696. __decorate([
  24697. BABYLON.serialize()
  24698. ], Camera.prototype, "orthoRight", void 0);
  24699. __decorate([
  24700. BABYLON.serialize()
  24701. ], Camera.prototype, "orthoBottom", void 0);
  24702. __decorate([
  24703. BABYLON.serialize()
  24704. ], Camera.prototype, "orthoTop", void 0);
  24705. __decorate([
  24706. BABYLON.serialize()
  24707. ], Camera.prototype, "fov", void 0);
  24708. __decorate([
  24709. BABYLON.serialize()
  24710. ], Camera.prototype, "minZ", void 0);
  24711. __decorate([
  24712. BABYLON.serialize()
  24713. ], Camera.prototype, "maxZ", void 0);
  24714. __decorate([
  24715. BABYLON.serialize()
  24716. ], Camera.prototype, "inertia", void 0);
  24717. __decorate([
  24718. BABYLON.serialize()
  24719. ], Camera.prototype, "mode", void 0);
  24720. __decorate([
  24721. BABYLON.serialize()
  24722. ], Camera.prototype, "layerMask", void 0);
  24723. __decorate([
  24724. BABYLON.serialize()
  24725. ], Camera.prototype, "fovMode", void 0);
  24726. __decorate([
  24727. BABYLON.serialize()
  24728. ], Camera.prototype, "cameraRigMode", void 0);
  24729. __decorate([
  24730. BABYLON.serialize()
  24731. ], Camera.prototype, "interaxialDistance", void 0);
  24732. __decorate([
  24733. BABYLON.serialize()
  24734. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24735. return Camera;
  24736. }(BABYLON.Node));
  24737. BABYLON.Camera = Camera;
  24738. })(BABYLON || (BABYLON = {}));
  24739. //# sourceMappingURL=babylon.camera.js.map
  24740. var BABYLON;
  24741. (function (BABYLON) {
  24742. /**
  24743. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24744. * It is enable to manage the different groups as well as the different necessary sort functions.
  24745. * This should not be used directly aside of the few static configurations
  24746. */
  24747. var RenderingManager = /** @class */ (function () {
  24748. /**
  24749. * Instantiates a new rendering group for a particular scene
  24750. * @param scene Defines the scene the groups belongs to
  24751. */
  24752. function RenderingManager(scene) {
  24753. /**
  24754. * @hidden
  24755. */
  24756. this._useSceneAutoClearSetup = false;
  24757. this._renderingGroups = new Array();
  24758. this._autoClearDepthStencil = {};
  24759. this._customOpaqueSortCompareFn = {};
  24760. this._customAlphaTestSortCompareFn = {};
  24761. this._customTransparentSortCompareFn = {};
  24762. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24763. this._scene = scene;
  24764. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24765. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24766. }
  24767. }
  24768. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24769. if (depth === void 0) { depth = true; }
  24770. if (stencil === void 0) { stencil = true; }
  24771. if (this._depthStencilBufferAlreadyCleaned) {
  24772. return;
  24773. }
  24774. this._scene.getEngine().clear(null, false, depth, stencil);
  24775. this._depthStencilBufferAlreadyCleaned = true;
  24776. };
  24777. /**
  24778. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24779. * @hidden
  24780. */
  24781. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24782. // Update the observable context (not null as it only goes away on dispose)
  24783. var info = this._renderingGroupInfo;
  24784. info.scene = this._scene;
  24785. info.camera = this._scene.activeCamera;
  24786. // Dispatch sprites
  24787. if (this._scene.spriteManagers && renderSprites) {
  24788. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24789. var manager = this._scene.spriteManagers[index];
  24790. this.dispatchSprites(manager);
  24791. }
  24792. }
  24793. // Render
  24794. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24795. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24796. var renderingGroup = this._renderingGroups[index];
  24797. if (!renderingGroup) {
  24798. continue;
  24799. }
  24800. var renderingGroupMask = Math.pow(2, index);
  24801. info.renderingGroupId = index;
  24802. // Before Observable
  24803. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24804. // Clear depth/stencil if needed
  24805. if (RenderingManager.AUTOCLEAR) {
  24806. var autoClear = this._useSceneAutoClearSetup ?
  24807. this._scene.getAutoClearDepthStencilSetup(index) :
  24808. this._autoClearDepthStencil[index];
  24809. if (autoClear && autoClear.autoClear) {
  24810. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24811. }
  24812. }
  24813. // Render
  24814. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24815. var step = _a[_i];
  24816. step.action(index);
  24817. }
  24818. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24819. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24820. var step = _c[_b];
  24821. step.action(index);
  24822. }
  24823. // After Observable
  24824. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24825. }
  24826. };
  24827. /**
  24828. * Resets the different information of the group to prepare a new frame
  24829. * @hidden
  24830. */
  24831. RenderingManager.prototype.reset = function () {
  24832. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24833. var renderingGroup = this._renderingGroups[index];
  24834. if (renderingGroup) {
  24835. renderingGroup.prepare();
  24836. }
  24837. }
  24838. };
  24839. /**
  24840. * Dispose and release the group and its associated resources.
  24841. * @hidden
  24842. */
  24843. RenderingManager.prototype.dispose = function () {
  24844. this.freeRenderingGroups();
  24845. this._renderingGroups.length = 0;
  24846. this._renderingGroupInfo = null;
  24847. };
  24848. /**
  24849. * Clear the info related to rendering groups preventing retention points during dispose.
  24850. */
  24851. RenderingManager.prototype.freeRenderingGroups = function () {
  24852. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24853. var renderingGroup = this._renderingGroups[index];
  24854. if (renderingGroup) {
  24855. renderingGroup.dispose();
  24856. }
  24857. }
  24858. };
  24859. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24860. if (this._renderingGroups[renderingGroupId] === undefined) {
  24861. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24862. }
  24863. };
  24864. /**
  24865. * Add a sprite manager to the rendering manager in order to render it this frame.
  24866. * @param spriteManager Define the sprite manager to render
  24867. */
  24868. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24869. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24870. this._prepareRenderingGroup(renderingGroupId);
  24871. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24872. };
  24873. /**
  24874. * Add a particle system to the rendering manager in order to render it this frame.
  24875. * @param particleSystem Define the particle system to render
  24876. */
  24877. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24878. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24879. this._prepareRenderingGroup(renderingGroupId);
  24880. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24881. };
  24882. /**
  24883. * Add a submesh to the manager in order to render it this frame
  24884. * @param subMesh The submesh to dispatch
  24885. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24886. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24887. */
  24888. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24889. if (mesh === undefined) {
  24890. mesh = subMesh.getMesh();
  24891. }
  24892. var renderingGroupId = mesh.renderingGroupId || 0;
  24893. this._prepareRenderingGroup(renderingGroupId);
  24894. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24895. };
  24896. /**
  24897. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24898. * This allowed control for front to back rendering or reversly depending of the special needs.
  24899. *
  24900. * @param renderingGroupId The rendering group id corresponding to its index
  24901. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24902. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24903. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24904. */
  24905. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24906. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24907. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24908. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24909. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24910. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24911. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24912. if (this._renderingGroups[renderingGroupId]) {
  24913. var group = this._renderingGroups[renderingGroupId];
  24914. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24915. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24916. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24917. }
  24918. };
  24919. /**
  24920. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24921. *
  24922. * @param renderingGroupId The rendering group id corresponding to its index
  24923. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24924. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24925. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24926. */
  24927. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24928. if (depth === void 0) { depth = true; }
  24929. if (stencil === void 0) { stencil = true; }
  24930. this._autoClearDepthStencil[renderingGroupId] = {
  24931. autoClear: autoClearDepthStencil,
  24932. depth: depth,
  24933. stencil: stencil
  24934. };
  24935. };
  24936. /**
  24937. * Gets the current auto clear configuration for one rendering group of the rendering
  24938. * manager.
  24939. * @param index the rendering group index to get the information for
  24940. * @returns The auto clear setup for the requested rendering group
  24941. */
  24942. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24943. return this._autoClearDepthStencil[index];
  24944. };
  24945. /**
  24946. * The max id used for rendering groups (not included)
  24947. */
  24948. RenderingManager.MAX_RENDERINGGROUPS = 4;
  24949. /**
  24950. * The min id used for rendering groups (included)
  24951. */
  24952. RenderingManager.MIN_RENDERINGGROUPS = 0;
  24953. /**
  24954. * Used to globally prevent autoclearing scenes.
  24955. */
  24956. RenderingManager.AUTOCLEAR = true;
  24957. return RenderingManager;
  24958. }());
  24959. BABYLON.RenderingManager = RenderingManager;
  24960. })(BABYLON || (BABYLON = {}));
  24961. //# sourceMappingURL=babylon.renderingManager.js.map
  24962. var BABYLON;
  24963. (function (BABYLON) {
  24964. /**
  24965. * This represents the object necessary to create a rendering group.
  24966. * This is exclusively used and created by the rendering manager.
  24967. * To modify the behavior, you use the available helpers in your scene or meshes.
  24968. * @hidden
  24969. */
  24970. var RenderingGroup = /** @class */ (function () {
  24971. /**
  24972. * Creates a new rendering group.
  24973. * @param index The rendering group index
  24974. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  24975. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  24976. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  24977. */
  24978. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24979. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24980. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24981. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24982. this.index = index;
  24983. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  24984. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  24985. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  24986. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  24987. this._particleSystems = new BABYLON.SmartArray(256);
  24988. this._spriteManagers = new BABYLON.SmartArray(256);
  24989. this._edgesRenderers = new BABYLON.SmartArray(16);
  24990. this._scene = scene;
  24991. this.opaqueSortCompareFn = opaqueSortCompareFn;
  24992. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  24993. this.transparentSortCompareFn = transparentSortCompareFn;
  24994. }
  24995. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  24996. /**
  24997. * Set the opaque sort comparison function.
  24998. * If null the sub meshes will be render in the order they were created
  24999. */
  25000. set: function (value) {
  25001. this._opaqueSortCompareFn = value;
  25002. if (value) {
  25003. this._renderOpaque = this.renderOpaqueSorted;
  25004. }
  25005. else {
  25006. this._renderOpaque = RenderingGroup.renderUnsorted;
  25007. }
  25008. },
  25009. enumerable: true,
  25010. configurable: true
  25011. });
  25012. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  25013. /**
  25014. * Set the alpha test sort comparison function.
  25015. * If null the sub meshes will be render in the order they were created
  25016. */
  25017. set: function (value) {
  25018. this._alphaTestSortCompareFn = value;
  25019. if (value) {
  25020. this._renderAlphaTest = this.renderAlphaTestSorted;
  25021. }
  25022. else {
  25023. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  25024. }
  25025. },
  25026. enumerable: true,
  25027. configurable: true
  25028. });
  25029. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  25030. /**
  25031. * Set the transparent sort comparison function.
  25032. * If null the sub meshes will be render in the order they were created
  25033. */
  25034. set: function (value) {
  25035. if (value) {
  25036. this._transparentSortCompareFn = value;
  25037. }
  25038. else {
  25039. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  25040. }
  25041. this._renderTransparent = this.renderTransparentSorted;
  25042. },
  25043. enumerable: true,
  25044. configurable: true
  25045. });
  25046. /**
  25047. * Render all the sub meshes contained in the group.
  25048. * @param customRenderFunction Used to override the default render behaviour of the group.
  25049. * @returns true if rendered some submeshes.
  25050. */
  25051. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  25052. if (customRenderFunction) {
  25053. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  25054. return;
  25055. }
  25056. var engine = this._scene.getEngine();
  25057. // Depth only
  25058. if (this._depthOnlySubMeshes.length !== 0) {
  25059. engine.setColorWrite(false);
  25060. this._renderAlphaTest(this._depthOnlySubMeshes);
  25061. engine.setColorWrite(true);
  25062. }
  25063. // Opaque
  25064. if (this._opaqueSubMeshes.length !== 0) {
  25065. this._renderOpaque(this._opaqueSubMeshes);
  25066. }
  25067. // Alpha test
  25068. if (this._alphaTestSubMeshes.length !== 0) {
  25069. this._renderAlphaTest(this._alphaTestSubMeshes);
  25070. }
  25071. var stencilState = engine.getStencilBuffer();
  25072. engine.setStencilBuffer(false);
  25073. // Sprites
  25074. if (renderSprites) {
  25075. this._renderSprites();
  25076. }
  25077. // Particles
  25078. if (renderParticles) {
  25079. this._renderParticles(activeMeshes);
  25080. }
  25081. if (this.onBeforeTransparentRendering) {
  25082. this.onBeforeTransparentRendering();
  25083. }
  25084. // Transparent
  25085. if (this._transparentSubMeshes.length !== 0) {
  25086. this._renderTransparent(this._transparentSubMeshes);
  25087. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25088. }
  25089. // Set back stencil to false in case it changes before the edge renderer.
  25090. engine.setStencilBuffer(false);
  25091. // Edges
  25092. if (this._edgesRenderers.length) {
  25093. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  25094. this._edgesRenderers.data[edgesRendererIndex].render();
  25095. }
  25096. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25097. }
  25098. // Restore Stencil state.
  25099. engine.setStencilBuffer(stencilState);
  25100. };
  25101. /**
  25102. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  25103. * @param subMeshes The submeshes to render
  25104. */
  25105. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  25106. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  25107. };
  25108. /**
  25109. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  25110. * @param subMeshes The submeshes to render
  25111. */
  25112. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  25113. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  25114. };
  25115. /**
  25116. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  25117. * @param subMeshes The submeshes to render
  25118. */
  25119. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  25120. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  25121. };
  25122. /**
  25123. * Renders the submeshes in a specified order.
  25124. * @param subMeshes The submeshes to sort before render
  25125. * @param sortCompareFn The comparison function use to sort
  25126. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  25127. * @param transparent Specifies to activate blending if true
  25128. */
  25129. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  25130. var subIndex = 0;
  25131. var subMesh;
  25132. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  25133. for (; subIndex < subMeshes.length; subIndex++) {
  25134. subMesh = subMeshes.data[subIndex];
  25135. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  25136. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  25137. }
  25138. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  25139. if (sortCompareFn) {
  25140. sortedArray.sort(sortCompareFn);
  25141. }
  25142. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  25143. subMesh = sortedArray[subIndex];
  25144. if (transparent) {
  25145. var material = subMesh.getMaterial();
  25146. if (material && material.needDepthPrePass) {
  25147. var engine = material.getScene().getEngine();
  25148. engine.setColorWrite(false);
  25149. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25150. subMesh.render(false);
  25151. engine.setColorWrite(true);
  25152. }
  25153. }
  25154. subMesh.render(transparent);
  25155. }
  25156. };
  25157. /**
  25158. * Renders the submeshes in the order they were dispatched (no sort applied).
  25159. * @param subMeshes The submeshes to render
  25160. */
  25161. RenderingGroup.renderUnsorted = function (subMeshes) {
  25162. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25163. var submesh = subMeshes.data[subIndex];
  25164. submesh.render(false);
  25165. }
  25166. };
  25167. /**
  25168. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25169. * are rendered back to front if in the same alpha index.
  25170. *
  25171. * @param a The first submesh
  25172. * @param b The second submesh
  25173. * @returns The result of the comparison
  25174. */
  25175. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25176. // Alpha index first
  25177. if (a._alphaIndex > b._alphaIndex) {
  25178. return 1;
  25179. }
  25180. if (a._alphaIndex < b._alphaIndex) {
  25181. return -1;
  25182. }
  25183. // Then distance to camera
  25184. return RenderingGroup.backToFrontSortCompare(a, b);
  25185. };
  25186. /**
  25187. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25188. * are rendered back to front.
  25189. *
  25190. * @param a The first submesh
  25191. * @param b The second submesh
  25192. * @returns The result of the comparison
  25193. */
  25194. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25195. // Then distance to camera
  25196. if (a._distanceToCamera < b._distanceToCamera) {
  25197. return 1;
  25198. }
  25199. if (a._distanceToCamera > b._distanceToCamera) {
  25200. return -1;
  25201. }
  25202. return 0;
  25203. };
  25204. /**
  25205. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25206. * are rendered front to back (prevent overdraw).
  25207. *
  25208. * @param a The first submesh
  25209. * @param b The second submesh
  25210. * @returns The result of the comparison
  25211. */
  25212. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25213. // Then distance to camera
  25214. if (a._distanceToCamera < b._distanceToCamera) {
  25215. return -1;
  25216. }
  25217. if (a._distanceToCamera > b._distanceToCamera) {
  25218. return 1;
  25219. }
  25220. return 0;
  25221. };
  25222. /**
  25223. * Resets the different lists of submeshes to prepare a new frame.
  25224. */
  25225. RenderingGroup.prototype.prepare = function () {
  25226. this._opaqueSubMeshes.reset();
  25227. this._transparentSubMeshes.reset();
  25228. this._alphaTestSubMeshes.reset();
  25229. this._depthOnlySubMeshes.reset();
  25230. this._particleSystems.reset();
  25231. this._spriteManagers.reset();
  25232. this._edgesRenderers.reset();
  25233. };
  25234. RenderingGroup.prototype.dispose = function () {
  25235. this._opaqueSubMeshes.dispose();
  25236. this._transparentSubMeshes.dispose();
  25237. this._alphaTestSubMeshes.dispose();
  25238. this._depthOnlySubMeshes.dispose();
  25239. this._particleSystems.dispose();
  25240. this._spriteManagers.dispose();
  25241. this._edgesRenderers.dispose();
  25242. };
  25243. /**
  25244. * Inserts the submesh in its correct queue depending on its material.
  25245. * @param subMesh The submesh to dispatch
  25246. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25247. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25248. */
  25249. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25250. // Get mesh and materials if not provided
  25251. if (mesh === undefined) {
  25252. mesh = subMesh.getMesh();
  25253. }
  25254. if (material === undefined) {
  25255. material = subMesh.getMaterial();
  25256. }
  25257. if (material === null || material === undefined) {
  25258. return;
  25259. }
  25260. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25261. this._transparentSubMeshes.push(subMesh);
  25262. }
  25263. else if (material.needAlphaTesting()) { // Alpha test
  25264. if (material.needDepthPrePass) {
  25265. this._depthOnlySubMeshes.push(subMesh);
  25266. }
  25267. this._alphaTestSubMeshes.push(subMesh);
  25268. }
  25269. else {
  25270. if (material.needDepthPrePass) {
  25271. this._depthOnlySubMeshes.push(subMesh);
  25272. }
  25273. this._opaqueSubMeshes.push(subMesh); // Opaque
  25274. }
  25275. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25276. this._edgesRenderers.push(mesh._edgesRenderer);
  25277. }
  25278. };
  25279. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25280. this._spriteManagers.push(spriteManager);
  25281. };
  25282. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25283. this._particleSystems.push(particleSystem);
  25284. };
  25285. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25286. if (this._particleSystems.length === 0) {
  25287. return;
  25288. }
  25289. // Particles
  25290. var activeCamera = this._scene.activeCamera;
  25291. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25292. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25293. var particleSystem = this._particleSystems.data[particleIndex];
  25294. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25295. continue;
  25296. }
  25297. var emitter = particleSystem.emitter;
  25298. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25299. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25300. }
  25301. }
  25302. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25303. };
  25304. RenderingGroup.prototype._renderSprites = function () {
  25305. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25306. return;
  25307. }
  25308. // Sprites
  25309. var activeCamera = this._scene.activeCamera;
  25310. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25311. for (var id = 0; id < this._spriteManagers.length; id++) {
  25312. var spriteManager = this._spriteManagers.data[id];
  25313. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25314. spriteManager.render();
  25315. }
  25316. }
  25317. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25318. };
  25319. return RenderingGroup;
  25320. }());
  25321. BABYLON.RenderingGroup = RenderingGroup;
  25322. })(BABYLON || (BABYLON = {}));
  25323. //# sourceMappingURL=babylon.renderingGroup.js.map
  25324. var BABYLON;
  25325. (function (BABYLON) {
  25326. /**
  25327. * Groups all the scene component constants in one place to ease maintenance.
  25328. * @hidden
  25329. */
  25330. var SceneComponentConstants = /** @class */ (function () {
  25331. function SceneComponentConstants() {
  25332. }
  25333. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25334. SceneComponentConstants.NAME_LAYER = "Layer";
  25335. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25336. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25337. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25338. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25339. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25340. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25341. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25342. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25343. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25344. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25345. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25346. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25347. SceneComponentConstants.NAME_OCTREE = "Octree";
  25348. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25349. SceneComponentConstants.NAME_AUDIO = "Audio";
  25350. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25351. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25352. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25353. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25354. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25355. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25356. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25357. SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER = 0;
  25358. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25359. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25360. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25361. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25362. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25363. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25364. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25365. SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER = 0;
  25366. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25367. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25368. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25369. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25370. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25371. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25372. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25373. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25374. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25375. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25376. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25377. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25378. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25379. return SceneComponentConstants;
  25380. }());
  25381. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25382. /**
  25383. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25384. * @hidden
  25385. */
  25386. var Stage = /** @class */ (function (_super) {
  25387. __extends(Stage, _super);
  25388. /**
  25389. * Hide ctor from the rest of the world.
  25390. * @param items The items to add.
  25391. */
  25392. function Stage(items) {
  25393. return _super.apply(this, items) || this;
  25394. }
  25395. /**
  25396. * Creates a new Stage.
  25397. * @returns A new instance of a Stage
  25398. */
  25399. Stage.Create = function () {
  25400. return Object.create(Stage.prototype);
  25401. };
  25402. /**
  25403. * Registers a step in an ordered way in the targeted stage.
  25404. * @param index Defines the position to register the step in
  25405. * @param component Defines the component attached to the step
  25406. * @param action Defines the action to launch during the step
  25407. */
  25408. Stage.prototype.registerStep = function (index, component, action) {
  25409. var i = 0;
  25410. var maxIndex = Number.MAX_VALUE;
  25411. for (; i < this.length; i++) {
  25412. var step = this[i];
  25413. maxIndex = step.index;
  25414. if (index < maxIndex) {
  25415. break;
  25416. }
  25417. }
  25418. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25419. };
  25420. /**
  25421. * Clears all the steps from the stage.
  25422. */
  25423. Stage.prototype.clear = function () {
  25424. this.length = 0;
  25425. };
  25426. return Stage;
  25427. }(Array));
  25428. BABYLON.Stage = Stage;
  25429. })(BABYLON || (BABYLON = {}));
  25430. //# sourceMappingURL=babylon.sceneComponent.js.map
  25431. var BABYLON;
  25432. (function (BABYLON) {
  25433. /**
  25434. * Base class of the scene acting as a container for the different elements composing a scene.
  25435. * This class is dynamically extended by the different components of the scene increasing
  25436. * flexibility and reducing coupling
  25437. */
  25438. var AbstractScene = /** @class */ (function () {
  25439. function AbstractScene() {
  25440. /**
  25441. * Gets the list of root nodes (ie. nodes with no parent)
  25442. */
  25443. this.rootNodes = new Array();
  25444. /** All of the cameras added to this scene
  25445. * @see http://doc.babylonjs.com/babylon101/cameras
  25446. */
  25447. this.cameras = new Array();
  25448. /**
  25449. * All of the lights added to this scene
  25450. * @see http://doc.babylonjs.com/babylon101/lights
  25451. */
  25452. this.lights = new Array();
  25453. /**
  25454. * All of the (abstract) meshes added to this scene
  25455. */
  25456. this.meshes = new Array();
  25457. /**
  25458. * The list of skeletons added to the scene
  25459. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25460. */
  25461. this.skeletons = new Array();
  25462. /**
  25463. * All of the particle systems added to this scene
  25464. * @see http://doc.babylonjs.com/babylon101/particles
  25465. */
  25466. this.particleSystems = new Array();
  25467. /**
  25468. * Gets a list of Animations associated with the scene
  25469. */
  25470. this.animations = [];
  25471. /**
  25472. * All of the animation groups added to this scene
  25473. * @see http://doc.babylonjs.com/how_to/group
  25474. */
  25475. this.animationGroups = new Array();
  25476. /**
  25477. * All of the multi-materials added to this scene
  25478. * @see http://doc.babylonjs.com/how_to/multi_materials
  25479. */
  25480. this.multiMaterials = new Array();
  25481. /**
  25482. * All of the materials added to this scene
  25483. * In the context of a Scene, it is not supposed to be modified manually.
  25484. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25485. * Note also that the order of the Material wihin the array is not significant and might change.
  25486. * @see http://doc.babylonjs.com/babylon101/materials
  25487. */
  25488. this.materials = new Array();
  25489. /**
  25490. * The list of morph target managers added to the scene
  25491. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25492. */
  25493. this.morphTargetManagers = new Array();
  25494. /**
  25495. * The list of geometries used in the scene.
  25496. */
  25497. this.geometries = new Array();
  25498. /**
  25499. * All of the tranform nodes added to this scene
  25500. * In the context of a Scene, it is not supposed to be modified manually.
  25501. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25502. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25503. * @see http://doc.babylonjs.com/how_to/transformnode
  25504. */
  25505. this.transformNodes = new Array();
  25506. /**
  25507. * ActionManagers available on the scene.
  25508. */
  25509. this.actionManagers = new Array();
  25510. /**
  25511. * Textures to keep.
  25512. */
  25513. this.textures = new Array();
  25514. }
  25515. /**
  25516. * Adds a parser in the list of available ones
  25517. * @param name Defines the name of the parser
  25518. * @param parser Defines the parser to add
  25519. */
  25520. AbstractScene.AddParser = function (name, parser) {
  25521. this._BabylonFileParsers[name] = parser;
  25522. };
  25523. /**
  25524. * Gets a general parser from the list of avaialble ones
  25525. * @param name Defines the name of the parser
  25526. * @returns the requested parser or null
  25527. */
  25528. AbstractScene.GetParser = function (name) {
  25529. if (this._BabylonFileParsers[name]) {
  25530. return this._BabylonFileParsers[name];
  25531. }
  25532. return null;
  25533. };
  25534. /**
  25535. * Adds n individual parser in the list of available ones
  25536. * @param name Defines the name of the parser
  25537. * @param parser Defines the parser to add
  25538. */
  25539. AbstractScene.AddIndividualParser = function (name, parser) {
  25540. this._IndividualBabylonFileParsers[name] = parser;
  25541. };
  25542. /**
  25543. * Gets an individual parser from the list of avaialble ones
  25544. * @param name Defines the name of the parser
  25545. * @returns the requested parser or null
  25546. */
  25547. AbstractScene.GetIndividualParser = function (name) {
  25548. if (this._IndividualBabylonFileParsers[name]) {
  25549. return this._IndividualBabylonFileParsers[name];
  25550. }
  25551. return null;
  25552. };
  25553. /**
  25554. * Parser json data and populate both a scene and its associated container object
  25555. * @param jsonData Defines the data to parse
  25556. * @param scene Defines the scene to parse the data for
  25557. * @param container Defines the container attached to the parsing sequence
  25558. * @param rootUrl Defines the root url of the data
  25559. */
  25560. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25561. for (var parserName in this._BabylonFileParsers) {
  25562. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25563. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25564. }
  25565. }
  25566. };
  25567. /**
  25568. * Stores the list of available parsers in the application.
  25569. */
  25570. AbstractScene._BabylonFileParsers = {};
  25571. /**
  25572. * Stores the list of available individual parsers in the application.
  25573. */
  25574. AbstractScene._IndividualBabylonFileParsers = {};
  25575. return AbstractScene;
  25576. }());
  25577. BABYLON.AbstractScene = AbstractScene;
  25578. })(BABYLON || (BABYLON = {}));
  25579. //# sourceMappingURL=babylon.abstractScene.js.map
  25580. var BABYLON;
  25581. (function (BABYLON) {
  25582. /** @hidden */
  25583. var ClickInfo = /** @class */ (function () {
  25584. function ClickInfo() {
  25585. this._singleClick = false;
  25586. this._doubleClick = false;
  25587. this._hasSwiped = false;
  25588. this._ignore = false;
  25589. }
  25590. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25591. get: function () {
  25592. return this._singleClick;
  25593. },
  25594. set: function (b) {
  25595. this._singleClick = b;
  25596. },
  25597. enumerable: true,
  25598. configurable: true
  25599. });
  25600. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25601. get: function () {
  25602. return this._doubleClick;
  25603. },
  25604. set: function (b) {
  25605. this._doubleClick = b;
  25606. },
  25607. enumerable: true,
  25608. configurable: true
  25609. });
  25610. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25611. get: function () {
  25612. return this._hasSwiped;
  25613. },
  25614. set: function (b) {
  25615. this._hasSwiped = b;
  25616. },
  25617. enumerable: true,
  25618. configurable: true
  25619. });
  25620. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25621. get: function () {
  25622. return this._ignore;
  25623. },
  25624. set: function (b) {
  25625. this._ignore = b;
  25626. },
  25627. enumerable: true,
  25628. configurable: true
  25629. });
  25630. return ClickInfo;
  25631. }());
  25632. /**
  25633. * This class is used by the onRenderingGroupObservable
  25634. */
  25635. var RenderingGroupInfo = /** @class */ (function () {
  25636. function RenderingGroupInfo() {
  25637. }
  25638. return RenderingGroupInfo;
  25639. }());
  25640. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25641. /**
  25642. * Represents a scene to be rendered by the engine.
  25643. * @see http://doc.babylonjs.com/features/scene
  25644. */
  25645. var Scene = /** @class */ (function (_super) {
  25646. __extends(Scene, _super);
  25647. /**
  25648. * Creates a new Scene
  25649. * @param engine defines the engine to use to render this scene
  25650. */
  25651. function Scene(engine, options) {
  25652. var _this = _super.call(this) || this;
  25653. // Members
  25654. /**
  25655. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25656. */
  25657. _this.autoClear = true;
  25658. /**
  25659. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25660. */
  25661. _this.autoClearDepthAndStencil = true;
  25662. /**
  25663. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25664. */
  25665. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25666. /**
  25667. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25668. */
  25669. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25670. _this._forceWireframe = false;
  25671. _this._forcePointsCloud = false;
  25672. /**
  25673. * Gets or sets a boolean indicating if animations are enabled
  25674. */
  25675. _this.animationsEnabled = true;
  25676. _this._animationPropertiesOverride = null;
  25677. /**
  25678. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25679. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25680. */
  25681. _this.useConstantAnimationDeltaTime = false;
  25682. /**
  25683. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25684. * Please note that it requires to run a ray cast through the scene on every frame
  25685. */
  25686. _this.constantlyUpdateMeshUnderPointer = false;
  25687. /**
  25688. * Defines the HTML cursor to use when hovering over interactive elements
  25689. */
  25690. _this.hoverCursor = "pointer";
  25691. /**
  25692. * Defines the HTML default cursor to use (empty by default)
  25693. */
  25694. _this.defaultCursor = "";
  25695. /**
  25696. * This is used to call preventDefault() on pointer down
  25697. * in order to block unwanted artifacts like system double clicks
  25698. */
  25699. _this.preventDefaultOnPointerDown = true;
  25700. /**
  25701. * This is used to call preventDefault() on pointer up
  25702. * in order to block unwanted artifacts like system double clicks
  25703. */
  25704. _this.preventDefaultOnPointerUp = true;
  25705. // Metadata
  25706. /**
  25707. * Gets or sets user defined metadata
  25708. */
  25709. _this.metadata = null;
  25710. /**
  25711. * Use this array to add regular expressions used to disable offline support for specific urls
  25712. */
  25713. _this.disableOfflineSupportExceptionRules = new Array();
  25714. /**
  25715. * An event triggered when the scene is disposed.
  25716. */
  25717. _this.onDisposeObservable = new BABYLON.Observable();
  25718. _this._onDisposeObserver = null;
  25719. /**
  25720. * An event triggered before rendering the scene (right after animations and physics)
  25721. */
  25722. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25723. _this._onBeforeRenderObserver = null;
  25724. /**
  25725. * An event triggered after rendering the scene
  25726. */
  25727. _this.onAfterRenderObservable = new BABYLON.Observable();
  25728. _this._onAfterRenderObserver = null;
  25729. /**
  25730. * An event triggered before animating the scene
  25731. */
  25732. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25733. /**
  25734. * An event triggered after animations processing
  25735. */
  25736. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25737. /**
  25738. * An event triggered before draw calls are ready to be sent
  25739. */
  25740. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25741. /**
  25742. * An event triggered after draw calls have been sent
  25743. */
  25744. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25745. /**
  25746. * An event triggered when the scene is ready
  25747. */
  25748. _this.onReadyObservable = new BABYLON.Observable();
  25749. /**
  25750. * An event triggered before rendering a camera
  25751. */
  25752. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25753. _this._onBeforeCameraRenderObserver = null;
  25754. /**
  25755. * An event triggered after rendering a camera
  25756. */
  25757. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25758. _this._onAfterCameraRenderObserver = null;
  25759. /**
  25760. * An event triggered when active meshes evaluation is about to start
  25761. */
  25762. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25763. /**
  25764. * An event triggered when active meshes evaluation is done
  25765. */
  25766. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25767. /**
  25768. * An event triggered when particles rendering is about to start
  25769. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25770. */
  25771. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25772. /**
  25773. * An event triggered when particles rendering is done
  25774. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25775. */
  25776. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25777. /**
  25778. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25779. */
  25780. _this.onDataLoadedObservable = new BABYLON.Observable();
  25781. /**
  25782. * An event triggered when a camera is created
  25783. */
  25784. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25785. /**
  25786. * An event triggered when a camera is removed
  25787. */
  25788. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25789. /**
  25790. * An event triggered when a light is created
  25791. */
  25792. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25793. /**
  25794. * An event triggered when a light is removed
  25795. */
  25796. _this.onLightRemovedObservable = new BABYLON.Observable();
  25797. /**
  25798. * An event triggered when a geometry is created
  25799. */
  25800. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25801. /**
  25802. * An event triggered when a geometry is removed
  25803. */
  25804. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25805. /**
  25806. * An event triggered when a transform node is created
  25807. */
  25808. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25809. /**
  25810. * An event triggered when a transform node is removed
  25811. */
  25812. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25813. /**
  25814. * An event triggered when a mesh is created
  25815. */
  25816. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25817. /**
  25818. * An event triggered when a mesh is removed
  25819. */
  25820. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25821. /**
  25822. * An event triggered when a material is created
  25823. */
  25824. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25825. /**
  25826. * An event triggered when a material is removed
  25827. */
  25828. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25829. /**
  25830. * An event triggered when a texture is created
  25831. */
  25832. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25833. /**
  25834. * An event triggered when a texture is removed
  25835. */
  25836. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25837. /**
  25838. * An event triggered when render targets are about to be rendered
  25839. * Can happen multiple times per frame.
  25840. */
  25841. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25842. /**
  25843. * An event triggered when render targets were rendered.
  25844. * Can happen multiple times per frame.
  25845. */
  25846. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25847. /**
  25848. * An event triggered before calculating deterministic simulation step
  25849. */
  25850. _this.onBeforeStepObservable = new BABYLON.Observable();
  25851. /**
  25852. * An event triggered after calculating deterministic simulation step
  25853. */
  25854. _this.onAfterStepObservable = new BABYLON.Observable();
  25855. /**
  25856. * An event triggered when the activeCamera property is updated
  25857. */
  25858. _this.onActiveCameraChanged = new BABYLON.Observable();
  25859. /**
  25860. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25861. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25862. * 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)
  25863. */
  25864. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25865. /**
  25866. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25867. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25868. * 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)
  25869. */
  25870. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25871. /**
  25872. * This Observable will when a mesh has been imported into the scene.
  25873. */
  25874. _this.onMeshImportedObservable = new BABYLON.Observable();
  25875. // Animations
  25876. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25877. /**
  25878. * 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).
  25879. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25880. */
  25881. _this.onPrePointerObservable = new BABYLON.Observable();
  25882. /**
  25883. * Observable event triggered each time an input event is received from the rendering canvas
  25884. */
  25885. _this.onPointerObservable = new BABYLON.Observable();
  25886. _this._meshPickProceed = false;
  25887. _this._currentPickResult = null;
  25888. _this._previousPickResult = null;
  25889. _this._totalPointersPressed = 0;
  25890. _this._doubleClickOccured = false;
  25891. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25892. _this.cameraToUseForPointers = null;
  25893. _this._pointerX = 0;
  25894. _this._pointerY = 0;
  25895. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25896. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25897. _this._startingPointerTime = 0;
  25898. _this._previousStartingPointerTime = 0;
  25899. _this._pointerCaptures = {};
  25900. // Deterministic lockstep
  25901. _this._timeAccumulator = 0;
  25902. _this._currentStepId = 0;
  25903. _this._currentInternalStep = 0;
  25904. // Keyboard
  25905. /**
  25906. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25907. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25908. */
  25909. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25910. /**
  25911. * Observable event triggered each time an keyboard event is received from the hosting window
  25912. */
  25913. _this.onKeyboardObservable = new BABYLON.Observable();
  25914. // Coordinates system
  25915. _this._useRightHandedSystem = false;
  25916. // Fog
  25917. _this._fogEnabled = true;
  25918. _this._fogMode = Scene.FOGMODE_NONE;
  25919. /**
  25920. * Gets or sets the fog color to use
  25921. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25922. * (Default is Color3(0.2, 0.2, 0.3))
  25923. */
  25924. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25925. /**
  25926. * Gets or sets the fog density to use
  25927. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25928. * (Default is 0.1)
  25929. */
  25930. _this.fogDensity = 0.1;
  25931. /**
  25932. * Gets or sets the fog start distance to use
  25933. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25934. * (Default is 0)
  25935. */
  25936. _this.fogStart = 0;
  25937. /**
  25938. * Gets or sets the fog end distance to use
  25939. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25940. * (Default is 1000)
  25941. */
  25942. _this.fogEnd = 1000.0;
  25943. // Lights
  25944. _this._shadowsEnabled = true;
  25945. _this._lightsEnabled = true;
  25946. /** All of the active cameras added to this scene. */
  25947. _this.activeCameras = new Array();
  25948. // Textures
  25949. _this._texturesEnabled = true;
  25950. // Particles
  25951. /**
  25952. * Gets or sets a boolean indicating if particles are enabled on this scene
  25953. */
  25954. _this.particlesEnabled = true;
  25955. // Sprites
  25956. /**
  25957. * Gets or sets a boolean indicating if sprites are enabled on this scene
  25958. */
  25959. _this.spritesEnabled = true;
  25960. // Skeletons
  25961. _this._skeletonsEnabled = true;
  25962. // Lens flares
  25963. /**
  25964. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  25965. */
  25966. _this.lensFlaresEnabled = true;
  25967. // Collisions
  25968. /**
  25969. * Gets or sets a boolean indicating if collisions are enabled on this scene
  25970. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25971. */
  25972. _this.collisionsEnabled = true;
  25973. /**
  25974. * Defines the gravity applied to this scene (used only for collisions)
  25975. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25976. */
  25977. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  25978. // Postprocesses
  25979. /**
  25980. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  25981. */
  25982. _this.postProcessesEnabled = true;
  25983. /**
  25984. * The list of postprocesses added to the scene
  25985. */
  25986. _this.postProcesses = new Array();
  25987. // Customs render targets
  25988. /**
  25989. * Gets or sets a boolean indicating if render targets are enabled on this scene
  25990. */
  25991. _this.renderTargetsEnabled = true;
  25992. /**
  25993. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  25994. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  25995. */
  25996. _this.dumpNextRenderTargets = false;
  25997. /**
  25998. * The list of user defined render targets added to the scene
  25999. */
  26000. _this.customRenderTargets = new Array();
  26001. /**
  26002. * Gets the list of meshes imported to the scene through SceneLoader
  26003. */
  26004. _this.importedMeshesFiles = new Array();
  26005. // Probes
  26006. /**
  26007. * Gets or sets a boolean indicating if probes are enabled on this scene
  26008. */
  26009. _this.probesEnabled = true;
  26010. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  26011. // Procedural textures
  26012. /**
  26013. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  26014. */
  26015. _this.proceduralTexturesEnabled = true;
  26016. // Performance counters
  26017. _this._totalVertices = new BABYLON.PerfCounter();
  26018. /** @hidden */
  26019. _this._activeIndices = new BABYLON.PerfCounter();
  26020. /** @hidden */
  26021. _this._activeParticles = new BABYLON.PerfCounter();
  26022. /** @hidden */
  26023. _this._activeBones = new BABYLON.PerfCounter();
  26024. _this._animationTime = 0;
  26025. /**
  26026. * Gets or sets a general scale for animation speed
  26027. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  26028. */
  26029. _this.animationTimeScale = 1;
  26030. _this._renderId = 0;
  26031. _this._frameId = 0;
  26032. _this._executeWhenReadyTimeoutId = -1;
  26033. _this._intermediateRendering = false;
  26034. _this._viewUpdateFlag = -1;
  26035. _this._projectionUpdateFlag = -1;
  26036. _this._alternateViewUpdateFlag = -1;
  26037. _this._alternateProjectionUpdateFlag = -1;
  26038. /** @hidden */
  26039. _this._toBeDisposed = new Array(256);
  26040. _this._activeRequests = new Array();
  26041. _this._pendingData = new Array();
  26042. _this._isDisposed = false;
  26043. /**
  26044. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  26045. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  26046. */
  26047. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  26048. _this._activeMeshes = new BABYLON.SmartArray(256);
  26049. _this._processedMaterials = new BABYLON.SmartArray(256);
  26050. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  26051. /** @hidden */
  26052. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  26053. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  26054. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  26055. /** @hidden */
  26056. _this._activeAnimatables = new Array();
  26057. _this._transformMatrix = BABYLON.Matrix.Zero();
  26058. _this._useAlternateCameraConfiguration = false;
  26059. _this._alternateRendering = false;
  26060. _this._wheelEventName = "";
  26061. /**
  26062. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  26063. * This is useful if there are more lights that the maximum simulteanous authorized
  26064. */
  26065. _this.requireLightSorting = false;
  26066. /**
  26067. * @hidden
  26068. * Backing store of defined scene components.
  26069. */
  26070. _this._components = [];
  26071. /**
  26072. * @hidden
  26073. * Backing store of defined scene components.
  26074. */
  26075. _this._serializableComponents = [];
  26076. /**
  26077. * List of components to register on the next registration step.
  26078. */
  26079. _this._transientComponents = [];
  26080. /**
  26081. * @hidden
  26082. * Defines the actions happening before camera updates.
  26083. */
  26084. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  26085. /**
  26086. * @hidden
  26087. * Defines the actions happening before clear the canvas.
  26088. */
  26089. _this._beforeClearStage = BABYLON.Stage.Create();
  26090. /**
  26091. * @hidden
  26092. * Defines the actions when collecting render targets for the frame.
  26093. */
  26094. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  26095. /**
  26096. * @hidden
  26097. * Defines the actions happening for one camera in the frame.
  26098. */
  26099. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  26100. /**
  26101. * @hidden
  26102. * Defines the actions happening during the per mesh ready checks.
  26103. */
  26104. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  26105. /**
  26106. * @hidden
  26107. * Defines the actions happening before evaluate active mesh checks.
  26108. */
  26109. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  26110. /**
  26111. * @hidden
  26112. * Defines the actions happening during the evaluate sub mesh checks.
  26113. */
  26114. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  26115. /**
  26116. * @hidden
  26117. * Defines the actions happening during the active mesh stage.
  26118. */
  26119. _this._activeMeshStage = BABYLON.Stage.Create();
  26120. /**
  26121. * @hidden
  26122. * Defines the actions happening during the per camera render target step.
  26123. */
  26124. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  26125. /**
  26126. * @hidden
  26127. * Defines the actions happening just before the active camera is drawing.
  26128. */
  26129. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  26130. /**
  26131. * @hidden
  26132. * Defines the actions happening just before a render target is drawing.
  26133. */
  26134. _this._beforeRenderTargetDrawStage = BABYLON.Stage.Create();
  26135. /**
  26136. * @hidden
  26137. * Defines the actions happening just before a rendering group is drawing.
  26138. */
  26139. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  26140. /**
  26141. * @hidden
  26142. * Defines the actions happening just before a mesh is drawing.
  26143. */
  26144. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  26145. /**
  26146. * @hidden
  26147. * Defines the actions happening just after a mesh has been drawn.
  26148. */
  26149. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  26150. /**
  26151. * @hidden
  26152. * Defines the actions happening just after a rendering group has been drawn.
  26153. */
  26154. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26155. /**
  26156. * @hidden
  26157. * Defines the actions happening just after the active camera has been drawn.
  26158. */
  26159. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26160. /**
  26161. * @hidden
  26162. * Defines the actions happening just after a render target has been drawn.
  26163. */
  26164. _this._afterRenderTargetDrawStage = BABYLON.Stage.Create();
  26165. /**
  26166. * @hidden
  26167. * Defines the actions happening just after rendering all cameras and computing intersections.
  26168. */
  26169. _this._afterRenderStage = BABYLON.Stage.Create();
  26170. /**
  26171. * @hidden
  26172. * Defines the actions happening when a pointer move event happens.
  26173. */
  26174. _this._pointerMoveStage = BABYLON.Stage.Create();
  26175. /**
  26176. * @hidden
  26177. * Defines the actions happening when a pointer down event happens.
  26178. */
  26179. _this._pointerDownStage = BABYLON.Stage.Create();
  26180. /**
  26181. * @hidden
  26182. * Defines the actions happening when a pointer up event happens.
  26183. */
  26184. _this._pointerUpStage = BABYLON.Stage.Create();
  26185. /**
  26186. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26187. */
  26188. _this.geometriesById = null;
  26189. _this._defaultMeshCandidates = {
  26190. data: [],
  26191. length: 0
  26192. };
  26193. _this._defaultSubMeshCandidates = {
  26194. data: [],
  26195. length: 0
  26196. };
  26197. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26198. _this._activeMeshesFrozen = false;
  26199. /** @hidden */
  26200. _this._allowPostProcessClearColor = true;
  26201. /**
  26202. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26203. */
  26204. _this.getDeterministicFrameTime = function () {
  26205. return 1000.0 / 60.0; // frame time in ms
  26206. };
  26207. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26208. _this._blockMaterialDirtyMechanism = false;
  26209. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26210. _this._engine.scenes.push(_this);
  26211. _this._uid = null;
  26212. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26213. if (BABYLON.PostProcessManager) {
  26214. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26215. }
  26216. if (BABYLON.Tools.IsWindowObjectExist()) {
  26217. _this.attachControl();
  26218. }
  26219. //collision coordinator initialization. For now legacy per default.
  26220. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26221. // Uniform Buffer
  26222. _this._createUbo();
  26223. // Default Image processing definition
  26224. if (BABYLON.ImageProcessingConfiguration) {
  26225. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26226. }
  26227. _this.setDefaultCandidateProviders();
  26228. if (options && options.useGeometryIdsMap === true) {
  26229. _this.geometriesById = {};
  26230. }
  26231. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  26232. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26233. _this._engine.onNewSceneAddedObservable.notifyObservers(_this);
  26234. return _this;
  26235. }
  26236. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26237. /**
  26238. * Texture used in all pbr material as the reflection texture.
  26239. * As in the majority of the scene they are the same (exception for multi room and so on),
  26240. * this is easier to reference from here than from all the materials.
  26241. */
  26242. get: function () {
  26243. return this._environmentTexture;
  26244. },
  26245. /**
  26246. * Texture used in all pbr material as the reflection texture.
  26247. * As in the majority of the scene they are the same (exception for multi room and so on),
  26248. * this is easier to set here than in all the materials.
  26249. */
  26250. set: function (value) {
  26251. if (this._environmentTexture === value) {
  26252. return;
  26253. }
  26254. this._environmentTexture = value;
  26255. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26256. },
  26257. enumerable: true,
  26258. configurable: true
  26259. });
  26260. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26261. /**
  26262. * Default image processing configuration used either in the rendering
  26263. * Forward main pass or through the imageProcessingPostProcess if present.
  26264. * As in the majority of the scene they are the same (exception for multi camera),
  26265. * this is easier to reference from here than from all the materials and post process.
  26266. *
  26267. * No setter as we it is a shared configuration, you can set the values instead.
  26268. */
  26269. get: function () {
  26270. return this._imageProcessingConfiguration;
  26271. },
  26272. enumerable: true,
  26273. configurable: true
  26274. });
  26275. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26276. get: function () {
  26277. return this._forceWireframe;
  26278. },
  26279. /**
  26280. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26281. */
  26282. set: function (value) {
  26283. if (this._forceWireframe === value) {
  26284. return;
  26285. }
  26286. this._forceWireframe = value;
  26287. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26288. },
  26289. enumerable: true,
  26290. configurable: true
  26291. });
  26292. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26293. get: function () {
  26294. return this._forcePointsCloud;
  26295. },
  26296. /**
  26297. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26298. */
  26299. set: function (value) {
  26300. if (this._forcePointsCloud === value) {
  26301. return;
  26302. }
  26303. this._forcePointsCloud = value;
  26304. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26305. },
  26306. enumerable: true,
  26307. configurable: true
  26308. });
  26309. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26310. /**
  26311. * Gets or sets the animation properties override
  26312. */
  26313. get: function () {
  26314. return this._animationPropertiesOverride;
  26315. },
  26316. set: function (value) {
  26317. this._animationPropertiesOverride = value;
  26318. },
  26319. enumerable: true,
  26320. configurable: true
  26321. });
  26322. Object.defineProperty(Scene.prototype, "onDispose", {
  26323. /** Sets a function to be executed when this scene is disposed. */
  26324. set: function (callback) {
  26325. if (this._onDisposeObserver) {
  26326. this.onDisposeObservable.remove(this._onDisposeObserver);
  26327. }
  26328. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26329. },
  26330. enumerable: true,
  26331. configurable: true
  26332. });
  26333. Object.defineProperty(Scene.prototype, "beforeRender", {
  26334. /** Sets a function to be executed before rendering this scene */
  26335. set: function (callback) {
  26336. if (this._onBeforeRenderObserver) {
  26337. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26338. }
  26339. if (callback) {
  26340. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26341. }
  26342. },
  26343. enumerable: true,
  26344. configurable: true
  26345. });
  26346. Object.defineProperty(Scene.prototype, "afterRender", {
  26347. /** Sets a function to be executed after rendering this scene */
  26348. set: function (callback) {
  26349. if (this._onAfterRenderObserver) {
  26350. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26351. }
  26352. if (callback) {
  26353. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26354. }
  26355. },
  26356. enumerable: true,
  26357. configurable: true
  26358. });
  26359. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26360. /** Sets a function to be executed before rendering a camera*/
  26361. set: function (callback) {
  26362. if (this._onBeforeCameraRenderObserver) {
  26363. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26364. }
  26365. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26366. },
  26367. enumerable: true,
  26368. configurable: true
  26369. });
  26370. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26371. /** Sets a function to be executed after rendering a camera*/
  26372. set: function (callback) {
  26373. if (this._onAfterCameraRenderObserver) {
  26374. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26375. }
  26376. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26377. },
  26378. enumerable: true,
  26379. configurable: true
  26380. });
  26381. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26382. /**
  26383. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26384. */
  26385. get: function () {
  26386. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26387. },
  26388. enumerable: true,
  26389. configurable: true
  26390. });
  26391. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26392. get: function () {
  26393. return this._useRightHandedSystem;
  26394. },
  26395. /**
  26396. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26397. */
  26398. set: function (value) {
  26399. if (this._useRightHandedSystem === value) {
  26400. return;
  26401. }
  26402. this._useRightHandedSystem = value;
  26403. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26404. },
  26405. enumerable: true,
  26406. configurable: true
  26407. });
  26408. /**
  26409. * Sets the step Id used by deterministic lock step
  26410. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26411. * @param newStepId defines the step Id
  26412. */
  26413. Scene.prototype.setStepId = function (newStepId) {
  26414. this._currentStepId = newStepId;
  26415. };
  26416. /**
  26417. * Gets the step Id used by deterministic lock step
  26418. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26419. * @returns the step Id
  26420. */
  26421. Scene.prototype.getStepId = function () {
  26422. return this._currentStepId;
  26423. };
  26424. /**
  26425. * Gets the internal step used by deterministic lock step
  26426. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26427. * @returns the internal step
  26428. */
  26429. Scene.prototype.getInternalStep = function () {
  26430. return this._currentInternalStep;
  26431. };
  26432. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26433. get: function () {
  26434. return this._fogEnabled;
  26435. },
  26436. /**
  26437. * Gets or sets a boolean indicating if fog is enabled on this scene
  26438. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26439. * (Default is true)
  26440. */
  26441. set: function (value) {
  26442. if (this._fogEnabled === value) {
  26443. return;
  26444. }
  26445. this._fogEnabled = value;
  26446. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26447. },
  26448. enumerable: true,
  26449. configurable: true
  26450. });
  26451. Object.defineProperty(Scene.prototype, "fogMode", {
  26452. get: function () {
  26453. return this._fogMode;
  26454. },
  26455. /**
  26456. * Gets or sets the fog mode to use
  26457. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26458. * | mode | value |
  26459. * | --- | --- |
  26460. * | FOGMODE_NONE | 0 |
  26461. * | FOGMODE_EXP | 1 |
  26462. * | FOGMODE_EXP2 | 2 |
  26463. * | FOGMODE_LINEAR | 3 |
  26464. */
  26465. set: function (value) {
  26466. if (this._fogMode === value) {
  26467. return;
  26468. }
  26469. this._fogMode = value;
  26470. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26471. },
  26472. enumerable: true,
  26473. configurable: true
  26474. });
  26475. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26476. get: function () {
  26477. return this._shadowsEnabled;
  26478. },
  26479. /**
  26480. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26481. */
  26482. set: function (value) {
  26483. if (this._shadowsEnabled === value) {
  26484. return;
  26485. }
  26486. this._shadowsEnabled = value;
  26487. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26488. },
  26489. enumerable: true,
  26490. configurable: true
  26491. });
  26492. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26493. get: function () {
  26494. return this._lightsEnabled;
  26495. },
  26496. /**
  26497. * Gets or sets a boolean indicating if lights are enabled on this scene
  26498. */
  26499. set: function (value) {
  26500. if (this._lightsEnabled === value) {
  26501. return;
  26502. }
  26503. this._lightsEnabled = value;
  26504. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26505. },
  26506. enumerable: true,
  26507. configurable: true
  26508. });
  26509. Object.defineProperty(Scene.prototype, "activeCamera", {
  26510. /** Gets or sets the current active camera */
  26511. get: function () {
  26512. return this._activeCamera;
  26513. },
  26514. set: function (value) {
  26515. if (value === this._activeCamera) {
  26516. return;
  26517. }
  26518. this._activeCamera = value;
  26519. this.onActiveCameraChanged.notifyObservers(this);
  26520. },
  26521. enumerable: true,
  26522. configurable: true
  26523. });
  26524. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26525. /** The default material used on meshes when no material is affected */
  26526. get: function () {
  26527. if (!this._defaultMaterial) {
  26528. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26529. }
  26530. return this._defaultMaterial;
  26531. },
  26532. /** The default material used on meshes when no material is affected */
  26533. set: function (value) {
  26534. this._defaultMaterial = value;
  26535. },
  26536. enumerable: true,
  26537. configurable: true
  26538. });
  26539. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26540. get: function () {
  26541. return this._texturesEnabled;
  26542. },
  26543. /**
  26544. * Gets or sets a boolean indicating if textures are enabled on this scene
  26545. */
  26546. set: function (value) {
  26547. if (this._texturesEnabled === value) {
  26548. return;
  26549. }
  26550. this._texturesEnabled = value;
  26551. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26552. },
  26553. enumerable: true,
  26554. configurable: true
  26555. });
  26556. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26557. get: function () {
  26558. return this._skeletonsEnabled;
  26559. },
  26560. /**
  26561. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26562. */
  26563. set: function (value) {
  26564. if (this._skeletonsEnabled === value) {
  26565. return;
  26566. }
  26567. this._skeletonsEnabled = value;
  26568. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26569. },
  26570. enumerable: true,
  26571. configurable: true
  26572. });
  26573. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26574. /** @hidden */
  26575. get: function () {
  26576. return this._alternateRendering;
  26577. },
  26578. enumerable: true,
  26579. configurable: true
  26580. });
  26581. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26582. /**
  26583. * Gets the list of frustum planes (built from the active camera)
  26584. */
  26585. get: function () {
  26586. return this._frustumPlanes;
  26587. },
  26588. enumerable: true,
  26589. configurable: true
  26590. });
  26591. /**
  26592. * Registers the transient components if needed.
  26593. */
  26594. Scene.prototype._registerTransientComponents = function () {
  26595. // Register components that have been associated lately to the scene.
  26596. if (this._transientComponents.length > 0) {
  26597. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26598. var component = _a[_i];
  26599. component.register();
  26600. }
  26601. this._transientComponents = [];
  26602. }
  26603. };
  26604. /**
  26605. * @hidden
  26606. * Add a component to the scene.
  26607. * Note that the ccomponent could be registered on th next frame if this is called after
  26608. * the register component stage.
  26609. * @param component Defines the component to add to the scene
  26610. */
  26611. Scene.prototype._addComponent = function (component) {
  26612. this._components.push(component);
  26613. this._transientComponents.push(component);
  26614. var serializableComponent = component;
  26615. if (serializableComponent.addFromContainer) {
  26616. this._serializableComponents.push(serializableComponent);
  26617. }
  26618. };
  26619. /**
  26620. * @hidden
  26621. * Gets a component from the scene.
  26622. * @param name defines the name of the component to retrieve
  26623. * @returns the component or null if not present
  26624. */
  26625. Scene.prototype._getComponent = function (name) {
  26626. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26627. var component = _a[_i];
  26628. if (component.name === name) {
  26629. return component;
  26630. }
  26631. }
  26632. return null;
  26633. };
  26634. /**
  26635. * @hidden
  26636. */
  26637. Scene.prototype._getDefaultMeshCandidates = function () {
  26638. this._defaultMeshCandidates.data = this.meshes;
  26639. this._defaultMeshCandidates.length = this.meshes.length;
  26640. return this._defaultMeshCandidates;
  26641. };
  26642. /**
  26643. * @hidden
  26644. */
  26645. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26646. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26647. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26648. return this._defaultSubMeshCandidates;
  26649. };
  26650. /**
  26651. * Sets the default candidate providers for the scene.
  26652. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26653. * and getCollidingSubMeshCandidates to their default function
  26654. */
  26655. Scene.prototype.setDefaultCandidateProviders = function () {
  26656. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26657. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26658. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26659. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26660. };
  26661. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26662. /**
  26663. * Gets a boolean indicating if collisions are processed on a web worker
  26664. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26665. */
  26666. get: function () {
  26667. return this._workerCollisions;
  26668. },
  26669. set: function (enabled) {
  26670. if (!BABYLON.CollisionCoordinatorLegacy) {
  26671. return;
  26672. }
  26673. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26674. this._workerCollisions = enabled;
  26675. if (this.collisionCoordinator) {
  26676. this.collisionCoordinator.destroy();
  26677. }
  26678. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26679. this.collisionCoordinator.init(this);
  26680. },
  26681. enumerable: true,
  26682. configurable: true
  26683. });
  26684. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26685. /**
  26686. * Gets the mesh that is currently under the pointer
  26687. */
  26688. get: function () {
  26689. return this._pointerOverMesh;
  26690. },
  26691. enumerable: true,
  26692. configurable: true
  26693. });
  26694. Object.defineProperty(Scene.prototype, "pointerX", {
  26695. /**
  26696. * Gets the current on-screen X position of the pointer
  26697. */
  26698. get: function () {
  26699. return this._pointerX;
  26700. },
  26701. enumerable: true,
  26702. configurable: true
  26703. });
  26704. Object.defineProperty(Scene.prototype, "pointerY", {
  26705. /**
  26706. * Gets the current on-screen Y position of the pointer
  26707. */
  26708. get: function () {
  26709. return this._pointerY;
  26710. },
  26711. enumerable: true,
  26712. configurable: true
  26713. });
  26714. /**
  26715. * Gets the cached material (ie. the latest rendered one)
  26716. * @returns the cached material
  26717. */
  26718. Scene.prototype.getCachedMaterial = function () {
  26719. return this._cachedMaterial;
  26720. };
  26721. /**
  26722. * Gets the cached effect (ie. the latest rendered one)
  26723. * @returns the cached effect
  26724. */
  26725. Scene.prototype.getCachedEffect = function () {
  26726. return this._cachedEffect;
  26727. };
  26728. /**
  26729. * Gets the cached visibility state (ie. the latest rendered one)
  26730. * @returns the cached visibility state
  26731. */
  26732. Scene.prototype.getCachedVisibility = function () {
  26733. return this._cachedVisibility;
  26734. };
  26735. /**
  26736. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26737. * @param material defines the current material
  26738. * @param effect defines the current effect
  26739. * @param visibility defines the current visibility state
  26740. * @returns true if one parameter is not cached
  26741. */
  26742. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26743. if (visibility === void 0) { visibility = 1; }
  26744. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26745. };
  26746. /**
  26747. * Gets the engine associated with the scene
  26748. * @returns an Engine
  26749. */
  26750. Scene.prototype.getEngine = function () {
  26751. return this._engine;
  26752. };
  26753. /**
  26754. * Gets the total number of vertices rendered per frame
  26755. * @returns the total number of vertices rendered per frame
  26756. */
  26757. Scene.prototype.getTotalVertices = function () {
  26758. return this._totalVertices.current;
  26759. };
  26760. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26761. /**
  26762. * Gets the performance counter for total vertices
  26763. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26764. */
  26765. get: function () {
  26766. return this._totalVertices;
  26767. },
  26768. enumerable: true,
  26769. configurable: true
  26770. });
  26771. /**
  26772. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26773. * @returns the total number of active indices rendered per frame
  26774. */
  26775. Scene.prototype.getActiveIndices = function () {
  26776. return this._activeIndices.current;
  26777. };
  26778. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26779. /**
  26780. * Gets the performance counter for active indices
  26781. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26782. */
  26783. get: function () {
  26784. return this._activeIndices;
  26785. },
  26786. enumerable: true,
  26787. configurable: true
  26788. });
  26789. /**
  26790. * Gets the total number of active particles rendered per frame
  26791. * @returns the total number of active particles rendered per frame
  26792. */
  26793. Scene.prototype.getActiveParticles = function () {
  26794. return this._activeParticles.current;
  26795. };
  26796. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26797. /**
  26798. * Gets the performance counter for active particles
  26799. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26800. */
  26801. get: function () {
  26802. return this._activeParticles;
  26803. },
  26804. enumerable: true,
  26805. configurable: true
  26806. });
  26807. /**
  26808. * Gets the total number of active bones rendered per frame
  26809. * @returns the total number of active bones rendered per frame
  26810. */
  26811. Scene.prototype.getActiveBones = function () {
  26812. return this._activeBones.current;
  26813. };
  26814. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26815. /**
  26816. * Gets the performance counter for active bones
  26817. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26818. */
  26819. get: function () {
  26820. return this._activeBones;
  26821. },
  26822. enumerable: true,
  26823. configurable: true
  26824. });
  26825. /**
  26826. * Gets the array of active meshes
  26827. * @returns an array of AbstractMesh
  26828. */
  26829. Scene.prototype.getActiveMeshes = function () {
  26830. return this._activeMeshes;
  26831. };
  26832. /**
  26833. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26834. * @returns a number
  26835. */
  26836. Scene.prototype.getAnimationRatio = function () {
  26837. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26838. };
  26839. /**
  26840. * Gets an unique Id for the current render phase
  26841. * @returns a number
  26842. */
  26843. Scene.prototype.getRenderId = function () {
  26844. return this._renderId;
  26845. };
  26846. /**
  26847. * Gets an unique Id for the current frame
  26848. * @returns a number
  26849. */
  26850. Scene.prototype.getFrameId = function () {
  26851. return this._frameId;
  26852. };
  26853. /** Call this function if you want to manually increment the render Id*/
  26854. Scene.prototype.incrementRenderId = function () {
  26855. this._renderId++;
  26856. };
  26857. Scene.prototype._updatePointerPosition = function (evt) {
  26858. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26859. if (!canvasRect) {
  26860. return;
  26861. }
  26862. this._pointerX = evt.clientX - canvasRect.left;
  26863. this._pointerY = evt.clientY - canvasRect.top;
  26864. this._unTranslatedPointerX = this._pointerX;
  26865. this._unTranslatedPointerY = this._pointerY;
  26866. };
  26867. Scene.prototype._createUbo = function () {
  26868. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26869. this._sceneUbo.addUniform("viewProjection", 16);
  26870. this._sceneUbo.addUniform("view", 16);
  26871. };
  26872. Scene.prototype._createAlternateUbo = function () {
  26873. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26874. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26875. this._alternateSceneUbo.addUniform("view", 16);
  26876. };
  26877. // Pointers handling
  26878. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26879. if (pointerInfo.pickInfo) {
  26880. if (!pointerInfo.pickInfo.ray) {
  26881. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26882. }
  26883. }
  26884. };
  26885. /**
  26886. * Use this method to simulate a pointer move on a mesh
  26887. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26888. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26889. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26890. * @returns the current scene
  26891. */
  26892. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26893. var evt = new PointerEvent("pointermove", pointerEventInit);
  26894. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26895. return this;
  26896. }
  26897. return this._processPointerMove(pickResult, evt);
  26898. };
  26899. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26900. var canvas = this._engine.getRenderingCanvas();
  26901. if (!canvas) {
  26902. return this;
  26903. }
  26904. // Restore pointer
  26905. canvas.style.cursor = this.defaultCursor;
  26906. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26907. if (isMeshPicked) {
  26908. this.setPointerOverMesh(pickResult.pickedMesh);
  26909. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26910. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26911. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26912. }
  26913. else {
  26914. canvas.style.cursor = this.hoverCursor;
  26915. }
  26916. }
  26917. }
  26918. else {
  26919. this.setPointerOverMesh(null);
  26920. }
  26921. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26922. var step = _a[_i];
  26923. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26924. }
  26925. if (pickResult) {
  26926. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26927. if (this.onPointerMove) {
  26928. this.onPointerMove(evt, pickResult, type);
  26929. }
  26930. if (this.onPointerObservable.hasObservers()) {
  26931. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26932. this._setRayOnPointerInfo(pi);
  26933. this.onPointerObservable.notifyObservers(pi, type);
  26934. }
  26935. }
  26936. return this;
  26937. };
  26938. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26939. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  26940. if (pickResult) {
  26941. pi.ray = pickResult.ray;
  26942. }
  26943. this.onPrePointerObservable.notifyObservers(pi, type);
  26944. if (pi.skipOnPointerObservable) {
  26945. return true;
  26946. }
  26947. else {
  26948. return false;
  26949. }
  26950. };
  26951. /**
  26952. * Use this method to simulate a pointer down on a mesh
  26953. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26954. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26955. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26956. * @returns the current scene
  26957. */
  26958. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  26959. var evt = new PointerEvent("pointerdown", pointerEventInit);
  26960. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26961. return this;
  26962. }
  26963. return this._processPointerDown(pickResult, evt);
  26964. };
  26965. Scene.prototype._processPointerDown = function (pickResult, evt) {
  26966. var _this = this;
  26967. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  26968. this._pickedDownMesh = pickResult.pickedMesh;
  26969. var actionManager = pickResult.pickedMesh.actionManager;
  26970. if (actionManager) {
  26971. if (actionManager.hasPickTriggers) {
  26972. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26973. switch (evt.button) {
  26974. case 0:
  26975. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26976. break;
  26977. case 1:
  26978. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26979. break;
  26980. case 2:
  26981. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26982. break;
  26983. }
  26984. }
  26985. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  26986. window.setTimeout(function () {
  26987. 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);
  26988. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  26989. if (_this._totalPointersPressed !== 0 &&
  26990. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  26991. !_this._isPointerSwiping()) {
  26992. _this._startingPointerTime = 0;
  26993. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26994. }
  26995. }
  26996. }, Scene.LongPressDelay);
  26997. }
  26998. }
  26999. }
  27000. else {
  27001. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  27002. var step = _a[_i];
  27003. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27004. }
  27005. }
  27006. if (pickResult) {
  27007. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  27008. if (this.onPointerDown) {
  27009. this.onPointerDown(evt, pickResult, type);
  27010. }
  27011. if (this.onPointerObservable.hasObservers()) {
  27012. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27013. this._setRayOnPointerInfo(pi);
  27014. this.onPointerObservable.notifyObservers(pi, type);
  27015. }
  27016. }
  27017. return this;
  27018. };
  27019. /**
  27020. * Use this method to simulate a pointer up on a mesh
  27021. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27022. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27023. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27024. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  27025. * @returns the current scene
  27026. */
  27027. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  27028. var evt = new PointerEvent("pointerup", pointerEventInit);
  27029. var clickInfo = new ClickInfo();
  27030. if (doubleTap) {
  27031. clickInfo.doubleClick = true;
  27032. }
  27033. else {
  27034. clickInfo.singleClick = true;
  27035. }
  27036. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27037. return this;
  27038. }
  27039. return this._processPointerUp(pickResult, evt, clickInfo);
  27040. };
  27041. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  27042. if (pickResult && pickResult && pickResult.pickedMesh) {
  27043. this._pickedUpMesh = pickResult.pickedMesh;
  27044. if (this._pickedDownMesh === this._pickedUpMesh) {
  27045. if (this.onPointerPick) {
  27046. this.onPointerPick(evt, pickResult);
  27047. }
  27048. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  27049. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  27050. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  27051. this._setRayOnPointerInfo(pi);
  27052. this.onPointerObservable.notifyObservers(pi, type_1);
  27053. }
  27054. }
  27055. if (pickResult.pickedMesh.actionManager && !clickInfo.ignore) {
  27056. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27057. if (!clickInfo.hasSwiped && clickInfo.singleClick) {
  27058. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27059. }
  27060. if (clickInfo.doubleClick && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27061. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27062. }
  27063. }
  27064. }
  27065. else {
  27066. if (!clickInfo.ignore) {
  27067. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  27068. var step = _a[_i];
  27069. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27070. }
  27071. }
  27072. }
  27073. if (this._pickedDownMesh &&
  27074. this._pickedDownMesh.actionManager &&
  27075. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  27076. this._pickedDownMesh !== this._pickedUpMesh) {
  27077. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  27078. }
  27079. var type = 0;
  27080. if (this.onPointerObservable.hasObservers()) {
  27081. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  27082. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27083. type = BABYLON.PointerEventTypes.POINTERTAP;
  27084. }
  27085. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27086. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  27087. }
  27088. if (type) {
  27089. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27090. this._setRayOnPointerInfo(pi);
  27091. this.onPointerObservable.notifyObservers(pi, type);
  27092. }
  27093. }
  27094. if (!clickInfo.ignore) {
  27095. type = BABYLON.PointerEventTypes.POINTERUP;
  27096. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27097. this._setRayOnPointerInfo(pi);
  27098. this.onPointerObservable.notifyObservers(pi, type);
  27099. }
  27100. }
  27101. if (this.onPointerUp && !clickInfo.ignore) {
  27102. this.onPointerUp(evt, pickResult, type);
  27103. }
  27104. return this;
  27105. };
  27106. /**
  27107. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  27108. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  27109. * @returns true if the pointer was captured
  27110. */
  27111. Scene.prototype.isPointerCaptured = function (pointerId) {
  27112. if (pointerId === void 0) { pointerId = 0; }
  27113. return this._pointerCaptures[pointerId];
  27114. };
  27115. /** @hidden */
  27116. Scene.prototype._isPointerSwiping = function () {
  27117. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  27118. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  27119. };
  27120. /**
  27121. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  27122. * @param attachUp defines if you want to attach events to pointerup
  27123. * @param attachDown defines if you want to attach events to pointerdown
  27124. * @param attachMove defines if you want to attach events to pointermove
  27125. */
  27126. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  27127. var _this = this;
  27128. if (attachUp === void 0) { attachUp = true; }
  27129. if (attachDown === void 0) { attachDown = true; }
  27130. if (attachMove === void 0) { attachMove = true; }
  27131. this._initActionManager = function (act, clickInfo) {
  27132. if (!_this._meshPickProceed) {
  27133. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27134. _this._currentPickResult = pickResult;
  27135. if (pickResult) {
  27136. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  27137. }
  27138. _this._meshPickProceed = true;
  27139. }
  27140. return act;
  27141. };
  27142. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  27143. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  27144. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  27145. btn !== _this._previousButtonPressed) {
  27146. _this._doubleClickOccured = false;
  27147. clickInfo.singleClick = true;
  27148. clickInfo.ignore = false;
  27149. cb(clickInfo, _this._currentPickResult);
  27150. }
  27151. };
  27152. this._initClickEvent = function (obs1, obs2, evt, cb) {
  27153. var clickInfo = new ClickInfo();
  27154. _this._currentPickResult = null;
  27155. var act = null;
  27156. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27157. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27158. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27159. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27160. act = _this._initActionManager(act, clickInfo);
  27161. if (act) {
  27162. checkPicking = act.hasPickTriggers;
  27163. }
  27164. }
  27165. var needToIgnoreNext = false;
  27166. if (checkPicking) {
  27167. var btn = evt.button;
  27168. clickInfo.hasSwiped = _this._isPointerSwiping();
  27169. if (!clickInfo.hasSwiped) {
  27170. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27171. if (!checkSingleClickImmediately) {
  27172. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27173. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27174. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27175. act = _this._initActionManager(act, clickInfo);
  27176. if (act) {
  27177. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27178. }
  27179. }
  27180. }
  27181. if (checkSingleClickImmediately) {
  27182. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27183. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27184. btn !== _this._previousButtonPressed) {
  27185. clickInfo.singleClick = true;
  27186. cb(clickInfo, _this._currentPickResult);
  27187. needToIgnoreNext = true;
  27188. }
  27189. }
  27190. // at least one double click is required to be check and exclusive double click is enabled
  27191. else {
  27192. // wait that no double click has been raised during the double click delay
  27193. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27194. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27195. }
  27196. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27197. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27198. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27199. act = _this._initActionManager(act, clickInfo);
  27200. if (act) {
  27201. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27202. }
  27203. }
  27204. if (checkDoubleClick) {
  27205. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27206. if (btn === _this._previousButtonPressed &&
  27207. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27208. !_this._doubleClickOccured) {
  27209. // pointer has not moved for 2 clicks, it's a double click
  27210. if (!clickInfo.hasSwiped &&
  27211. !_this._isPointerSwiping()) {
  27212. _this._previousStartingPointerTime = 0;
  27213. _this._doubleClickOccured = true;
  27214. clickInfo.doubleClick = true;
  27215. clickInfo.ignore = false;
  27216. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27217. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27218. }
  27219. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27220. cb(clickInfo, _this._currentPickResult);
  27221. }
  27222. // if the two successive clicks are too far, it's just two simple clicks
  27223. else {
  27224. _this._doubleClickOccured = false;
  27225. _this._previousStartingPointerTime = _this._startingPointerTime;
  27226. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27227. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27228. _this._previousButtonPressed = btn;
  27229. if (Scene.ExclusiveDoubleClickMode) {
  27230. if (_this._previousDelayedSimpleClickTimeout) {
  27231. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27232. }
  27233. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27234. cb(clickInfo, _this._previousPickResult);
  27235. }
  27236. else {
  27237. cb(clickInfo, _this._currentPickResult);
  27238. }
  27239. }
  27240. needToIgnoreNext = true;
  27241. }
  27242. // just the first click of the double has been raised
  27243. else {
  27244. _this._doubleClickOccured = false;
  27245. _this._previousStartingPointerTime = _this._startingPointerTime;
  27246. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27247. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27248. _this._previousButtonPressed = btn;
  27249. }
  27250. }
  27251. }
  27252. }
  27253. if (!needToIgnoreNext) {
  27254. cb(clickInfo, _this._currentPickResult);
  27255. }
  27256. };
  27257. this._onPointerMove = function (evt) {
  27258. _this._updatePointerPosition(evt);
  27259. // PreObservable support
  27260. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27261. return;
  27262. }
  27263. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27264. return;
  27265. }
  27266. if (!_this.pointerMovePredicate) {
  27267. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27268. }
  27269. // Meshes
  27270. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27271. _this._processPointerMove(pickResult, evt);
  27272. };
  27273. this._onPointerDown = function (evt) {
  27274. _this._totalPointersPressed++;
  27275. _this._pickedDownMesh = null;
  27276. _this._meshPickProceed = false;
  27277. _this._updatePointerPosition(evt);
  27278. if (_this.preventDefaultOnPointerDown && canvas) {
  27279. evt.preventDefault();
  27280. canvas.focus();
  27281. }
  27282. _this._startingPointerPosition.x = _this._pointerX;
  27283. _this._startingPointerPosition.y = _this._pointerY;
  27284. _this._startingPointerTime = Date.now();
  27285. // PreObservable support
  27286. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27287. return;
  27288. }
  27289. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27290. return;
  27291. }
  27292. _this._pointerCaptures[evt.pointerId] = true;
  27293. if (!_this.pointerDownPredicate) {
  27294. _this.pointerDownPredicate = function (mesh) {
  27295. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27296. };
  27297. }
  27298. // Meshes
  27299. _this._pickedDownMesh = null;
  27300. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27301. _this._processPointerDown(pickResult, evt);
  27302. };
  27303. this._onPointerUp = function (evt) {
  27304. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27305. return; // So we need to test it the pointer down was pressed before.
  27306. }
  27307. _this._totalPointersPressed--;
  27308. _this._pickedUpMesh = null;
  27309. _this._meshPickProceed = false;
  27310. _this._updatePointerPosition(evt);
  27311. if (_this.preventDefaultOnPointerUp && canvas) {
  27312. evt.preventDefault();
  27313. canvas.focus();
  27314. }
  27315. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27316. _this._pointerCaptures[evt.pointerId] = false;
  27317. // PreObservable support
  27318. if (_this.onPrePointerObservable.hasObservers()) {
  27319. if (!clickInfo.ignore) {
  27320. if (!clickInfo.hasSwiped) {
  27321. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27322. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27323. return;
  27324. }
  27325. }
  27326. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27327. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27328. return;
  27329. }
  27330. }
  27331. }
  27332. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27333. return;
  27334. }
  27335. }
  27336. }
  27337. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27338. return;
  27339. }
  27340. if (!_this.pointerUpPredicate) {
  27341. _this.pointerUpPredicate = function (mesh) {
  27342. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27343. };
  27344. }
  27345. // Meshes
  27346. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27347. _this._initActionManager(null, clickInfo);
  27348. }
  27349. if (!pickResult) {
  27350. pickResult = _this._currentPickResult;
  27351. }
  27352. _this._processPointerUp(pickResult, evt, clickInfo);
  27353. _this._previousPickResult = _this._currentPickResult;
  27354. });
  27355. };
  27356. this._onKeyDown = function (evt) {
  27357. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27358. if (_this.onPreKeyboardObservable.hasObservers()) {
  27359. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27360. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27361. if (pi.skipOnPointerObservable) {
  27362. return;
  27363. }
  27364. }
  27365. if (_this.onKeyboardObservable.hasObservers()) {
  27366. var pi = new BABYLON.KeyboardInfo(type, evt);
  27367. _this.onKeyboardObservable.notifyObservers(pi, type);
  27368. }
  27369. if (_this.actionManager) {
  27370. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27371. }
  27372. };
  27373. this._onKeyUp = function (evt) {
  27374. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27375. if (_this.onPreKeyboardObservable.hasObservers()) {
  27376. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27377. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27378. if (pi.skipOnPointerObservable) {
  27379. return;
  27380. }
  27381. }
  27382. if (_this.onKeyboardObservable.hasObservers()) {
  27383. var pi = new BABYLON.KeyboardInfo(type, evt);
  27384. _this.onKeyboardObservable.notifyObservers(pi, type);
  27385. }
  27386. if (_this.actionManager) {
  27387. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27388. }
  27389. };
  27390. var engine = this.getEngine();
  27391. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27392. if (!canvas) {
  27393. return;
  27394. }
  27395. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27396. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27397. });
  27398. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27399. if (!canvas) {
  27400. return;
  27401. }
  27402. canvas.removeEventListener("keydown", _this._onKeyDown);
  27403. canvas.removeEventListener("keyup", _this._onKeyUp);
  27404. });
  27405. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27406. var canvas = this._engine.getRenderingCanvas();
  27407. if (!canvas) {
  27408. return;
  27409. }
  27410. if (attachMove) {
  27411. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27412. // Wheel
  27413. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27414. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27415. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27416. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27417. }
  27418. if (attachDown) {
  27419. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27420. }
  27421. if (attachUp) {
  27422. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27423. }
  27424. canvas.tabIndex = 1;
  27425. };
  27426. /** Detaches all event handlers*/
  27427. Scene.prototype.detachControl = function () {
  27428. var engine = this.getEngine();
  27429. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27430. var canvas = engine.getRenderingCanvas();
  27431. if (!canvas) {
  27432. return;
  27433. }
  27434. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27435. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27436. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27437. if (this._onCanvasBlurObserver) {
  27438. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27439. }
  27440. if (this._onCanvasFocusObserver) {
  27441. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27442. }
  27443. // Wheel
  27444. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27445. // Keyboard
  27446. canvas.removeEventListener("keydown", this._onKeyDown);
  27447. canvas.removeEventListener("keyup", this._onKeyUp);
  27448. // Observables
  27449. this.onKeyboardObservable.clear();
  27450. this.onPreKeyboardObservable.clear();
  27451. this.onPointerObservable.clear();
  27452. this.onPrePointerObservable.clear();
  27453. };
  27454. /**
  27455. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27456. * Delay loaded resources are not taking in account
  27457. * @return true if all required resources are ready
  27458. */
  27459. Scene.prototype.isReady = function () {
  27460. if (this._isDisposed) {
  27461. return false;
  27462. }
  27463. var index;
  27464. var engine = this.getEngine();
  27465. // Effects
  27466. if (!engine.areAllEffectsReady()) {
  27467. return false;
  27468. }
  27469. // Pending data
  27470. if (this._pendingData.length > 0) {
  27471. return false;
  27472. }
  27473. // Meshes
  27474. for (index = 0; index < this.meshes.length; index++) {
  27475. var mesh = this.meshes[index];
  27476. if (!mesh.isEnabled()) {
  27477. continue;
  27478. }
  27479. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27480. continue;
  27481. }
  27482. if (!mesh.isReady(true)) {
  27483. return false;
  27484. }
  27485. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27486. // Is Ready For Mesh
  27487. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27488. var step = _a[_i];
  27489. if (!step.action(mesh, hardwareInstancedRendering)) {
  27490. return false;
  27491. }
  27492. }
  27493. }
  27494. // Geometries
  27495. for (index = 0; index < this.geometries.length; index++) {
  27496. var geometry = this.geometries[index];
  27497. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27498. return false;
  27499. }
  27500. }
  27501. // Post-processes
  27502. if (this.activeCameras && this.activeCameras.length > 0) {
  27503. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27504. var camera = _c[_b];
  27505. if (!camera.isReady(true)) {
  27506. return false;
  27507. }
  27508. }
  27509. }
  27510. else if (this.activeCamera) {
  27511. if (!this.activeCamera.isReady(true)) {
  27512. return false;
  27513. }
  27514. }
  27515. // Particles
  27516. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27517. var particleSystem = _e[_d];
  27518. if (!particleSystem.isReady()) {
  27519. return false;
  27520. }
  27521. }
  27522. return true;
  27523. };
  27524. /** Resets all cached information relative to material (including effect and visibility) */
  27525. Scene.prototype.resetCachedMaterial = function () {
  27526. this._cachedMaterial = null;
  27527. this._cachedEffect = null;
  27528. this._cachedVisibility = null;
  27529. };
  27530. /**
  27531. * Registers a function to be called before every frame render
  27532. * @param func defines the function to register
  27533. */
  27534. Scene.prototype.registerBeforeRender = function (func) {
  27535. this.onBeforeRenderObservable.add(func);
  27536. };
  27537. /**
  27538. * Unregisters a function called before every frame render
  27539. * @param func defines the function to unregister
  27540. */
  27541. Scene.prototype.unregisterBeforeRender = function (func) {
  27542. this.onBeforeRenderObservable.removeCallback(func);
  27543. };
  27544. /**
  27545. * Registers a function to be called after every frame render
  27546. * @param func defines the function to register
  27547. */
  27548. Scene.prototype.registerAfterRender = function (func) {
  27549. this.onAfterRenderObservable.add(func);
  27550. };
  27551. /**
  27552. * Unregisters a function called after every frame render
  27553. * @param func defines the function to unregister
  27554. */
  27555. Scene.prototype.unregisterAfterRender = function (func) {
  27556. this.onAfterRenderObservable.removeCallback(func);
  27557. };
  27558. Scene.prototype._executeOnceBeforeRender = function (func) {
  27559. var _this = this;
  27560. var execFunc = function () {
  27561. func();
  27562. setTimeout(function () {
  27563. _this.unregisterBeforeRender(execFunc);
  27564. });
  27565. };
  27566. this.registerBeforeRender(execFunc);
  27567. };
  27568. /**
  27569. * The provided function will run before render once and will be disposed afterwards.
  27570. * A timeout delay can be provided so that the function will be executed in N ms.
  27571. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27572. * @param func The function to be executed.
  27573. * @param timeout optional delay in ms
  27574. */
  27575. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27576. var _this = this;
  27577. if (timeout !== undefined) {
  27578. setTimeout(function () {
  27579. _this._executeOnceBeforeRender(func);
  27580. }, timeout);
  27581. }
  27582. else {
  27583. this._executeOnceBeforeRender(func);
  27584. }
  27585. };
  27586. /** @hidden */
  27587. Scene.prototype._addPendingData = function (data) {
  27588. this._pendingData.push(data);
  27589. };
  27590. /** @hidden */
  27591. Scene.prototype._removePendingData = function (data) {
  27592. var wasLoading = this.isLoading;
  27593. var index = this._pendingData.indexOf(data);
  27594. if (index !== -1) {
  27595. this._pendingData.splice(index, 1);
  27596. }
  27597. if (wasLoading && !this.isLoading) {
  27598. this.onDataLoadedObservable.notifyObservers(this);
  27599. }
  27600. };
  27601. /**
  27602. * Returns the number of items waiting to be loaded
  27603. * @returns the number of items waiting to be loaded
  27604. */
  27605. Scene.prototype.getWaitingItemsCount = function () {
  27606. return this._pendingData.length;
  27607. };
  27608. Object.defineProperty(Scene.prototype, "isLoading", {
  27609. /**
  27610. * Returns a boolean indicating if the scene is still loading data
  27611. */
  27612. get: function () {
  27613. return this._pendingData.length > 0;
  27614. },
  27615. enumerable: true,
  27616. configurable: true
  27617. });
  27618. /**
  27619. * Registers a function to be executed when the scene is ready
  27620. * @param {Function} func - the function to be executed
  27621. */
  27622. Scene.prototype.executeWhenReady = function (func) {
  27623. var _this = this;
  27624. this.onReadyObservable.add(func);
  27625. if (this._executeWhenReadyTimeoutId !== -1) {
  27626. return;
  27627. }
  27628. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27629. _this._checkIsReady();
  27630. }, 150);
  27631. };
  27632. /**
  27633. * Returns a promise that resolves when the scene is ready
  27634. * @returns A promise that resolves when the scene is ready
  27635. */
  27636. Scene.prototype.whenReadyAsync = function () {
  27637. var _this = this;
  27638. return new Promise(function (resolve) {
  27639. _this.executeWhenReady(function () {
  27640. resolve();
  27641. });
  27642. });
  27643. };
  27644. /** @hidden */
  27645. Scene.prototype._checkIsReady = function () {
  27646. var _this = this;
  27647. this._registerTransientComponents();
  27648. if (this.isReady()) {
  27649. this.onReadyObservable.notifyObservers(this);
  27650. this.onReadyObservable.clear();
  27651. this._executeWhenReadyTimeoutId = -1;
  27652. return;
  27653. }
  27654. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27655. _this._checkIsReady();
  27656. }, 150);
  27657. };
  27658. // Animations
  27659. /**
  27660. * Will start the animation sequence of a given target
  27661. * @param target defines the target
  27662. * @param from defines from which frame should animation start
  27663. * @param to defines until which frame should animation run.
  27664. * @param weight defines the weight to apply to the animation (1.0 by default)
  27665. * @param loop defines if the animation loops
  27666. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27667. * @param onAnimationEnd defines the function to be executed when the animation ends
  27668. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27669. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27670. * @returns the animatable object created for this animation
  27671. */
  27672. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27673. if (weight === void 0) { weight = 1.0; }
  27674. if (speedRatio === void 0) { speedRatio = 1.0; }
  27675. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27676. returnedAnimatable.weight = weight;
  27677. return returnedAnimatable;
  27678. };
  27679. /**
  27680. * Will start the animation sequence of a given target
  27681. * @param target defines the target
  27682. * @param from defines from which frame should animation start
  27683. * @param to defines until which frame should animation run.
  27684. * @param loop defines if the animation loops
  27685. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27686. * @param onAnimationEnd defines the function to be executed when the animation ends
  27687. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27688. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27689. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27690. * @returns the animatable object created for this animation
  27691. */
  27692. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27693. if (speedRatio === void 0) { speedRatio = 1.0; }
  27694. if (stopCurrent === void 0) { stopCurrent = true; }
  27695. if (from > to && speedRatio > 0) {
  27696. speedRatio *= -1;
  27697. }
  27698. if (stopCurrent) {
  27699. this.stopAnimation(target, undefined, targetMask);
  27700. }
  27701. if (!animatable) {
  27702. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27703. }
  27704. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27705. // Local animations
  27706. if (target.animations && shouldRunTargetAnimations) {
  27707. animatable.appendAnimations(target, target.animations);
  27708. }
  27709. // Children animations
  27710. if (target.getAnimatables) {
  27711. var animatables = target.getAnimatables();
  27712. for (var index = 0; index < animatables.length; index++) {
  27713. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27714. }
  27715. }
  27716. animatable.reset();
  27717. return animatable;
  27718. };
  27719. /**
  27720. * Will start the animation sequence of a given target and its hierarchy
  27721. * @param target defines the target
  27722. * @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.
  27723. * @param from defines from which frame should animation start
  27724. * @param to defines until which frame should animation run.
  27725. * @param loop defines if the animation loops
  27726. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27727. * @param onAnimationEnd defines the function to be executed when the animation ends
  27728. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27729. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27730. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27731. * @returns the list of created animatables
  27732. */
  27733. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27734. if (speedRatio === void 0) { speedRatio = 1.0; }
  27735. if (stopCurrent === void 0) { stopCurrent = true; }
  27736. var children = target.getDescendants(directDescendantsOnly);
  27737. var result = [];
  27738. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27739. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27740. var child = children_1[_i];
  27741. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27742. }
  27743. return result;
  27744. };
  27745. /**
  27746. * Begin a new animation on a given node
  27747. * @param target defines the target where the animation will take place
  27748. * @param animations defines the list of animations to start
  27749. * @param from defines the initial value
  27750. * @param to defines the final value
  27751. * @param loop defines if you want animation to loop (off by default)
  27752. * @param speedRatio defines the speed ratio to apply to all animations
  27753. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27754. * @returns the list of created animatables
  27755. */
  27756. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27757. if (speedRatio === undefined) {
  27758. speedRatio = 1.0;
  27759. }
  27760. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27761. return animatable;
  27762. };
  27763. /**
  27764. * Begin a new animation on a given node and its hierarchy
  27765. * @param target defines the root node where the animation will take place
  27766. * @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.
  27767. * @param animations defines the list of animations to start
  27768. * @param from defines the initial value
  27769. * @param to defines the final value
  27770. * @param loop defines if you want animation to loop (off by default)
  27771. * @param speedRatio defines the speed ratio to apply to all animations
  27772. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27773. * @returns the list of animatables created for all nodes
  27774. */
  27775. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27776. var children = target.getDescendants(directDescendantsOnly);
  27777. var result = [];
  27778. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27779. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27780. var child = children_2[_i];
  27781. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27782. }
  27783. return result;
  27784. };
  27785. /**
  27786. * Gets the animatable associated with a specific target
  27787. * @param target defines the target of the animatable
  27788. * @returns the required animatable if found
  27789. */
  27790. Scene.prototype.getAnimatableByTarget = function (target) {
  27791. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27792. if (this._activeAnimatables[index].target === target) {
  27793. return this._activeAnimatables[index];
  27794. }
  27795. }
  27796. return null;
  27797. };
  27798. /**
  27799. * Gets all animatables associated with a given target
  27800. * @param target defines the target to look animatables for
  27801. * @returns an array of Animatables
  27802. */
  27803. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27804. var result = [];
  27805. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27806. if (this._activeAnimatables[index].target === target) {
  27807. result.push(this._activeAnimatables[index]);
  27808. }
  27809. }
  27810. return result;
  27811. };
  27812. Object.defineProperty(Scene.prototype, "animatables", {
  27813. /**
  27814. * Gets all animatable attached to the scene
  27815. */
  27816. get: function () {
  27817. return this._activeAnimatables;
  27818. },
  27819. enumerable: true,
  27820. configurable: true
  27821. });
  27822. /**
  27823. * Will stop the animation of the given target
  27824. * @param target - the target
  27825. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27826. * @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)
  27827. */
  27828. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27829. var animatables = this.getAllAnimatablesByTarget(target);
  27830. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27831. var animatable = animatables_1[_i];
  27832. animatable.stop(animationName, targetMask);
  27833. }
  27834. };
  27835. /**
  27836. * Stops and removes all animations that have been applied to the scene
  27837. */
  27838. Scene.prototype.stopAllAnimations = function () {
  27839. if (this._activeAnimatables) {
  27840. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27841. this._activeAnimatables[i].stop();
  27842. }
  27843. this._activeAnimatables = [];
  27844. }
  27845. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27846. var group = _a[_i];
  27847. group.stop();
  27848. }
  27849. };
  27850. Scene.prototype._animate = function () {
  27851. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27852. return;
  27853. }
  27854. // Getting time
  27855. var now = BABYLON.Tools.Now;
  27856. if (!this._animationTimeLast) {
  27857. if (this._pendingData.length > 0) {
  27858. return;
  27859. }
  27860. this._animationTimeLast = now;
  27861. }
  27862. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27863. this._animationTime += deltaTime;
  27864. this._animationTimeLast = now;
  27865. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27866. this._activeAnimatables[index]._animate(this._animationTime);
  27867. }
  27868. // Late animation bindings
  27869. this._processLateAnimationBindings();
  27870. };
  27871. /** @hidden */
  27872. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27873. var target = runtimeAnimation.target;
  27874. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27875. if (!target._lateAnimationHolders) {
  27876. target._lateAnimationHolders = {};
  27877. }
  27878. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27879. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27880. totalWeight: 0,
  27881. animations: [],
  27882. originalValue: originalValue
  27883. };
  27884. }
  27885. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27886. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27887. };
  27888. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27889. var normalizer = 1.0;
  27890. var finalPosition = BABYLON.Tmp.Vector3[0];
  27891. var finalScaling = BABYLON.Tmp.Vector3[1];
  27892. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27893. var startIndex = 0;
  27894. var originalAnimation = holder.animations[0];
  27895. var originalValue = holder.originalValue;
  27896. var scale = 1;
  27897. if (holder.totalWeight < 1.0) {
  27898. // We need to mix the original value in
  27899. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27900. scale = 1.0 - holder.totalWeight;
  27901. }
  27902. else {
  27903. startIndex = 1;
  27904. // We need to normalize the weights
  27905. normalizer = holder.totalWeight;
  27906. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27907. scale = originalAnimation.weight / normalizer;
  27908. if (scale == 1) {
  27909. return originalAnimation.currentValue;
  27910. }
  27911. }
  27912. finalScaling.scaleInPlace(scale);
  27913. finalPosition.scaleInPlace(scale);
  27914. finalQuaternion.scaleInPlace(scale);
  27915. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27916. var runtimeAnimation = holder.animations[animIndex];
  27917. var scale = runtimeAnimation.weight / normalizer;
  27918. var currentPosition = BABYLON.Tmp.Vector3[2];
  27919. var currentScaling = BABYLON.Tmp.Vector3[3];
  27920. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27921. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27922. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27923. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27924. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27925. }
  27926. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27927. return originalAnimation._workValue;
  27928. };
  27929. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27930. var originalAnimation = holder.animations[0];
  27931. var originalValue = holder.originalValue;
  27932. if (holder.animations.length === 1) {
  27933. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27934. return refQuaternion;
  27935. }
  27936. var normalizer = 1.0;
  27937. var quaternions;
  27938. var weights;
  27939. if (holder.totalWeight < 1.0) {
  27940. var scale = 1.0 - holder.totalWeight;
  27941. quaternions = [];
  27942. weights = [];
  27943. quaternions.push(originalValue);
  27944. weights.push(scale);
  27945. }
  27946. else {
  27947. if (holder.animations.length === 2) { // Slerp as soon as we can
  27948. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  27949. return refQuaternion;
  27950. }
  27951. quaternions = [];
  27952. weights = [];
  27953. normalizer = holder.totalWeight;
  27954. }
  27955. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  27956. var runtimeAnimation = holder.animations[animIndex];
  27957. quaternions.push(runtimeAnimation.currentValue);
  27958. weights.push(runtimeAnimation.weight / normalizer);
  27959. }
  27960. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  27961. var cumulativeAmount = 0;
  27962. var cumulativeQuaternion = null;
  27963. for (var index = 0; index < quaternions.length;) {
  27964. if (!cumulativeQuaternion) {
  27965. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  27966. cumulativeQuaternion = refQuaternion;
  27967. cumulativeAmount = weights[index] + weights[index + 1];
  27968. index += 2;
  27969. continue;
  27970. }
  27971. cumulativeAmount += weights[index];
  27972. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  27973. index++;
  27974. }
  27975. return cumulativeQuaternion;
  27976. };
  27977. Scene.prototype._processLateAnimationBindings = function () {
  27978. if (!this._registeredForLateAnimationBindings.length) {
  27979. return;
  27980. }
  27981. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  27982. var target = this._registeredForLateAnimationBindings.data[index];
  27983. for (var path in target._lateAnimationHolders) {
  27984. var holder = target._lateAnimationHolders[path];
  27985. var originalAnimation = holder.animations[0];
  27986. var originalValue = holder.originalValue;
  27987. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  27988. var finalValue = target[path];
  27989. if (matrixDecomposeMode) {
  27990. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  27991. }
  27992. else {
  27993. var quaternionMode = originalValue.w !== undefined;
  27994. if (quaternionMode) {
  27995. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  27996. }
  27997. else {
  27998. var startIndex = 0;
  27999. var normalizer = 1.0;
  28000. if (holder.totalWeight < 1.0) {
  28001. // We need to mix the original value in
  28002. if (originalValue.scale) {
  28003. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  28004. }
  28005. else {
  28006. finalValue = originalValue * (1.0 - holder.totalWeight);
  28007. }
  28008. }
  28009. else {
  28010. // We need to normalize the weights
  28011. normalizer = holder.totalWeight;
  28012. var scale_1 = originalAnimation.weight / normalizer;
  28013. if (scale_1 !== 1) {
  28014. if (originalAnimation.currentValue.scale) {
  28015. finalValue = originalAnimation.currentValue.scale(scale_1);
  28016. }
  28017. else {
  28018. finalValue = originalAnimation.currentValue * scale_1;
  28019. }
  28020. }
  28021. else {
  28022. finalValue = originalAnimation.currentValue;
  28023. }
  28024. startIndex = 1;
  28025. }
  28026. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  28027. var runtimeAnimation = holder.animations[animIndex];
  28028. var scale = runtimeAnimation.weight / normalizer;
  28029. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  28030. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  28031. }
  28032. else {
  28033. finalValue += runtimeAnimation.currentValue * scale;
  28034. }
  28035. }
  28036. }
  28037. }
  28038. target[path] = finalValue;
  28039. }
  28040. target._lateAnimationHolders = {};
  28041. }
  28042. this._registeredForLateAnimationBindings.reset();
  28043. };
  28044. // Matrix
  28045. /** @hidden */
  28046. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  28047. this._useAlternateCameraConfiguration = active;
  28048. };
  28049. /**
  28050. * Gets the current view matrix
  28051. * @returns a Matrix
  28052. */
  28053. Scene.prototype.getViewMatrix = function () {
  28054. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  28055. };
  28056. /**
  28057. * Gets the current projection matrix
  28058. * @returns a Matrix
  28059. */
  28060. Scene.prototype.getProjectionMatrix = function () {
  28061. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  28062. };
  28063. /**
  28064. * Gets the current transform matrix
  28065. * @returns a Matrix made of View * Projection
  28066. */
  28067. Scene.prototype.getTransformMatrix = function () {
  28068. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  28069. };
  28070. /**
  28071. * Sets the current transform matrix
  28072. * @param view defines the View matrix to use
  28073. * @param projection defines the Projection matrix to use
  28074. */
  28075. Scene.prototype.setTransformMatrix = function (view, projection) {
  28076. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  28077. return;
  28078. }
  28079. this._viewUpdateFlag = view.updateFlag;
  28080. this._projectionUpdateFlag = projection.updateFlag;
  28081. this._viewMatrix = view;
  28082. this._projectionMatrix = projection;
  28083. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  28084. // Update frustum
  28085. if (!this._frustumPlanes) {
  28086. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  28087. }
  28088. else {
  28089. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  28090. }
  28091. if (this.activeCamera && this.activeCamera._alternateCamera) {
  28092. var otherCamera = this.activeCamera._alternateCamera;
  28093. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  28094. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  28095. }
  28096. if (this._sceneUbo.useUbo) {
  28097. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  28098. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  28099. this._sceneUbo.update();
  28100. }
  28101. };
  28102. /** @hidden */
  28103. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  28104. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  28105. return;
  28106. }
  28107. this._alternateViewUpdateFlag = view.updateFlag;
  28108. this._alternateProjectionUpdateFlag = projection.updateFlag;
  28109. this._alternateViewMatrix = view;
  28110. this._alternateProjectionMatrix = projection;
  28111. if (!this._alternateTransformMatrix) {
  28112. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  28113. }
  28114. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  28115. if (!this._alternateSceneUbo) {
  28116. this._createAlternateUbo();
  28117. }
  28118. if (this._alternateSceneUbo.useUbo) {
  28119. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  28120. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  28121. this._alternateSceneUbo.update();
  28122. }
  28123. };
  28124. /**
  28125. * Gets the uniform buffer used to store scene data
  28126. * @returns a UniformBuffer
  28127. */
  28128. Scene.prototype.getSceneUniformBuffer = function () {
  28129. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  28130. };
  28131. /**
  28132. * Gets an unique (relatively to the current scene) Id
  28133. * @returns an unique number for the scene
  28134. */
  28135. Scene.prototype.getUniqueId = function () {
  28136. var result = Scene._uniqueIdCounter;
  28137. Scene._uniqueIdCounter++;
  28138. return result;
  28139. };
  28140. /**
  28141. * Add a mesh to the list of scene's meshes
  28142. * @param newMesh defines the mesh to add
  28143. * @param recursive if all child meshes should also be added to the scene
  28144. */
  28145. Scene.prototype.addMesh = function (newMesh, recursive) {
  28146. var _this = this;
  28147. if (recursive === void 0) { recursive = false; }
  28148. this.meshes.push(newMesh);
  28149. //notify the collision coordinator
  28150. if (this.collisionCoordinator) {
  28151. this.collisionCoordinator.onMeshAdded(newMesh);
  28152. }
  28153. newMesh._resyncLightSources();
  28154. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28155. if (recursive) {
  28156. newMesh.getChildMeshes().forEach(function (m) {
  28157. _this.addMesh(m);
  28158. });
  28159. }
  28160. };
  28161. /**
  28162. * Remove a mesh for the list of scene's meshes
  28163. * @param toRemove defines the mesh to remove
  28164. * @param recursive if all child meshes should also be removed from the scene
  28165. * @returns the index where the mesh was in the mesh list
  28166. */
  28167. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28168. var _this = this;
  28169. if (recursive === void 0) { recursive = false; }
  28170. var index = this.meshes.indexOf(toRemove);
  28171. if (index !== -1) {
  28172. // Remove from the scene if mesh found
  28173. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28174. this.meshes.pop();
  28175. }
  28176. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28177. if (recursive) {
  28178. toRemove.getChildMeshes().forEach(function (m) {
  28179. _this.removeMesh(m);
  28180. });
  28181. }
  28182. return index;
  28183. };
  28184. /**
  28185. * Add a transform node to the list of scene's transform nodes
  28186. * @param newTransformNode defines the transform node to add
  28187. */
  28188. Scene.prototype.addTransformNode = function (newTransformNode) {
  28189. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28190. this.transformNodes.push(newTransformNode);
  28191. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28192. };
  28193. /**
  28194. * Remove a transform node for the list of scene's transform nodes
  28195. * @param toRemove defines the transform node to remove
  28196. * @returns the index where the transform node was in the transform node list
  28197. */
  28198. Scene.prototype.removeTransformNode = function (toRemove) {
  28199. var index = toRemove._indexInSceneTransformNodesArray;
  28200. if (index !== -1) {
  28201. if (index !== this.transformNodes.length - 1) {
  28202. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28203. this.transformNodes[index] = lastNode;
  28204. lastNode._indexInSceneTransformNodesArray = index;
  28205. }
  28206. toRemove._indexInSceneTransformNodesArray = -1;
  28207. this.transformNodes.pop();
  28208. }
  28209. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28210. return index;
  28211. };
  28212. /**
  28213. * Remove a skeleton for the list of scene's skeletons
  28214. * @param toRemove defines the skeleton to remove
  28215. * @returns the index where the skeleton was in the skeleton list
  28216. */
  28217. Scene.prototype.removeSkeleton = function (toRemove) {
  28218. var index = this.skeletons.indexOf(toRemove);
  28219. if (index !== -1) {
  28220. // Remove from the scene if found
  28221. this.skeletons.splice(index, 1);
  28222. }
  28223. return index;
  28224. };
  28225. /**
  28226. * Remove a morph target for the list of scene's morph targets
  28227. * @param toRemove defines the morph target to remove
  28228. * @returns the index where the morph target was in the morph target list
  28229. */
  28230. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28231. var index = this.morphTargetManagers.indexOf(toRemove);
  28232. if (index !== -1) {
  28233. // Remove from the scene if found
  28234. this.morphTargetManagers.splice(index, 1);
  28235. }
  28236. return index;
  28237. };
  28238. /**
  28239. * Remove a light for the list of scene's lights
  28240. * @param toRemove defines the light to remove
  28241. * @returns the index where the light was in the light list
  28242. */
  28243. Scene.prototype.removeLight = function (toRemove) {
  28244. var index = this.lights.indexOf(toRemove);
  28245. if (index !== -1) {
  28246. // Remove from meshes
  28247. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28248. var mesh = _a[_i];
  28249. mesh._removeLightSource(toRemove);
  28250. }
  28251. // Remove from the scene if mesh found
  28252. this.lights.splice(index, 1);
  28253. this.sortLightsByPriority();
  28254. }
  28255. this.onLightRemovedObservable.notifyObservers(toRemove);
  28256. return index;
  28257. };
  28258. /**
  28259. * Remove a camera for the list of scene's cameras
  28260. * @param toRemove defines the camera to remove
  28261. * @returns the index where the camera was in the camera list
  28262. */
  28263. Scene.prototype.removeCamera = function (toRemove) {
  28264. var index = this.cameras.indexOf(toRemove);
  28265. if (index !== -1) {
  28266. // Remove from the scene if mesh found
  28267. this.cameras.splice(index, 1);
  28268. }
  28269. // Remove from activeCameras
  28270. var index2 = this.activeCameras.indexOf(toRemove);
  28271. if (index2 !== -1) {
  28272. // Remove from the scene if mesh found
  28273. this.activeCameras.splice(index2, 1);
  28274. }
  28275. // Reset the activeCamera
  28276. if (this.activeCamera === toRemove) {
  28277. if (this.cameras.length > 0) {
  28278. this.activeCamera = this.cameras[0];
  28279. }
  28280. else {
  28281. this.activeCamera = null;
  28282. }
  28283. }
  28284. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28285. return index;
  28286. };
  28287. /**
  28288. * Remove a particle system for the list of scene's particle systems
  28289. * @param toRemove defines the particle system to remove
  28290. * @returns the index where the particle system was in the particle system list
  28291. */
  28292. Scene.prototype.removeParticleSystem = function (toRemove) {
  28293. var index = this.particleSystems.indexOf(toRemove);
  28294. if (index !== -1) {
  28295. this.particleSystems.splice(index, 1);
  28296. }
  28297. return index;
  28298. };
  28299. /**
  28300. * Remove a animation for the list of scene's animations
  28301. * @param toRemove defines the animation to remove
  28302. * @returns the index where the animation was in the animation list
  28303. */
  28304. Scene.prototype.removeAnimation = function (toRemove) {
  28305. var index = this.animations.indexOf(toRemove);
  28306. if (index !== -1) {
  28307. this.animations.splice(index, 1);
  28308. }
  28309. return index;
  28310. };
  28311. /**
  28312. * Removes the given animation group from this scene.
  28313. * @param toRemove The animation group to remove
  28314. * @returns The index of the removed animation group
  28315. */
  28316. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28317. var index = this.animationGroups.indexOf(toRemove);
  28318. if (index !== -1) {
  28319. this.animationGroups.splice(index, 1);
  28320. }
  28321. return index;
  28322. };
  28323. /**
  28324. * Removes the given multi-material from this scene.
  28325. * @param toRemove The multi-material to remove
  28326. * @returns The index of the removed multi-material
  28327. */
  28328. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28329. var index = this.multiMaterials.indexOf(toRemove);
  28330. if (index !== -1) {
  28331. this.multiMaterials.splice(index, 1);
  28332. }
  28333. return index;
  28334. };
  28335. /**
  28336. * Removes the given material from this scene.
  28337. * @param toRemove The material to remove
  28338. * @returns The index of the removed material
  28339. */
  28340. Scene.prototype.removeMaterial = function (toRemove) {
  28341. var index = toRemove._indexInSceneMaterialArray;
  28342. if (index !== -1) {
  28343. if (index !== this.materials.length - 1) {
  28344. var lastMaterial = this.materials[this.materials.length - 1];
  28345. this.materials[index] = lastMaterial;
  28346. lastMaterial._indexInSceneMaterialArray = index;
  28347. }
  28348. toRemove._indexInSceneMaterialArray = -1;
  28349. this.materials.pop();
  28350. }
  28351. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28352. return index;
  28353. };
  28354. /**
  28355. * Removes the given action manager from this scene.
  28356. * @param toRemove The action manager to remove
  28357. * @returns The index of the removed action manager
  28358. */
  28359. Scene.prototype.removeActionManager = function (toRemove) {
  28360. var index = this.actionManagers.indexOf(toRemove);
  28361. if (index !== -1) {
  28362. this.actionManagers.splice(index, 1);
  28363. }
  28364. return index;
  28365. };
  28366. /**
  28367. * Removes the given texture from this scene.
  28368. * @param toRemove The texture to remove
  28369. * @returns The index of the removed texture
  28370. */
  28371. Scene.prototype.removeTexture = function (toRemove) {
  28372. var index = this.textures.indexOf(toRemove);
  28373. if (index !== -1) {
  28374. this.textures.splice(index, 1);
  28375. }
  28376. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28377. return index;
  28378. };
  28379. /**
  28380. * Adds the given light to this scene
  28381. * @param newLight The light to add
  28382. */
  28383. Scene.prototype.addLight = function (newLight) {
  28384. this.lights.push(newLight);
  28385. this.sortLightsByPriority();
  28386. // Add light to all meshes (To support if the light is removed and then readded)
  28387. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28388. var mesh = _a[_i];
  28389. if (mesh._lightSources.indexOf(newLight) === -1) {
  28390. mesh._lightSources.push(newLight);
  28391. mesh._resyncLightSources();
  28392. }
  28393. }
  28394. this.onNewLightAddedObservable.notifyObservers(newLight);
  28395. };
  28396. /**
  28397. * Sorts the list list based on light priorities
  28398. */
  28399. Scene.prototype.sortLightsByPriority = function () {
  28400. if (this.requireLightSorting) {
  28401. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28402. }
  28403. };
  28404. /**
  28405. * Adds the given camera to this scene
  28406. * @param newCamera The camera to add
  28407. */
  28408. Scene.prototype.addCamera = function (newCamera) {
  28409. this.cameras.push(newCamera);
  28410. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28411. };
  28412. /**
  28413. * Adds the given skeleton to this scene
  28414. * @param newSkeleton The skeleton to add
  28415. */
  28416. Scene.prototype.addSkeleton = function (newSkeleton) {
  28417. this.skeletons.push(newSkeleton);
  28418. };
  28419. /**
  28420. * Adds the given particle system to this scene
  28421. * @param newParticleSystem The particle system to add
  28422. */
  28423. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28424. this.particleSystems.push(newParticleSystem);
  28425. };
  28426. /**
  28427. * Adds the given animation to this scene
  28428. * @param newAnimation The animation to add
  28429. */
  28430. Scene.prototype.addAnimation = function (newAnimation) {
  28431. this.animations.push(newAnimation);
  28432. };
  28433. /**
  28434. * Adds the given animation group to this scene.
  28435. * @param newAnimationGroup The animation group to add
  28436. */
  28437. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28438. this.animationGroups.push(newAnimationGroup);
  28439. };
  28440. /**
  28441. * Adds the given multi-material to this scene
  28442. * @param newMultiMaterial The multi-material to add
  28443. */
  28444. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28445. this.multiMaterials.push(newMultiMaterial);
  28446. };
  28447. /**
  28448. * Adds the given material to this scene
  28449. * @param newMaterial The material to add
  28450. */
  28451. Scene.prototype.addMaterial = function (newMaterial) {
  28452. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28453. this.materials.push(newMaterial);
  28454. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28455. };
  28456. /**
  28457. * Adds the given morph target to this scene
  28458. * @param newMorphTargetManager The morph target to add
  28459. */
  28460. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28461. this.morphTargetManagers.push(newMorphTargetManager);
  28462. };
  28463. /**
  28464. * Adds the given geometry to this scene
  28465. * @param newGeometry The geometry to add
  28466. */
  28467. Scene.prototype.addGeometry = function (newGeometry) {
  28468. if (this.geometriesById) {
  28469. this.geometriesById[newGeometry.id] = this.geometries.length;
  28470. }
  28471. this.geometries.push(newGeometry);
  28472. };
  28473. /**
  28474. * Adds the given action manager to this scene
  28475. * @param newActionManager The action manager to add
  28476. */
  28477. Scene.prototype.addActionManager = function (newActionManager) {
  28478. this.actionManagers.push(newActionManager);
  28479. };
  28480. /**
  28481. * Adds the given texture to this scene.
  28482. * @param newTexture The texture to add
  28483. */
  28484. Scene.prototype.addTexture = function (newTexture) {
  28485. this.textures.push(newTexture);
  28486. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28487. };
  28488. /**
  28489. * Switch active camera
  28490. * @param newCamera defines the new active camera
  28491. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28492. */
  28493. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28494. if (attachControl === void 0) { attachControl = true; }
  28495. var canvas = this._engine.getRenderingCanvas();
  28496. if (!canvas) {
  28497. return;
  28498. }
  28499. if (this.activeCamera) {
  28500. this.activeCamera.detachControl(canvas);
  28501. }
  28502. this.activeCamera = newCamera;
  28503. if (attachControl) {
  28504. newCamera.attachControl(canvas);
  28505. }
  28506. };
  28507. /**
  28508. * sets the active camera of the scene using its ID
  28509. * @param id defines the camera's ID
  28510. * @return the new active camera or null if none found.
  28511. */
  28512. Scene.prototype.setActiveCameraByID = function (id) {
  28513. var camera = this.getCameraByID(id);
  28514. if (camera) {
  28515. this.activeCamera = camera;
  28516. return camera;
  28517. }
  28518. return null;
  28519. };
  28520. /**
  28521. * sets the active camera of the scene using its name
  28522. * @param name defines the camera's name
  28523. * @returns the new active camera or null if none found.
  28524. */
  28525. Scene.prototype.setActiveCameraByName = function (name) {
  28526. var camera = this.getCameraByName(name);
  28527. if (camera) {
  28528. this.activeCamera = camera;
  28529. return camera;
  28530. }
  28531. return null;
  28532. };
  28533. /**
  28534. * get an animation group using its name
  28535. * @param name defines the material's name
  28536. * @return the animation group or null if none found.
  28537. */
  28538. Scene.prototype.getAnimationGroupByName = function (name) {
  28539. for (var index = 0; index < this.animationGroups.length; index++) {
  28540. if (this.animationGroups[index].name === name) {
  28541. return this.animationGroups[index];
  28542. }
  28543. }
  28544. return null;
  28545. };
  28546. /**
  28547. * get a material using its id
  28548. * @param id defines the material's ID
  28549. * @return the material or null if none found.
  28550. */
  28551. Scene.prototype.getMaterialByID = function (id) {
  28552. for (var index = 0; index < this.materials.length; index++) {
  28553. if (this.materials[index].id === id) {
  28554. return this.materials[index];
  28555. }
  28556. }
  28557. return null;
  28558. };
  28559. /**
  28560. * Gets a material using its name
  28561. * @param name defines the material's name
  28562. * @return the material or null if none found.
  28563. */
  28564. Scene.prototype.getMaterialByName = function (name) {
  28565. for (var index = 0; index < this.materials.length; index++) {
  28566. if (this.materials[index].name === name) {
  28567. return this.materials[index];
  28568. }
  28569. }
  28570. return null;
  28571. };
  28572. /**
  28573. * Gets a camera using its id
  28574. * @param id defines the id to look for
  28575. * @returns the camera or null if not found
  28576. */
  28577. Scene.prototype.getCameraByID = function (id) {
  28578. for (var index = 0; index < this.cameras.length; index++) {
  28579. if (this.cameras[index].id === id) {
  28580. return this.cameras[index];
  28581. }
  28582. }
  28583. return null;
  28584. };
  28585. /**
  28586. * Gets a camera using its unique id
  28587. * @param uniqueId defines the unique id to look for
  28588. * @returns the camera or null if not found
  28589. */
  28590. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28591. for (var index = 0; index < this.cameras.length; index++) {
  28592. if (this.cameras[index].uniqueId === uniqueId) {
  28593. return this.cameras[index];
  28594. }
  28595. }
  28596. return null;
  28597. };
  28598. /**
  28599. * Gets a camera using its name
  28600. * @param name defines the camera's name
  28601. * @return the camera or null if none found.
  28602. */
  28603. Scene.prototype.getCameraByName = function (name) {
  28604. for (var index = 0; index < this.cameras.length; index++) {
  28605. if (this.cameras[index].name === name) {
  28606. return this.cameras[index];
  28607. }
  28608. }
  28609. return null;
  28610. };
  28611. /**
  28612. * Gets a bone using its id
  28613. * @param id defines the bone's id
  28614. * @return the bone or null if not found
  28615. */
  28616. Scene.prototype.getBoneByID = function (id) {
  28617. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28618. var skeleton = this.skeletons[skeletonIndex];
  28619. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28620. if (skeleton.bones[boneIndex].id === id) {
  28621. return skeleton.bones[boneIndex];
  28622. }
  28623. }
  28624. }
  28625. return null;
  28626. };
  28627. /**
  28628. * Gets a bone using its id
  28629. * @param name defines the bone's name
  28630. * @return the bone or null if not found
  28631. */
  28632. Scene.prototype.getBoneByName = function (name) {
  28633. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28634. var skeleton = this.skeletons[skeletonIndex];
  28635. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28636. if (skeleton.bones[boneIndex].name === name) {
  28637. return skeleton.bones[boneIndex];
  28638. }
  28639. }
  28640. }
  28641. return null;
  28642. };
  28643. /**
  28644. * Gets a light node using its name
  28645. * @param name defines the the light's name
  28646. * @return the light or null if none found.
  28647. */
  28648. Scene.prototype.getLightByName = function (name) {
  28649. for (var index = 0; index < this.lights.length; index++) {
  28650. if (this.lights[index].name === name) {
  28651. return this.lights[index];
  28652. }
  28653. }
  28654. return null;
  28655. };
  28656. /**
  28657. * Gets a light node using its id
  28658. * @param id defines the light's id
  28659. * @return the light or null if none found.
  28660. */
  28661. Scene.prototype.getLightByID = function (id) {
  28662. for (var index = 0; index < this.lights.length; index++) {
  28663. if (this.lights[index].id === id) {
  28664. return this.lights[index];
  28665. }
  28666. }
  28667. return null;
  28668. };
  28669. /**
  28670. * Gets a light node using its scene-generated unique ID
  28671. * @param uniqueId defines the light's unique id
  28672. * @return the light or null if none found.
  28673. */
  28674. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28675. for (var index = 0; index < this.lights.length; index++) {
  28676. if (this.lights[index].uniqueId === uniqueId) {
  28677. return this.lights[index];
  28678. }
  28679. }
  28680. return null;
  28681. };
  28682. /**
  28683. * Gets a particle system by id
  28684. * @param id defines the particle system id
  28685. * @return the corresponding system or null if none found
  28686. */
  28687. Scene.prototype.getParticleSystemByID = function (id) {
  28688. for (var index = 0; index < this.particleSystems.length; index++) {
  28689. if (this.particleSystems[index].id === id) {
  28690. return this.particleSystems[index];
  28691. }
  28692. }
  28693. return null;
  28694. };
  28695. /**
  28696. * Gets a geometry using its ID
  28697. * @param id defines the geometry's id
  28698. * @return the geometry or null if none found.
  28699. */
  28700. Scene.prototype.getGeometryByID = function (id) {
  28701. if (this.geometriesById) {
  28702. var index_1 = this.geometriesById[id];
  28703. if (index_1 !== undefined) {
  28704. return this.geometries[index_1];
  28705. }
  28706. }
  28707. else {
  28708. for (var index = 0; index < this.geometries.length; index++) {
  28709. if (this.geometries[index].id === id) {
  28710. return this.geometries[index];
  28711. }
  28712. }
  28713. }
  28714. return null;
  28715. };
  28716. Scene.prototype._getGeometryByUniqueID = function (id) {
  28717. for (var index = 0; index < this.geometries.length; index++) {
  28718. if (this.geometries[index].uniqueId === id) {
  28719. return this.geometries[index];
  28720. }
  28721. }
  28722. return null;
  28723. };
  28724. /**
  28725. * Add a new geometry to this scene
  28726. * @param geometry defines the geometry to be added to the scene.
  28727. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28728. * @return a boolean defining if the geometry was added or not
  28729. */
  28730. Scene.prototype.pushGeometry = function (geometry, force) {
  28731. if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {
  28732. return false;
  28733. }
  28734. this.addGeometry(geometry);
  28735. //notify the collision coordinator
  28736. if (this.collisionCoordinator) {
  28737. this.collisionCoordinator.onGeometryAdded(geometry);
  28738. }
  28739. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28740. return true;
  28741. };
  28742. /**
  28743. * Removes an existing geometry
  28744. * @param geometry defines the geometry to be removed from the scene
  28745. * @return a boolean defining if the geometry was removed or not
  28746. */
  28747. Scene.prototype.removeGeometry = function (geometry) {
  28748. var index;
  28749. if (this.geometriesById) {
  28750. index = this.geometriesById[geometry.id];
  28751. if (index === undefined) {
  28752. return false;
  28753. }
  28754. }
  28755. else {
  28756. index = this.geometries.indexOf(geometry);
  28757. if (index < 0) {
  28758. return false;
  28759. }
  28760. }
  28761. if (index !== this.geometries.length - 1) {
  28762. var lastGeometry = this.geometries[this.geometries.length - 1];
  28763. this.geometries[index] = lastGeometry;
  28764. if (this.geometriesById) {
  28765. this.geometriesById[lastGeometry.id] = index;
  28766. this.geometriesById[geometry.id] = undefined;
  28767. }
  28768. }
  28769. this.geometries.pop();
  28770. //notify the collision coordinator
  28771. if (this.collisionCoordinator) {
  28772. this.collisionCoordinator.onGeometryDeleted(geometry);
  28773. }
  28774. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28775. return true;
  28776. };
  28777. /**
  28778. * Gets the list of geometries attached to the scene
  28779. * @returns an array of Geometry
  28780. */
  28781. Scene.prototype.getGeometries = function () {
  28782. return this.geometries;
  28783. };
  28784. /**
  28785. * Gets the first added mesh found of a given ID
  28786. * @param id defines the id to search for
  28787. * @return the mesh found or null if not found at all
  28788. */
  28789. Scene.prototype.getMeshByID = function (id) {
  28790. for (var index = 0; index < this.meshes.length; index++) {
  28791. if (this.meshes[index].id === id) {
  28792. return this.meshes[index];
  28793. }
  28794. }
  28795. return null;
  28796. };
  28797. /**
  28798. * Gets a list of meshes using their id
  28799. * @param id defines the id to search for
  28800. * @returns a list of meshes
  28801. */
  28802. Scene.prototype.getMeshesByID = function (id) {
  28803. return this.meshes.filter(function (m) {
  28804. return m.id === id;
  28805. });
  28806. };
  28807. /**
  28808. * Gets the first added transform node found of a given ID
  28809. * @param id defines the id to search for
  28810. * @return the found transform node or null if not found at all.
  28811. */
  28812. Scene.prototype.getTransformNodeByID = function (id) {
  28813. for (var index = 0; index < this.transformNodes.length; index++) {
  28814. if (this.transformNodes[index].id === id) {
  28815. return this.transformNodes[index];
  28816. }
  28817. }
  28818. return null;
  28819. };
  28820. /**
  28821. * Gets a list of transform nodes using their id
  28822. * @param id defines the id to search for
  28823. * @returns a list of transform nodes
  28824. */
  28825. Scene.prototype.getTransformNodesByID = function (id) {
  28826. return this.transformNodes.filter(function (m) {
  28827. return m.id === id;
  28828. });
  28829. };
  28830. /**
  28831. * Gets a mesh with its auto-generated unique id
  28832. * @param uniqueId defines the unique id to search for
  28833. * @return the found mesh or null if not found at all.
  28834. */
  28835. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28836. for (var index = 0; index < this.meshes.length; index++) {
  28837. if (this.meshes[index].uniqueId === uniqueId) {
  28838. return this.meshes[index];
  28839. }
  28840. }
  28841. return null;
  28842. };
  28843. /**
  28844. * Gets a the last added mesh using a given id
  28845. * @param id defines the id to search for
  28846. * @return the found mesh or null if not found at all.
  28847. */
  28848. Scene.prototype.getLastMeshByID = function (id) {
  28849. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28850. if (this.meshes[index].id === id) {
  28851. return this.meshes[index];
  28852. }
  28853. }
  28854. return null;
  28855. };
  28856. /**
  28857. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28858. * @param id defines the id to search for
  28859. * @return the found node or null if not found at all
  28860. */
  28861. Scene.prototype.getLastEntryByID = function (id) {
  28862. var index;
  28863. for (index = this.meshes.length - 1; index >= 0; index--) {
  28864. if (this.meshes[index].id === id) {
  28865. return this.meshes[index];
  28866. }
  28867. }
  28868. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28869. if (this.transformNodes[index].id === id) {
  28870. return this.transformNodes[index];
  28871. }
  28872. }
  28873. for (index = this.cameras.length - 1; index >= 0; index--) {
  28874. if (this.cameras[index].id === id) {
  28875. return this.cameras[index];
  28876. }
  28877. }
  28878. for (index = this.lights.length - 1; index >= 0; index--) {
  28879. if (this.lights[index].id === id) {
  28880. return this.lights[index];
  28881. }
  28882. }
  28883. return null;
  28884. };
  28885. /**
  28886. * Gets a node (Mesh, Camera, Light) using a given id
  28887. * @param id defines the id to search for
  28888. * @return the found node or null if not found at all
  28889. */
  28890. Scene.prototype.getNodeByID = function (id) {
  28891. var mesh = this.getMeshByID(id);
  28892. if (mesh) {
  28893. return mesh;
  28894. }
  28895. var transformNode = this.getTransformNodeByID(id);
  28896. if (transformNode) {
  28897. return transformNode;
  28898. }
  28899. var light = this.getLightByID(id);
  28900. if (light) {
  28901. return light;
  28902. }
  28903. var camera = this.getCameraByID(id);
  28904. if (camera) {
  28905. return camera;
  28906. }
  28907. var bone = this.getBoneByID(id);
  28908. if (bone) {
  28909. return bone;
  28910. }
  28911. return null;
  28912. };
  28913. /**
  28914. * Gets a node (Mesh, Camera, Light) using a given name
  28915. * @param name defines the name to search for
  28916. * @return the found node or null if not found at all.
  28917. */
  28918. Scene.prototype.getNodeByName = function (name) {
  28919. var mesh = this.getMeshByName(name);
  28920. if (mesh) {
  28921. return mesh;
  28922. }
  28923. var transformNode = this.getTransformNodeByName(name);
  28924. if (transformNode) {
  28925. return transformNode;
  28926. }
  28927. var light = this.getLightByName(name);
  28928. if (light) {
  28929. return light;
  28930. }
  28931. var camera = this.getCameraByName(name);
  28932. if (camera) {
  28933. return camera;
  28934. }
  28935. var bone = this.getBoneByName(name);
  28936. if (bone) {
  28937. return bone;
  28938. }
  28939. return null;
  28940. };
  28941. /**
  28942. * Gets a mesh using a given name
  28943. * @param name defines the name to search for
  28944. * @return the found mesh or null if not found at all.
  28945. */
  28946. Scene.prototype.getMeshByName = function (name) {
  28947. for (var index = 0; index < this.meshes.length; index++) {
  28948. if (this.meshes[index].name === name) {
  28949. return this.meshes[index];
  28950. }
  28951. }
  28952. return null;
  28953. };
  28954. /**
  28955. * Gets a transform node using a given name
  28956. * @param name defines the name to search for
  28957. * @return the found transform node or null if not found at all.
  28958. */
  28959. Scene.prototype.getTransformNodeByName = function (name) {
  28960. for (var index = 0; index < this.transformNodes.length; index++) {
  28961. if (this.transformNodes[index].name === name) {
  28962. return this.transformNodes[index];
  28963. }
  28964. }
  28965. return null;
  28966. };
  28967. /**
  28968. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  28969. * @param id defines the id to search for
  28970. * @return the found skeleton or null if not found at all.
  28971. */
  28972. Scene.prototype.getLastSkeletonByID = function (id) {
  28973. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  28974. if (this.skeletons[index].id === id) {
  28975. return this.skeletons[index];
  28976. }
  28977. }
  28978. return null;
  28979. };
  28980. /**
  28981. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  28982. * @param id defines the id to search for
  28983. * @return the found skeleton or null if not found at all.
  28984. */
  28985. Scene.prototype.getSkeletonById = function (id) {
  28986. for (var index = 0; index < this.skeletons.length; index++) {
  28987. if (this.skeletons[index].id === id) {
  28988. return this.skeletons[index];
  28989. }
  28990. }
  28991. return null;
  28992. };
  28993. /**
  28994. * Gets a skeleton using a given name
  28995. * @param name defines the name to search for
  28996. * @return the found skeleton or null if not found at all.
  28997. */
  28998. Scene.prototype.getSkeletonByName = function (name) {
  28999. for (var index = 0; index < this.skeletons.length; index++) {
  29000. if (this.skeletons[index].name === name) {
  29001. return this.skeletons[index];
  29002. }
  29003. }
  29004. return null;
  29005. };
  29006. /**
  29007. * Gets a morph target manager 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 morph target manager or null if not found at all.
  29010. */
  29011. Scene.prototype.getMorphTargetManagerById = function (id) {
  29012. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  29013. if (this.morphTargetManagers[index].uniqueId === id) {
  29014. return this.morphTargetManagers[index];
  29015. }
  29016. }
  29017. return null;
  29018. };
  29019. /**
  29020. * Gets a morph target 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 morph target or null if not found at all.
  29023. */
  29024. Scene.prototype.getMorphTargetById = function (id) {
  29025. for (var managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {
  29026. var morphTargetManager = this.morphTargetManagers[managerIndex];
  29027. for (var index = 0; index < morphTargetManager.numTargets; ++index) {
  29028. var target = morphTargetManager.getTarget(index);
  29029. if (target.id === id) {
  29030. return target;
  29031. }
  29032. }
  29033. }
  29034. return null;
  29035. };
  29036. /**
  29037. * Gets a boolean indicating if the given mesh is active
  29038. * @param mesh defines the mesh to look for
  29039. * @returns true if the mesh is in the active list
  29040. */
  29041. Scene.prototype.isActiveMesh = function (mesh) {
  29042. return (this._activeMeshes.indexOf(mesh) !== -1);
  29043. };
  29044. Object.defineProperty(Scene.prototype, "uid", {
  29045. /**
  29046. * Return a unique id as a string which can serve as an identifier for the scene
  29047. */
  29048. get: function () {
  29049. if (!this._uid) {
  29050. this._uid = BABYLON.Tools.RandomId();
  29051. }
  29052. return this._uid;
  29053. },
  29054. enumerable: true,
  29055. configurable: true
  29056. });
  29057. /**
  29058. * Add an externaly attached data from its key.
  29059. * This method call will fail and return false, if such key already exists.
  29060. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  29061. * @param key the unique key that identifies the data
  29062. * @param data the data object to associate to the key for this Engine instance
  29063. * @return true if no such key were already present and the data was added successfully, false otherwise
  29064. */
  29065. Scene.prototype.addExternalData = function (key, data) {
  29066. if (!this._externalData) {
  29067. this._externalData = new BABYLON.StringDictionary();
  29068. }
  29069. return this._externalData.add(key, data);
  29070. };
  29071. /**
  29072. * Get an externaly attached data from its key
  29073. * @param key the unique key that identifies the data
  29074. * @return the associated data, if present (can be null), or undefined if not present
  29075. */
  29076. Scene.prototype.getExternalData = function (key) {
  29077. if (!this._externalData) {
  29078. return null;
  29079. }
  29080. return this._externalData.get(key);
  29081. };
  29082. /**
  29083. * Get an externaly attached data from its key, create it using a factory if it's not already present
  29084. * @param key the unique key that identifies the data
  29085. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  29086. * @return the associated data, can be null if the factory returned null.
  29087. */
  29088. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  29089. if (!this._externalData) {
  29090. this._externalData = new BABYLON.StringDictionary();
  29091. }
  29092. return this._externalData.getOrAddWithFactory(key, factory);
  29093. };
  29094. /**
  29095. * Remove an externaly attached data from the Engine instance
  29096. * @param key the unique key that identifies the data
  29097. * @return true if the data was successfully removed, false if it doesn't exist
  29098. */
  29099. Scene.prototype.removeExternalData = function (key) {
  29100. return this._externalData.remove(key);
  29101. };
  29102. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  29103. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  29104. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  29105. var step = _a[_i];
  29106. step.action(mesh, subMesh);
  29107. }
  29108. var material = subMesh.getMaterial();
  29109. if (material !== null && material !== undefined) {
  29110. // Render targets
  29111. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  29112. if (this._processedMaterials.indexOf(material) === -1) {
  29113. this._processedMaterials.push(material);
  29114. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  29115. }
  29116. }
  29117. // Dispatch
  29118. this._activeIndices.addCount(subMesh.indexCount, false);
  29119. this._renderingManager.dispatch(subMesh, mesh, material);
  29120. }
  29121. }
  29122. };
  29123. /**
  29124. * Clear the processed materials smart array preventing retention point in material dispose.
  29125. */
  29126. Scene.prototype.freeProcessedMaterials = function () {
  29127. this._processedMaterials.dispose();
  29128. };
  29129. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  29130. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  29131. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  29132. * when disposing several meshes in a row or a hierarchy of meshes.
  29133. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  29134. */
  29135. get: function () {
  29136. return this._preventFreeActiveMeshesAndRenderingGroups;
  29137. },
  29138. set: function (value) {
  29139. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  29140. return;
  29141. }
  29142. if (value) {
  29143. this.freeActiveMeshes();
  29144. this.freeRenderingGroups();
  29145. }
  29146. this._preventFreeActiveMeshesAndRenderingGroups = value;
  29147. },
  29148. enumerable: true,
  29149. configurable: true
  29150. });
  29151. /**
  29152. * Clear the active meshes smart array preventing retention point in mesh dispose.
  29153. */
  29154. Scene.prototype.freeActiveMeshes = function () {
  29155. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29156. return;
  29157. }
  29158. this._activeMeshes.dispose();
  29159. if (this.activeCamera && this.activeCamera._activeMeshes) {
  29160. this.activeCamera._activeMeshes.dispose();
  29161. }
  29162. if (this.activeCameras) {
  29163. for (var i = 0; i < this.activeCameras.length; i++) {
  29164. var activeCamera = this.activeCameras[i];
  29165. if (activeCamera && activeCamera._activeMeshes) {
  29166. activeCamera._activeMeshes.dispose();
  29167. }
  29168. }
  29169. }
  29170. };
  29171. /**
  29172. * Clear the info related to rendering groups preventing retention points during dispose.
  29173. */
  29174. Scene.prototype.freeRenderingGroups = function () {
  29175. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29176. return;
  29177. }
  29178. if (this._renderingManager) {
  29179. this._renderingManager.freeRenderingGroups();
  29180. }
  29181. if (this.textures) {
  29182. for (var i = 0; i < this.textures.length; i++) {
  29183. var texture = this.textures[i];
  29184. if (texture && texture.renderList) {
  29185. texture.freeRenderingGroups();
  29186. }
  29187. }
  29188. }
  29189. };
  29190. /** @hidden */
  29191. Scene.prototype._isInIntermediateRendering = function () {
  29192. return this._intermediateRendering;
  29193. };
  29194. /**
  29195. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29196. * @returns the current scene
  29197. */
  29198. Scene.prototype.freezeActiveMeshes = function () {
  29199. if (!this.activeCamera) {
  29200. return this;
  29201. }
  29202. if (!this._frustumPlanes) {
  29203. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29204. }
  29205. this._evaluateActiveMeshes();
  29206. this._activeMeshesFrozen = true;
  29207. return this;
  29208. };
  29209. /**
  29210. * Use this function to restart evaluating active meshes on every frame
  29211. * @returns the current scene
  29212. */
  29213. Scene.prototype.unfreezeActiveMeshes = function () {
  29214. this._activeMeshesFrozen = false;
  29215. return this;
  29216. };
  29217. Scene.prototype._evaluateActiveMeshes = function () {
  29218. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29219. return;
  29220. }
  29221. if (!this.activeCamera) {
  29222. return;
  29223. }
  29224. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29225. this.activeCamera._activeMeshes.reset();
  29226. this._activeMeshes.reset();
  29227. this._renderingManager.reset();
  29228. this._processedMaterials.reset();
  29229. this._activeParticleSystems.reset();
  29230. this._activeSkeletons.reset();
  29231. this._softwareSkinnedMeshes.reset();
  29232. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29233. var step = _a[_i];
  29234. step.action();
  29235. }
  29236. // Determine mesh candidates
  29237. var meshes = this.getActiveMeshCandidates();
  29238. // Check each mesh
  29239. var len = meshes.length;
  29240. for (var i = 0; i < len; i++) {
  29241. var mesh = meshes.data[i];
  29242. if (mesh.isBlocked) {
  29243. continue;
  29244. }
  29245. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29246. if (!mesh.isReady() || !mesh.isEnabled()) {
  29247. continue;
  29248. }
  29249. mesh.computeWorldMatrix();
  29250. // Intersections
  29251. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29252. this._meshesForIntersections.pushNoDuplicate(mesh);
  29253. }
  29254. // Switch to current LOD
  29255. var meshLOD = mesh.getLOD(this.activeCamera);
  29256. if (meshLOD === undefined || meshLOD === null) {
  29257. continue;
  29258. }
  29259. mesh._preActivate();
  29260. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29261. this._activeMeshes.push(mesh);
  29262. this.activeCamera._activeMeshes.push(mesh);
  29263. mesh._activate(this._renderId);
  29264. if (meshLOD !== mesh) {
  29265. meshLOD._activate(this._renderId);
  29266. }
  29267. this._activeMesh(mesh, meshLOD);
  29268. }
  29269. }
  29270. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29271. // Particle systems
  29272. if (this.particlesEnabled) {
  29273. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29274. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29275. var particleSystem = this.particleSystems[particleIndex];
  29276. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29277. continue;
  29278. }
  29279. var emitter = particleSystem.emitter;
  29280. if (!emitter.position || emitter.isEnabled()) {
  29281. this._activeParticleSystems.push(particleSystem);
  29282. particleSystem.animate();
  29283. this._renderingManager.dispatchParticles(particleSystem);
  29284. }
  29285. }
  29286. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29287. }
  29288. };
  29289. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29290. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29291. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29292. mesh.skeleton.prepare();
  29293. }
  29294. if (!mesh.computeBonesUsingShaders) {
  29295. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29296. }
  29297. }
  29298. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29299. var step = _a[_i];
  29300. step.action(sourceMesh, mesh);
  29301. }
  29302. if (mesh !== undefined && mesh !== null
  29303. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29304. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29305. var len = subMeshes.length;
  29306. for (var i = 0; i < len; i++) {
  29307. var subMesh = subMeshes.data[i];
  29308. this._evaluateSubMesh(subMesh, mesh);
  29309. }
  29310. }
  29311. };
  29312. /**
  29313. * Update the transform matrix to update from the current active camera
  29314. * @param force defines a boolean used to force the update even if cache is up to date
  29315. */
  29316. Scene.prototype.updateTransformMatrix = function (force) {
  29317. if (!this.activeCamera) {
  29318. return;
  29319. }
  29320. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29321. };
  29322. /**
  29323. * 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)
  29324. * @param alternateCamera defines the camera to use
  29325. */
  29326. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29327. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29328. };
  29329. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29330. if (camera && camera._skipRendering) {
  29331. return;
  29332. }
  29333. var engine = this._engine;
  29334. this.activeCamera = camera;
  29335. if (!this.activeCamera) {
  29336. throw new Error("Active camera not set");
  29337. }
  29338. // Viewport
  29339. engine.setViewport(this.activeCamera.viewport);
  29340. // Camera
  29341. this.resetCachedMaterial();
  29342. this._renderId++;
  29343. this.updateTransformMatrix();
  29344. if (camera._alternateCamera) {
  29345. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29346. this._alternateRendering = true;
  29347. }
  29348. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29349. // Meshes
  29350. this._evaluateActiveMeshes();
  29351. // Software skinning
  29352. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29353. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29354. mesh.applySkeleton(mesh.skeleton);
  29355. }
  29356. // Render targets
  29357. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29358. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29359. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29360. }
  29361. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29362. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29363. }
  29364. // Collects render targets from external components.
  29365. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29366. var step = _a[_i];
  29367. step.action(this._renderTargets);
  29368. }
  29369. if (this.renderTargetsEnabled) {
  29370. this._intermediateRendering = true;
  29371. if (this._renderTargets.length > 0) {
  29372. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29373. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29374. var renderTarget = this._renderTargets.data[renderIndex];
  29375. if (renderTarget._shouldRender()) {
  29376. this._renderId++;
  29377. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29378. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29379. }
  29380. }
  29381. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29382. this._renderId++;
  29383. }
  29384. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29385. var step = _c[_b];
  29386. step.action(this.activeCamera);
  29387. }
  29388. this._intermediateRendering = false;
  29389. if (this.activeCamera.outputRenderTarget) {
  29390. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29391. if (internalTexture) {
  29392. engine.bindFramebuffer(internalTexture);
  29393. }
  29394. else {
  29395. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29396. }
  29397. }
  29398. else {
  29399. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29400. }
  29401. }
  29402. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29403. // Prepare Frame
  29404. if (this.postProcessManager) {
  29405. this.postProcessManager._prepareFrame();
  29406. }
  29407. // Before Camera Draw
  29408. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29409. var step = _e[_d];
  29410. step.action(this.activeCamera);
  29411. }
  29412. // Render
  29413. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29414. this._renderingManager.render(null, null, true, true);
  29415. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29416. // After Camera Draw
  29417. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29418. var step = _g[_f];
  29419. step.action(this.activeCamera);
  29420. }
  29421. // Finalize frame
  29422. if (this.postProcessManager) {
  29423. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29424. }
  29425. // Reset some special arrays
  29426. this._renderTargets.reset();
  29427. this._alternateRendering = false;
  29428. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29429. };
  29430. Scene.prototype._processSubCameras = function (camera) {
  29431. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29432. this._renderForCamera(camera);
  29433. return;
  29434. }
  29435. // rig cameras
  29436. for (var index = 0; index < camera._rigCameras.length; index++) {
  29437. this._renderForCamera(camera._rigCameras[index], camera);
  29438. }
  29439. this.activeCamera = camera;
  29440. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29441. };
  29442. Scene.prototype._checkIntersections = function () {
  29443. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29444. var sourceMesh = this._meshesForIntersections.data[index];
  29445. if (!sourceMesh.actionManager) {
  29446. continue;
  29447. }
  29448. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29449. var action = sourceMesh.actionManager.actions[actionIndex];
  29450. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29451. var parameters = action.getTriggerParameter();
  29452. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29453. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29454. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29455. if (areIntersecting && currentIntersectionInProgress === -1) {
  29456. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29457. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29458. sourceMesh._intersectionsInProgress.push(otherMesh);
  29459. }
  29460. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29461. sourceMesh._intersectionsInProgress.push(otherMesh);
  29462. }
  29463. }
  29464. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29465. //They intersected, and now they don't.
  29466. //is this trigger an exit trigger? execute an event.
  29467. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29468. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29469. }
  29470. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29471. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29472. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29473. return otherMesh === parameterMesh;
  29474. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29475. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29476. }
  29477. }
  29478. }
  29479. }
  29480. }
  29481. };
  29482. /** @hidden */
  29483. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29484. // Do nothing. Code will be replaced if physics engine component is referenced
  29485. };
  29486. /**
  29487. * Render the scene
  29488. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29489. */
  29490. Scene.prototype.render = function (updateCameras) {
  29491. if (updateCameras === void 0) { updateCameras = true; }
  29492. if (this.isDisposed) {
  29493. return;
  29494. }
  29495. this._frameId++;
  29496. // Register components that have been associated lately to the scene.
  29497. this._registerTransientComponents();
  29498. this._activeParticles.fetchNewFrame();
  29499. this._totalVertices.fetchNewFrame();
  29500. this._activeIndices.fetchNewFrame();
  29501. this._activeBones.fetchNewFrame();
  29502. this._meshesForIntersections.reset();
  29503. this.resetCachedMaterial();
  29504. this.onBeforeAnimationsObservable.notifyObservers(this);
  29505. // Actions
  29506. if (this.actionManager) {
  29507. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29508. }
  29509. if (this._engine.isDeterministicLockStep()) {
  29510. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29511. var defaultFPS = (60.0 / 1000.0);
  29512. var defaultFrameTime = this.getDeterministicFrameTime();
  29513. var stepsTaken = 0;
  29514. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29515. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29516. internalSteps = Math.min(internalSteps, maxSubSteps);
  29517. do {
  29518. this.onBeforeStepObservable.notifyObservers(this);
  29519. // Animations
  29520. this._animationRatio = defaultFrameTime * defaultFPS;
  29521. this._animate();
  29522. this.onAfterAnimationsObservable.notifyObservers(this);
  29523. // Physics
  29524. this._advancePhysicsEngineStep(defaultFrameTime);
  29525. this.onAfterStepObservable.notifyObservers(this);
  29526. this._currentStepId++;
  29527. stepsTaken++;
  29528. deltaTime -= defaultFrameTime;
  29529. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29530. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29531. }
  29532. else {
  29533. // Animations
  29534. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29535. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29536. this._animate();
  29537. this.onAfterAnimationsObservable.notifyObservers(this);
  29538. // Physics
  29539. this._advancePhysicsEngineStep(deltaTime);
  29540. }
  29541. // Before camera update steps
  29542. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29543. var step = _a[_i];
  29544. step.action();
  29545. }
  29546. // Update Cameras
  29547. if (updateCameras) {
  29548. if (this.activeCameras.length > 0) {
  29549. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29550. var camera = this.activeCameras[cameraIndex];
  29551. camera.update();
  29552. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29553. // rig cameras
  29554. for (var index = 0; index < camera._rigCameras.length; index++) {
  29555. camera._rigCameras[index].update();
  29556. }
  29557. }
  29558. }
  29559. }
  29560. else if (this.activeCamera) {
  29561. this.activeCamera.update();
  29562. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29563. // rig cameras
  29564. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29565. this.activeCamera._rigCameras[index].update();
  29566. }
  29567. }
  29568. }
  29569. }
  29570. // Before render
  29571. this.onBeforeRenderObservable.notifyObservers(this);
  29572. // Customs render targets
  29573. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29574. var engine = this.getEngine();
  29575. var currentActiveCamera = this.activeCamera;
  29576. if (this.renderTargetsEnabled) {
  29577. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29578. this._intermediateRendering = true;
  29579. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29580. var renderTarget = this.customRenderTargets[customIndex];
  29581. if (renderTarget._shouldRender()) {
  29582. this._renderId++;
  29583. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29584. if (!this.activeCamera) {
  29585. throw new Error("Active camera not set");
  29586. }
  29587. // Viewport
  29588. engine.setViewport(this.activeCamera.viewport);
  29589. // Camera
  29590. this.updateTransformMatrix();
  29591. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29592. }
  29593. }
  29594. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29595. this._intermediateRendering = false;
  29596. this._renderId++;
  29597. }
  29598. // Restore back buffer
  29599. if (this.customRenderTargets.length > 0) {
  29600. engine.restoreDefaultFramebuffer();
  29601. }
  29602. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29603. this.activeCamera = currentActiveCamera;
  29604. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29605. var step = _c[_b];
  29606. step.action();
  29607. }
  29608. // Clear
  29609. if (this.autoClearDepthAndStencil || this.autoClear) {
  29610. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29611. }
  29612. // Collects render targets from external components.
  29613. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29614. var step = _e[_d];
  29615. step.action(this._renderTargets);
  29616. }
  29617. // Multi-cameras?
  29618. if (this.activeCameras.length > 0) {
  29619. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29620. if (cameraIndex > 0) {
  29621. this._engine.clear(null, false, true, true);
  29622. }
  29623. this._processSubCameras(this.activeCameras[cameraIndex]);
  29624. }
  29625. }
  29626. else {
  29627. if (!this.activeCamera) {
  29628. throw new Error("No camera defined");
  29629. }
  29630. this._processSubCameras(this.activeCamera);
  29631. }
  29632. // Intersection checks
  29633. this._checkIntersections();
  29634. // Executes the after render stage actions.
  29635. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29636. var step = _g[_f];
  29637. step.action();
  29638. }
  29639. // After render
  29640. if (this.afterRender) {
  29641. this.afterRender();
  29642. }
  29643. this.onAfterRenderObservable.notifyObservers(this);
  29644. // Cleaning
  29645. if (this._toBeDisposed.length) {
  29646. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29647. var data = this._toBeDisposed[index];
  29648. if (data) {
  29649. data.dispose();
  29650. }
  29651. }
  29652. this._toBeDisposed = [];
  29653. }
  29654. if (this.dumpNextRenderTargets) {
  29655. this.dumpNextRenderTargets = false;
  29656. }
  29657. this._activeBones.addCount(0, true);
  29658. this._activeIndices.addCount(0, true);
  29659. this._activeParticles.addCount(0, true);
  29660. };
  29661. /**
  29662. * Freeze all materials
  29663. * A frozen material will not be updatable but should be faster to render
  29664. */
  29665. Scene.prototype.freezeMaterials = function () {
  29666. for (var i = 0; i < this.materials.length; i++) {
  29667. this.materials[i].freeze();
  29668. }
  29669. };
  29670. /**
  29671. * Unfreeze all materials
  29672. * A frozen material will not be updatable but should be faster to render
  29673. */
  29674. Scene.prototype.unfreezeMaterials = function () {
  29675. for (var i = 0; i < this.materials.length; i++) {
  29676. this.materials[i].unfreeze();
  29677. }
  29678. };
  29679. /**
  29680. * Releases all held ressources
  29681. */
  29682. Scene.prototype.dispose = function () {
  29683. this.beforeRender = null;
  29684. this.afterRender = null;
  29685. this.skeletons = [];
  29686. this.morphTargetManagers = [];
  29687. this._transientComponents = [];
  29688. this._isReadyForMeshStage.clear();
  29689. this._beforeEvaluateActiveMeshStage.clear();
  29690. this._evaluateSubMeshStage.clear();
  29691. this._activeMeshStage.clear();
  29692. this._cameraDrawRenderTargetStage.clear();
  29693. this._beforeCameraDrawStage.clear();
  29694. this._beforeRenderTargetDrawStage.clear();
  29695. this._beforeRenderingGroupDrawStage.clear();
  29696. this._beforeRenderingMeshStage.clear();
  29697. this._afterRenderingMeshStage.clear();
  29698. this._afterRenderingGroupDrawStage.clear();
  29699. this._afterCameraDrawStage.clear();
  29700. this._afterRenderTargetDrawStage.clear();
  29701. this._afterRenderStage.clear();
  29702. this._beforeCameraUpdateStage.clear();
  29703. this._beforeClearStage.clear();
  29704. this._gatherRenderTargetsStage.clear();
  29705. this._gatherActiveCameraRenderTargetsStage.clear();
  29706. this._pointerMoveStage.clear();
  29707. this._pointerDownStage.clear();
  29708. this._pointerUpStage.clear();
  29709. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29710. var component = _a[_i];
  29711. component.dispose();
  29712. }
  29713. this.importedMeshesFiles = new Array();
  29714. this.stopAllAnimations();
  29715. this.resetCachedMaterial();
  29716. // Smart arrays
  29717. if (this.activeCamera) {
  29718. this.activeCamera._activeMeshes.dispose();
  29719. this.activeCamera = null;
  29720. }
  29721. this._activeMeshes.dispose();
  29722. this._renderingManager.dispose();
  29723. this._processedMaterials.dispose();
  29724. this._activeParticleSystems.dispose();
  29725. this._activeSkeletons.dispose();
  29726. this._softwareSkinnedMeshes.dispose();
  29727. this._renderTargets.dispose();
  29728. this._registeredForLateAnimationBindings.dispose();
  29729. this._meshesForIntersections.dispose();
  29730. this._toBeDisposed = [];
  29731. // Abort active requests
  29732. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29733. var request = _c[_b];
  29734. request.abort();
  29735. }
  29736. // Events
  29737. this.onDisposeObservable.notifyObservers(this);
  29738. this.onDisposeObservable.clear();
  29739. this.onBeforeRenderObservable.clear();
  29740. this.onAfterRenderObservable.clear();
  29741. this.onBeforeRenderTargetsRenderObservable.clear();
  29742. this.onAfterRenderTargetsRenderObservable.clear();
  29743. this.onAfterStepObservable.clear();
  29744. this.onBeforeStepObservable.clear();
  29745. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29746. this.onAfterActiveMeshesEvaluationObservable.clear();
  29747. this.onBeforeParticlesRenderingObservable.clear();
  29748. this.onAfterParticlesRenderingObservable.clear();
  29749. this.onBeforeDrawPhaseObservable.clear();
  29750. this.onAfterDrawPhaseObservable.clear();
  29751. this.onBeforeAnimationsObservable.clear();
  29752. this.onAfterAnimationsObservable.clear();
  29753. this.onDataLoadedObservable.clear();
  29754. this.onBeforeRenderingGroupObservable.clear();
  29755. this.onAfterRenderingGroupObservable.clear();
  29756. this.onMeshImportedObservable.clear();
  29757. this.onBeforeCameraRenderObservable.clear();
  29758. this.onAfterCameraRenderObservable.clear();
  29759. this.onReadyObservable.clear();
  29760. this.onNewCameraAddedObservable.clear();
  29761. this.onCameraRemovedObservable.clear();
  29762. this.onNewLightAddedObservable.clear();
  29763. this.onLightRemovedObservable.clear();
  29764. this.onNewGeometryAddedObservable.clear();
  29765. this.onGeometryRemovedObservable.clear();
  29766. this.onNewTransformNodeAddedObservable.clear();
  29767. this.onTransformNodeRemovedObservable.clear();
  29768. this.onNewMeshAddedObservable.clear();
  29769. this.onMeshRemovedObservable.clear();
  29770. this.onNewMaterialAddedObservable.clear();
  29771. this.onMaterialRemovedObservable.clear();
  29772. this.onNewTextureAddedObservable.clear();
  29773. this.onTextureRemovedObservable.clear();
  29774. this.onPrePointerObservable.clear();
  29775. this.onPointerObservable.clear();
  29776. this.onPreKeyboardObservable.clear();
  29777. this.onKeyboardObservable.clear();
  29778. this.onActiveCameraChanged.clear();
  29779. this.detachControl();
  29780. // Detach cameras
  29781. var canvas = this._engine.getRenderingCanvas();
  29782. if (canvas) {
  29783. var index;
  29784. for (index = 0; index < this.cameras.length; index++) {
  29785. this.cameras[index].detachControl(canvas);
  29786. }
  29787. }
  29788. // Release animation groups
  29789. while (this.animationGroups.length) {
  29790. this.animationGroups[0].dispose();
  29791. }
  29792. // Release lights
  29793. while (this.lights.length) {
  29794. this.lights[0].dispose();
  29795. }
  29796. // Release meshes
  29797. while (this.meshes.length) {
  29798. this.meshes[0].dispose(true);
  29799. }
  29800. while (this.transformNodes.length) {
  29801. this.removeTransformNode(this.transformNodes[0]);
  29802. }
  29803. // Release cameras
  29804. while (this.cameras.length) {
  29805. this.cameras[0].dispose();
  29806. }
  29807. // Release materials
  29808. if (this.defaultMaterial) {
  29809. this.defaultMaterial.dispose();
  29810. }
  29811. while (this.multiMaterials.length) {
  29812. this.multiMaterials[0].dispose();
  29813. }
  29814. while (this.materials.length) {
  29815. this.materials[0].dispose();
  29816. }
  29817. // Release particles
  29818. while (this.particleSystems.length) {
  29819. this.particleSystems[0].dispose();
  29820. }
  29821. // Release postProcesses
  29822. while (this.postProcesses.length) {
  29823. this.postProcesses[0].dispose();
  29824. }
  29825. // Release textures
  29826. while (this.textures.length) {
  29827. this.textures[0].dispose();
  29828. }
  29829. // Release UBO
  29830. this._sceneUbo.dispose();
  29831. if (this._alternateSceneUbo) {
  29832. this._alternateSceneUbo.dispose();
  29833. }
  29834. // Post-processes
  29835. this.postProcessManager.dispose();
  29836. // Remove from engine
  29837. index = this._engine.scenes.indexOf(this);
  29838. if (index > -1) {
  29839. this._engine.scenes.splice(index, 1);
  29840. }
  29841. this._engine.wipeCaches(true);
  29842. this._isDisposed = true;
  29843. };
  29844. Object.defineProperty(Scene.prototype, "isDisposed", {
  29845. /**
  29846. * Gets if the scene is already disposed
  29847. */
  29848. get: function () {
  29849. return this._isDisposed;
  29850. },
  29851. enumerable: true,
  29852. configurable: true
  29853. });
  29854. /**
  29855. * Call this function to reduce memory footprint of the scene.
  29856. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29857. */
  29858. Scene.prototype.clearCachedVertexData = function () {
  29859. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29860. var mesh = this.meshes[meshIndex];
  29861. var geometry = mesh.geometry;
  29862. if (geometry) {
  29863. geometry._indices = [];
  29864. for (var vbName in geometry._vertexBuffers) {
  29865. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29866. continue;
  29867. }
  29868. geometry._vertexBuffers[vbName]._buffer._data = null;
  29869. }
  29870. }
  29871. }
  29872. };
  29873. /**
  29874. * This function will remove the local cached buffer data from texture.
  29875. * It will save memory but will prevent the texture from being rebuilt
  29876. */
  29877. Scene.prototype.cleanCachedTextureBuffer = function () {
  29878. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29879. var baseTexture = _a[_i];
  29880. var buffer = baseTexture._buffer;
  29881. if (buffer) {
  29882. baseTexture._buffer = null;
  29883. }
  29884. }
  29885. };
  29886. /**
  29887. * Get the world extend vectors with an optional filter
  29888. *
  29889. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29890. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29891. */
  29892. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29893. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29894. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29895. filterPredicate = filterPredicate || (function () { return true; });
  29896. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29897. mesh.computeWorldMatrix(true);
  29898. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29899. return;
  29900. }
  29901. var boundingInfo = mesh.getBoundingInfo();
  29902. var minBox = boundingInfo.boundingBox.minimumWorld;
  29903. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29904. BABYLON.Tools.CheckExtends(minBox, min, max);
  29905. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29906. });
  29907. return {
  29908. min: min,
  29909. max: max
  29910. };
  29911. };
  29912. // Picking
  29913. /**
  29914. * Creates a ray that can be used to pick in the scene
  29915. * @param x defines the x coordinate of the origin (on-screen)
  29916. * @param y defines the y coordinate of the origin (on-screen)
  29917. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29918. * @param camera defines the camera to use for the picking
  29919. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29920. * @returns a Ray
  29921. */
  29922. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29923. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29924. var result = BABYLON.Ray.Zero();
  29925. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29926. return result;
  29927. };
  29928. /**
  29929. * Creates a ray that can be used to pick in the scene
  29930. * @param x defines the x coordinate of the origin (on-screen)
  29931. * @param y defines the y coordinate of the origin (on-screen)
  29932. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29933. * @param result defines the ray where to store the picking ray
  29934. * @param camera defines the camera to use for the picking
  29935. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29936. * @returns the current scene
  29937. */
  29938. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29939. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29940. var engine = this._engine;
  29941. if (!camera) {
  29942. if (!this.activeCamera) {
  29943. throw new Error("Active camera not set");
  29944. }
  29945. camera = this.activeCamera;
  29946. }
  29947. var cameraViewport = camera.viewport;
  29948. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29949. // Moving coordinates to local viewport world
  29950. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29951. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29952. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  29953. return this;
  29954. };
  29955. /**
  29956. * Creates a ray that can be used to pick in the scene
  29957. * @param x defines the x coordinate of the origin (on-screen)
  29958. * @param y defines the y coordinate of the origin (on-screen)
  29959. * @param camera defines the camera to use for the picking
  29960. * @returns a Ray
  29961. */
  29962. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  29963. var result = BABYLON.Ray.Zero();
  29964. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  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 result defines the ray where to store the picking ray
  29972. * @param camera defines the camera to use for the picking
  29973. * @returns the current scene
  29974. */
  29975. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  29976. if (!BABYLON.PickingInfo) {
  29977. return this;
  29978. }
  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. var identity = BABYLON.Matrix.Identity();
  29989. // Moving coordinates to local viewport world
  29990. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29991. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29992. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  29993. return this;
  29994. };
  29995. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  29996. if (!BABYLON.PickingInfo) {
  29997. return null;
  29998. }
  29999. var pickingInfo = null;
  30000. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30001. var mesh = this.meshes[meshIndex];
  30002. if (predicate) {
  30003. if (!predicate(mesh)) {
  30004. continue;
  30005. }
  30006. }
  30007. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30008. continue;
  30009. }
  30010. var world = mesh.getWorldMatrix();
  30011. var ray = rayFunction(world);
  30012. var result = mesh.intersects(ray, fastCheck);
  30013. if (!result || !result.hit) {
  30014. continue;
  30015. }
  30016. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  30017. continue;
  30018. }
  30019. pickingInfo = result;
  30020. if (fastCheck) {
  30021. break;
  30022. }
  30023. }
  30024. return pickingInfo || new BABYLON.PickingInfo();
  30025. };
  30026. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  30027. if (!BABYLON.PickingInfo) {
  30028. return null;
  30029. }
  30030. var pickingInfos = new Array();
  30031. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30032. var mesh = this.meshes[meshIndex];
  30033. if (predicate) {
  30034. if (!predicate(mesh)) {
  30035. continue;
  30036. }
  30037. }
  30038. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30039. continue;
  30040. }
  30041. var world = mesh.getWorldMatrix();
  30042. var ray = rayFunction(world);
  30043. var result = mesh.intersects(ray, false);
  30044. if (!result || !result.hit) {
  30045. continue;
  30046. }
  30047. pickingInfos.push(result);
  30048. }
  30049. return pickingInfos;
  30050. };
  30051. /** Launch a ray to try to pick a mesh in the scene
  30052. * @param x position on screen
  30053. * @param y position on screen
  30054. * @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
  30055. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  30056. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30057. * @returns a PickingInfo
  30058. */
  30059. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  30060. var _this = this;
  30061. if (!BABYLON.PickingInfo) {
  30062. return null;
  30063. }
  30064. var result = this._internalPick(function (world) {
  30065. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  30066. return _this._tempPickingRay;
  30067. }, predicate, fastCheck);
  30068. if (result) {
  30069. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  30070. }
  30071. return result;
  30072. };
  30073. /** Use the given ray to pick a mesh in the scene
  30074. * @param ray The ray to use to pick meshes
  30075. * @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
  30076. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  30077. * @returns a PickingInfo
  30078. */
  30079. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  30080. var _this = this;
  30081. var result = this._internalPick(function (world) {
  30082. if (!_this._pickWithRayInverseMatrix) {
  30083. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30084. }
  30085. world.invertToRef(_this._pickWithRayInverseMatrix);
  30086. if (!_this._cachedRayForTransform) {
  30087. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30088. }
  30089. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30090. return _this._cachedRayForTransform;
  30091. }, predicate, fastCheck);
  30092. if (result) {
  30093. result.ray = ray;
  30094. }
  30095. return result;
  30096. };
  30097. /**
  30098. * Launch a ray to try to pick a mesh in the scene
  30099. * @param x X position on screen
  30100. * @param y Y position on screen
  30101. * @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
  30102. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30103. * @returns an array of PickingInfo
  30104. */
  30105. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  30106. var _this = this;
  30107. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  30108. };
  30109. /**
  30110. * Launch a ray to try to pick a mesh in the scene
  30111. * @param ray Ray to use
  30112. * @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
  30113. * @returns an array of PickingInfo
  30114. */
  30115. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  30116. var _this = this;
  30117. return this._internalMultiPick(function (world) {
  30118. if (!_this._pickWithRayInverseMatrix) {
  30119. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30120. }
  30121. world.invertToRef(_this._pickWithRayInverseMatrix);
  30122. if (!_this._cachedRayForTransform) {
  30123. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30124. }
  30125. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30126. return _this._cachedRayForTransform;
  30127. }, predicate);
  30128. };
  30129. /**
  30130. * Force the value of meshUnderPointer
  30131. * @param mesh defines the mesh to use
  30132. */
  30133. Scene.prototype.setPointerOverMesh = function (mesh) {
  30134. if (this._pointerOverMesh === mesh) {
  30135. return;
  30136. }
  30137. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30138. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30139. }
  30140. this._pointerOverMesh = mesh;
  30141. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30142. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30143. }
  30144. };
  30145. /**
  30146. * Gets the mesh under the pointer
  30147. * @returns a Mesh or null if no mesh is under the pointer
  30148. */
  30149. Scene.prototype.getPointerOverMesh = function () {
  30150. return this._pointerOverMesh;
  30151. };
  30152. // Misc.
  30153. /** @hidden */
  30154. Scene.prototype._rebuildGeometries = function () {
  30155. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  30156. var geometry = _a[_i];
  30157. geometry._rebuild();
  30158. }
  30159. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  30160. var mesh = _c[_b];
  30161. mesh._rebuild();
  30162. }
  30163. if (this.postProcessManager) {
  30164. this.postProcessManager._rebuild();
  30165. }
  30166. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  30167. var component = _e[_d];
  30168. component.rebuild();
  30169. }
  30170. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  30171. var system = _g[_f];
  30172. system.rebuild();
  30173. }
  30174. };
  30175. /** @hidden */
  30176. Scene.prototype._rebuildTextures = function () {
  30177. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30178. var texture = _a[_i];
  30179. texture._rebuild();
  30180. }
  30181. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30182. };
  30183. // Tags
  30184. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30185. if (tagsQuery === undefined) {
  30186. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30187. return list;
  30188. }
  30189. var listByTags = [];
  30190. forEach = forEach || (function (item) { return; });
  30191. for (var i in list) {
  30192. var item = list[i];
  30193. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30194. listByTags.push(item);
  30195. forEach(item);
  30196. }
  30197. }
  30198. return listByTags;
  30199. };
  30200. /**
  30201. * Get a list of meshes by tags
  30202. * @param tagsQuery defines the tags query to use
  30203. * @param forEach defines a predicate used to filter results
  30204. * @returns an array of Mesh
  30205. */
  30206. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30207. return this._getByTags(this.meshes, tagsQuery, forEach);
  30208. };
  30209. /**
  30210. * Get a list of cameras by tags
  30211. * @param tagsQuery defines the tags query to use
  30212. * @param forEach defines a predicate used to filter results
  30213. * @returns an array of Camera
  30214. */
  30215. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30216. return this._getByTags(this.cameras, tagsQuery, forEach);
  30217. };
  30218. /**
  30219. * Get a list of lights by tags
  30220. * @param tagsQuery defines the tags query to use
  30221. * @param forEach defines a predicate used to filter results
  30222. * @returns an array of Light
  30223. */
  30224. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30225. return this._getByTags(this.lights, tagsQuery, forEach);
  30226. };
  30227. /**
  30228. * Get a list of materials by tags
  30229. * @param tagsQuery defines the tags query to use
  30230. * @param forEach defines a predicate used to filter results
  30231. * @returns an array of Material
  30232. */
  30233. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30234. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30235. };
  30236. /**
  30237. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30238. * This allowed control for front to back rendering or reversly depending of the special needs.
  30239. *
  30240. * @param renderingGroupId The rendering group id corresponding to its index
  30241. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30242. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30243. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30244. */
  30245. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30246. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30247. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30248. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30249. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30250. };
  30251. /**
  30252. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30253. *
  30254. * @param renderingGroupId The rendering group id corresponding to its index
  30255. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30256. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30257. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30258. */
  30259. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30260. if (depth === void 0) { depth = true; }
  30261. if (stencil === void 0) { stencil = true; }
  30262. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30263. };
  30264. /**
  30265. * Gets the current auto clear configuration for one rendering group of the rendering
  30266. * manager.
  30267. * @param index the rendering group index to get the information for
  30268. * @returns The auto clear setup for the requested rendering group
  30269. */
  30270. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30271. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30272. };
  30273. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30274. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30275. get: function () {
  30276. return this._blockMaterialDirtyMechanism;
  30277. },
  30278. set: function (value) {
  30279. if (this._blockMaterialDirtyMechanism === value) {
  30280. return;
  30281. }
  30282. this._blockMaterialDirtyMechanism = value;
  30283. if (!value) { // Do a complete update
  30284. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30285. }
  30286. },
  30287. enumerable: true,
  30288. configurable: true
  30289. });
  30290. /**
  30291. * Will flag all materials as dirty to trigger new shader compilation
  30292. * @param flag defines the flag used to specify which material part must be marked as dirty
  30293. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30294. */
  30295. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30296. if (this._blockMaterialDirtyMechanism) {
  30297. return;
  30298. }
  30299. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30300. var material = _a[_i];
  30301. if (predicate && !predicate(material)) {
  30302. continue;
  30303. }
  30304. material.markAsDirty(flag);
  30305. }
  30306. };
  30307. /** @hidden */
  30308. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30309. var _this = this;
  30310. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30311. this._activeRequests.push(request);
  30312. request.onCompleteObservable.add(function (request) {
  30313. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30314. });
  30315. return request;
  30316. };
  30317. /** @hidden */
  30318. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30319. var _this = this;
  30320. return new Promise(function (resolve, reject) {
  30321. _this._loadFile(url, function (data) {
  30322. resolve(data);
  30323. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30324. reject(exception);
  30325. });
  30326. });
  30327. };
  30328. // Statics
  30329. Scene._uniqueIdCounter = 0;
  30330. /** The fog is deactivated */
  30331. Scene.FOGMODE_NONE = 0;
  30332. /** The fog density is following an exponential function */
  30333. Scene.FOGMODE_EXP = 1;
  30334. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30335. Scene.FOGMODE_EXP2 = 2;
  30336. /** The fog density is following a linear function. */
  30337. Scene.FOGMODE_LINEAR = 3;
  30338. /**
  30339. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30340. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30341. */
  30342. Scene.MinDeltaTime = 1.0;
  30343. /**
  30344. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30345. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30346. */
  30347. Scene.MaxDeltaTime = 1000.0;
  30348. /** The distance in pixel that you have to move to prevent some events */
  30349. Scene.DragMovementThreshold = 10; // in pixels
  30350. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30351. Scene.LongPressDelay = 500; // in milliseconds
  30352. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30353. Scene.DoubleClickDelay = 300; // in milliseconds
  30354. /** If you need to check double click without raising a single click at first click, enable this flag */
  30355. Scene.ExclusiveDoubleClickMode = false;
  30356. return Scene;
  30357. }(BABYLON.AbstractScene));
  30358. BABYLON.Scene = Scene;
  30359. })(BABYLON || (BABYLON = {}));
  30360. //# sourceMappingURL=babylon.scene.js.map
  30361. var BABYLON;
  30362. (function (BABYLON) {
  30363. /**
  30364. * Set of assets to keep when moving a scene into an asset container.
  30365. */
  30366. var KeepAssets = /** @class */ (function (_super) {
  30367. __extends(KeepAssets, _super);
  30368. function KeepAssets() {
  30369. return _super !== null && _super.apply(this, arguments) || this;
  30370. }
  30371. return KeepAssets;
  30372. }(BABYLON.AbstractScene));
  30373. BABYLON.KeepAssets = KeepAssets;
  30374. /**
  30375. * Container with a set of assets that can be added or removed from a scene.
  30376. */
  30377. var AssetContainer = /** @class */ (function (_super) {
  30378. __extends(AssetContainer, _super);
  30379. /**
  30380. * Instantiates an AssetContainer.
  30381. * @param scene The scene the AssetContainer belongs to.
  30382. */
  30383. function AssetContainer(scene) {
  30384. var _this = _super.call(this) || this;
  30385. _this.scene = scene;
  30386. _this["sounds"] = [];
  30387. _this["effectLayers"] = [];
  30388. _this["layers"] = [];
  30389. _this["lensFlareSystems"] = [];
  30390. _this["proceduralTextures"] = [];
  30391. _this["reflectionProbes"] = [];
  30392. return _this;
  30393. }
  30394. /**
  30395. * Adds all the assets from the container to the scene.
  30396. */
  30397. AssetContainer.prototype.addAllToScene = function () {
  30398. var _this = this;
  30399. this.cameras.forEach(function (o) {
  30400. _this.scene.addCamera(o);
  30401. });
  30402. this.lights.forEach(function (o) {
  30403. _this.scene.addLight(o);
  30404. });
  30405. this.meshes.forEach(function (o) {
  30406. _this.scene.addMesh(o);
  30407. });
  30408. this.skeletons.forEach(function (o) {
  30409. _this.scene.addSkeleton(o);
  30410. });
  30411. this.animations.forEach(function (o) {
  30412. _this.scene.addAnimation(o);
  30413. });
  30414. this.animationGroups.forEach(function (o) {
  30415. _this.scene.addAnimationGroup(o);
  30416. });
  30417. this.multiMaterials.forEach(function (o) {
  30418. _this.scene.addMultiMaterial(o);
  30419. });
  30420. this.materials.forEach(function (o) {
  30421. _this.scene.addMaterial(o);
  30422. });
  30423. this.morphTargetManagers.forEach(function (o) {
  30424. _this.scene.addMorphTargetManager(o);
  30425. });
  30426. this.geometries.forEach(function (o) {
  30427. _this.scene.addGeometry(o);
  30428. });
  30429. this.transformNodes.forEach(function (o) {
  30430. _this.scene.addTransformNode(o);
  30431. });
  30432. this.actionManagers.forEach(function (o) {
  30433. _this.scene.addActionManager(o);
  30434. });
  30435. this.textures.forEach(function (o) {
  30436. _this.scene.addTexture(o);
  30437. });
  30438. this.reflectionProbes.forEach(function (o) {
  30439. _this.scene.addReflectionProbe(o);
  30440. });
  30441. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30442. var component = _a[_i];
  30443. component.addFromContainer(this);
  30444. }
  30445. };
  30446. /**
  30447. * Removes all the assets in the container from the scene
  30448. */
  30449. AssetContainer.prototype.removeAllFromScene = function () {
  30450. var _this = this;
  30451. this.cameras.forEach(function (o) {
  30452. _this.scene.removeCamera(o);
  30453. });
  30454. this.lights.forEach(function (o) {
  30455. _this.scene.removeLight(o);
  30456. });
  30457. this.meshes.forEach(function (o) {
  30458. _this.scene.removeMesh(o);
  30459. });
  30460. this.skeletons.forEach(function (o) {
  30461. _this.scene.removeSkeleton(o);
  30462. });
  30463. this.animations.forEach(function (o) {
  30464. _this.scene.removeAnimation(o);
  30465. });
  30466. this.animationGroups.forEach(function (o) {
  30467. _this.scene.removeAnimationGroup(o);
  30468. });
  30469. this.multiMaterials.forEach(function (o) {
  30470. _this.scene.removeMultiMaterial(o);
  30471. });
  30472. this.materials.forEach(function (o) {
  30473. _this.scene.removeMaterial(o);
  30474. });
  30475. this.morphTargetManagers.forEach(function (o) {
  30476. _this.scene.removeMorphTargetManager(o);
  30477. });
  30478. this.geometries.forEach(function (o) {
  30479. _this.scene.removeGeometry(o);
  30480. });
  30481. this.transformNodes.forEach(function (o) {
  30482. _this.scene.removeTransformNode(o);
  30483. });
  30484. this.actionManagers.forEach(function (o) {
  30485. _this.scene.removeActionManager(o);
  30486. });
  30487. this.textures.forEach(function (o) {
  30488. _this.scene.removeTexture(o);
  30489. });
  30490. this.reflectionProbes.forEach(function (o) {
  30491. _this.scene.removeReflectionProbe(o);
  30492. });
  30493. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30494. var component = _a[_i];
  30495. component.removeFromContainer(this);
  30496. }
  30497. };
  30498. /**
  30499. * Disposes all the assets in the container
  30500. */
  30501. AssetContainer.prototype.dispose = function () {
  30502. this.cameras.forEach(function (o) {
  30503. o.dispose();
  30504. });
  30505. this.lights.forEach(function (o) {
  30506. o.dispose();
  30507. });
  30508. this.meshes.forEach(function (o) {
  30509. o.dispose();
  30510. });
  30511. this.skeletons.forEach(function (o) {
  30512. o.dispose();
  30513. });
  30514. this.animationGroups.forEach(function (o) {
  30515. o.dispose();
  30516. });
  30517. this.multiMaterials.forEach(function (o) {
  30518. o.dispose();
  30519. });
  30520. this.materials.forEach(function (o) {
  30521. o.dispose();
  30522. });
  30523. this.geometries.forEach(function (o) {
  30524. o.dispose();
  30525. });
  30526. this.transformNodes.forEach(function (o) {
  30527. o.dispose();
  30528. });
  30529. this.actionManagers.forEach(function (o) {
  30530. o.dispose();
  30531. });
  30532. this.textures.forEach(function (o) {
  30533. o.dispose();
  30534. });
  30535. this.reflectionProbes.forEach(function (o) {
  30536. o.dispose();
  30537. });
  30538. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30539. var component = _a[_i];
  30540. component.dispose();
  30541. }
  30542. };
  30543. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30544. if (!sourceAssets) {
  30545. return;
  30546. }
  30547. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30548. var asset = sourceAssets_1[_i];
  30549. var move = true;
  30550. if (keepAssets) {
  30551. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30552. var keepAsset = keepAssets_1[_a];
  30553. if (asset === keepAsset) {
  30554. move = false;
  30555. break;
  30556. }
  30557. }
  30558. }
  30559. if (move) {
  30560. targetAssets.push(asset);
  30561. }
  30562. }
  30563. };
  30564. /**
  30565. * Removes all the assets contained in the scene and adds them to the container.
  30566. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30567. */
  30568. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30569. if (keepAssets === undefined) {
  30570. keepAssets = new KeepAssets();
  30571. }
  30572. for (var key in this) {
  30573. if (this.hasOwnProperty(key)) {
  30574. this[key] = this[key] || [];
  30575. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30576. }
  30577. }
  30578. this.removeAllFromScene();
  30579. };
  30580. /**
  30581. * 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.
  30582. * @returns the root mesh
  30583. */
  30584. AssetContainer.prototype.createRootMesh = function () {
  30585. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30586. this.meshes.forEach(function (m) {
  30587. if (!m.parent) {
  30588. rootMesh.addChild(m);
  30589. }
  30590. });
  30591. this.meshes.unshift(rootMesh);
  30592. return rootMesh;
  30593. };
  30594. return AssetContainer;
  30595. }(BABYLON.AbstractScene));
  30596. BABYLON.AssetContainer = AssetContainer;
  30597. })(BABYLON || (BABYLON = {}));
  30598. //# sourceMappingURL=babylon.assetContainer.js.map
  30599. var BABYLON;
  30600. (function (BABYLON) {
  30601. /**
  30602. * Class used to store data that will be store in GPU memory
  30603. */
  30604. var Buffer = /** @class */ (function () {
  30605. /**
  30606. * Constructor
  30607. * @param engine the engine
  30608. * @param data the data to use for this buffer
  30609. * @param updatable whether the data is updatable
  30610. * @param stride the stride (optional)
  30611. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30612. * @param instanced whether the buffer is instanced (optional)
  30613. * @param useBytes set to true if the stride in in bytes (optional)
  30614. */
  30615. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30616. if (stride === void 0) { stride = 0; }
  30617. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30618. if (instanced === void 0) { instanced = false; }
  30619. if (useBytes === void 0) { useBytes = false; }
  30620. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30621. this._engine = engine.getScene().getEngine();
  30622. }
  30623. else {
  30624. this._engine = engine;
  30625. }
  30626. this._updatable = updatable;
  30627. this._instanced = instanced;
  30628. this._data = data;
  30629. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30630. if (!postponeInternalCreation) { // by default
  30631. this.create();
  30632. }
  30633. }
  30634. /**
  30635. * Create a new VertexBuffer based on the current buffer
  30636. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30637. * @param offset defines offset in the buffer (0 by default)
  30638. * @param size defines the size in floats of attributes (position is 3 for instance)
  30639. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30640. * @param instanced defines if the vertex buffer contains indexed data
  30641. * @param useBytes defines if the offset and stride are in bytes
  30642. * @returns the new vertex buffer
  30643. */
  30644. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30645. if (useBytes === void 0) { useBytes = false; }
  30646. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30647. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30648. // a lot of these parameters are ignored as they are overriden by the buffer
  30649. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30650. };
  30651. // Properties
  30652. /**
  30653. * Gets a boolean indicating if the Buffer is updatable?
  30654. * @returns true if the buffer is updatable
  30655. */
  30656. Buffer.prototype.isUpdatable = function () {
  30657. return this._updatable;
  30658. };
  30659. /**
  30660. * Gets current buffer's data
  30661. * @returns a DataArray or null
  30662. */
  30663. Buffer.prototype.getData = function () {
  30664. return this._data;
  30665. };
  30666. /**
  30667. * Gets underlying native buffer
  30668. * @returns underlying native buffer
  30669. */
  30670. Buffer.prototype.getBuffer = function () {
  30671. return this._buffer;
  30672. };
  30673. /**
  30674. * Gets the stride in float32 units (i.e. byte stride / 4).
  30675. * May not be an integer if the byte stride is not divisible by 4.
  30676. * DEPRECATED. Use byteStride instead.
  30677. * @returns the stride in float32 units
  30678. */
  30679. Buffer.prototype.getStrideSize = function () {
  30680. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30681. };
  30682. // Methods
  30683. /**
  30684. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30685. * @param data defines the data to store
  30686. */
  30687. Buffer.prototype.create = function (data) {
  30688. if (data === void 0) { data = null; }
  30689. if (!data && this._buffer) {
  30690. return; // nothing to do
  30691. }
  30692. data = data || this._data;
  30693. if (!data) {
  30694. return;
  30695. }
  30696. if (!this._buffer) { // create buffer
  30697. if (this._updatable) {
  30698. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30699. this._data = data;
  30700. }
  30701. else {
  30702. this._buffer = this._engine.createVertexBuffer(data);
  30703. }
  30704. }
  30705. else if (this._updatable) { // update buffer
  30706. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30707. this._data = data;
  30708. }
  30709. };
  30710. /** @hidden */
  30711. Buffer.prototype._rebuild = function () {
  30712. this._buffer = null;
  30713. this.create(this._data);
  30714. };
  30715. /**
  30716. * Update current buffer data
  30717. * @param data defines the data to store
  30718. */
  30719. Buffer.prototype.update = function (data) {
  30720. this.create(data);
  30721. };
  30722. /**
  30723. * Updates the data directly.
  30724. * @param data the new data
  30725. * @param offset the new offset
  30726. * @param vertexCount the vertex count (optional)
  30727. * @param useBytes set to true if the offset is in bytes
  30728. */
  30729. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30730. if (useBytes === void 0) { useBytes = false; }
  30731. if (!this._buffer) {
  30732. return;
  30733. }
  30734. if (this._updatable) { // update buffer
  30735. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30736. this._data = null;
  30737. }
  30738. };
  30739. /**
  30740. * Release all resources
  30741. */
  30742. Buffer.prototype.dispose = function () {
  30743. if (!this._buffer) {
  30744. return;
  30745. }
  30746. if (this._engine._releaseBuffer(this._buffer)) {
  30747. this._buffer = null;
  30748. }
  30749. };
  30750. return Buffer;
  30751. }());
  30752. BABYLON.Buffer = Buffer;
  30753. })(BABYLON || (BABYLON = {}));
  30754. //# sourceMappingURL=babylon.buffer.js.map
  30755. var BABYLON;
  30756. (function (BABYLON) {
  30757. /**
  30758. * Specialized buffer used to store vertex data
  30759. */
  30760. var VertexBuffer = /** @class */ (function () {
  30761. /**
  30762. * Constructor
  30763. * @param engine the engine
  30764. * @param data the data to use for this vertex buffer
  30765. * @param kind the vertex buffer kind
  30766. * @param updatable whether the data is updatable
  30767. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30768. * @param stride the stride (optional)
  30769. * @param instanced whether the buffer is instanced (optional)
  30770. * @param offset the offset of the data (optional)
  30771. * @param size the number of components (optional)
  30772. * @param type the type of the component (optional)
  30773. * @param normalized whether the data contains normalized data (optional)
  30774. * @param useBytes set to true if stride and offset are in bytes (optional)
  30775. */
  30776. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30777. if (normalized === void 0) { normalized = false; }
  30778. if (useBytes === void 0) { useBytes = false; }
  30779. if (data instanceof BABYLON.Buffer) {
  30780. this._buffer = data;
  30781. this._ownsBuffer = false;
  30782. }
  30783. else {
  30784. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30785. this._ownsBuffer = true;
  30786. }
  30787. this._kind = kind;
  30788. if (type == undefined) {
  30789. var data_1 = this.getData();
  30790. this.type = VertexBuffer.FLOAT;
  30791. if (data_1 instanceof Int8Array) {
  30792. this.type = VertexBuffer.BYTE;
  30793. }
  30794. else if (data_1 instanceof Uint8Array) {
  30795. this.type = VertexBuffer.UNSIGNED_BYTE;
  30796. }
  30797. else if (data_1 instanceof Int16Array) {
  30798. this.type = VertexBuffer.SHORT;
  30799. }
  30800. else if (data_1 instanceof Uint16Array) {
  30801. this.type = VertexBuffer.UNSIGNED_SHORT;
  30802. }
  30803. else if (data_1 instanceof Int32Array) {
  30804. this.type = VertexBuffer.INT;
  30805. }
  30806. else if (data_1 instanceof Uint32Array) {
  30807. this.type = VertexBuffer.UNSIGNED_INT;
  30808. }
  30809. }
  30810. else {
  30811. this.type = type;
  30812. }
  30813. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30814. if (useBytes) {
  30815. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30816. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30817. this.byteOffset = offset || 0;
  30818. }
  30819. else {
  30820. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30821. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30822. this.byteOffset = (offset || 0) * typeByteLength;
  30823. }
  30824. this.normalized = normalized;
  30825. this._instanced = instanced !== undefined ? instanced : false;
  30826. this._instanceDivisor = instanced ? 1 : 0;
  30827. }
  30828. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30829. /**
  30830. * Gets or sets the instance divisor when in instanced mode
  30831. */
  30832. get: function () {
  30833. return this._instanceDivisor;
  30834. },
  30835. set: function (value) {
  30836. this._instanceDivisor = value;
  30837. if (value == 0) {
  30838. this._instanced = false;
  30839. }
  30840. else {
  30841. this._instanced = true;
  30842. }
  30843. },
  30844. enumerable: true,
  30845. configurable: true
  30846. });
  30847. /** @hidden */
  30848. VertexBuffer.prototype._rebuild = function () {
  30849. if (!this._buffer) {
  30850. return;
  30851. }
  30852. this._buffer._rebuild();
  30853. };
  30854. /**
  30855. * Returns the kind of the VertexBuffer (string)
  30856. * @returns a string
  30857. */
  30858. VertexBuffer.prototype.getKind = function () {
  30859. return this._kind;
  30860. };
  30861. // Properties
  30862. /**
  30863. * Gets a boolean indicating if the VertexBuffer is updatable?
  30864. * @returns true if the buffer is updatable
  30865. */
  30866. VertexBuffer.prototype.isUpdatable = function () {
  30867. return this._buffer.isUpdatable();
  30868. };
  30869. /**
  30870. * Gets current buffer's data
  30871. * @returns a DataArray or null
  30872. */
  30873. VertexBuffer.prototype.getData = function () {
  30874. return this._buffer.getData();
  30875. };
  30876. /**
  30877. * Gets underlying native buffer
  30878. * @returns underlying native buffer
  30879. */
  30880. VertexBuffer.prototype.getBuffer = function () {
  30881. return this._buffer.getBuffer();
  30882. };
  30883. /**
  30884. * Gets the stride in float32 units (i.e. byte stride / 4).
  30885. * May not be an integer if the byte stride is not divisible by 4.
  30886. * DEPRECATED. Use byteStride instead.
  30887. * @returns the stride in float32 units
  30888. */
  30889. VertexBuffer.prototype.getStrideSize = function () {
  30890. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30891. };
  30892. /**
  30893. * Returns the offset as a multiple of the type byte length.
  30894. * DEPRECATED. Use byteOffset instead.
  30895. * @returns the offset in bytes
  30896. */
  30897. VertexBuffer.prototype.getOffset = function () {
  30898. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30899. };
  30900. /**
  30901. * Returns the number of components per vertex attribute (integer)
  30902. * @returns the size in float
  30903. */
  30904. VertexBuffer.prototype.getSize = function () {
  30905. return this._size;
  30906. };
  30907. /**
  30908. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30909. * @returns true if this buffer is instanced
  30910. */
  30911. VertexBuffer.prototype.getIsInstanced = function () {
  30912. return this._instanced;
  30913. };
  30914. /**
  30915. * Returns the instancing divisor, zero for non-instanced (integer).
  30916. * @returns a number
  30917. */
  30918. VertexBuffer.prototype.getInstanceDivisor = function () {
  30919. return this._instanceDivisor;
  30920. };
  30921. // Methods
  30922. /**
  30923. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30924. * @param data defines the data to store
  30925. */
  30926. VertexBuffer.prototype.create = function (data) {
  30927. this._buffer.create(data);
  30928. };
  30929. /**
  30930. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30931. * This function will create a new buffer if the current one is not updatable
  30932. * @param data defines the data to store
  30933. */
  30934. VertexBuffer.prototype.update = function (data) {
  30935. this._buffer.update(data);
  30936. };
  30937. /**
  30938. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30939. * Returns the directly updated WebGLBuffer.
  30940. * @param data the new data
  30941. * @param offset the new offset
  30942. * @param useBytes set to true if the offset is in bytes
  30943. */
  30944. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  30945. if (useBytes === void 0) { useBytes = false; }
  30946. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  30947. };
  30948. /**
  30949. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  30950. */
  30951. VertexBuffer.prototype.dispose = function () {
  30952. if (this._ownsBuffer) {
  30953. this._buffer.dispose();
  30954. }
  30955. };
  30956. /**
  30957. * Enumerates each value of this vertex buffer as numbers.
  30958. * @param count the number of values to enumerate
  30959. * @param callback the callback function called for each value
  30960. */
  30961. VertexBuffer.prototype.forEach = function (count, callback) {
  30962. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  30963. };
  30964. /**
  30965. * Deduces the stride given a kind.
  30966. * @param kind The kind string to deduce
  30967. * @returns The deduced stride
  30968. */
  30969. VertexBuffer.DeduceStride = function (kind) {
  30970. switch (kind) {
  30971. case VertexBuffer.UVKind:
  30972. case VertexBuffer.UV2Kind:
  30973. case VertexBuffer.UV3Kind:
  30974. case VertexBuffer.UV4Kind:
  30975. case VertexBuffer.UV5Kind:
  30976. case VertexBuffer.UV6Kind:
  30977. return 2;
  30978. case VertexBuffer.NormalKind:
  30979. case VertexBuffer.PositionKind:
  30980. return 3;
  30981. case VertexBuffer.ColorKind:
  30982. case VertexBuffer.MatricesIndicesKind:
  30983. case VertexBuffer.MatricesIndicesExtraKind:
  30984. case VertexBuffer.MatricesWeightsKind:
  30985. case VertexBuffer.MatricesWeightsExtraKind:
  30986. case VertexBuffer.TangentKind:
  30987. return 4;
  30988. default:
  30989. throw new Error("Invalid kind '" + kind + "'");
  30990. }
  30991. };
  30992. /**
  30993. * Gets the byte length of the given type.
  30994. * @param type the type
  30995. * @returns the number of bytes
  30996. */
  30997. VertexBuffer.GetTypeByteLength = function (type) {
  30998. switch (type) {
  30999. case VertexBuffer.BYTE:
  31000. case VertexBuffer.UNSIGNED_BYTE:
  31001. return 1;
  31002. case VertexBuffer.SHORT:
  31003. case VertexBuffer.UNSIGNED_SHORT:
  31004. return 2;
  31005. case VertexBuffer.INT:
  31006. case VertexBuffer.FLOAT:
  31007. return 4;
  31008. default:
  31009. throw new Error("Invalid type '" + type + "'");
  31010. }
  31011. };
  31012. /**
  31013. * Enumerates each value of the given parameters as numbers.
  31014. * @param data the data to enumerate
  31015. * @param byteOffset the byte offset of the data
  31016. * @param byteStride the byte stride of the data
  31017. * @param componentCount the number of components per element
  31018. * @param componentType the type of the component
  31019. * @param count the total number of components
  31020. * @param normalized whether the data is normalized
  31021. * @param callback the callback function called for each value
  31022. */
  31023. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  31024. if (data instanceof Array) {
  31025. var offset = byteOffset / 4;
  31026. var stride = byteStride / 4;
  31027. for (var index = 0; index < count; index += componentCount) {
  31028. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31029. callback(data[offset + componentIndex], index + componentIndex);
  31030. }
  31031. offset += stride;
  31032. }
  31033. }
  31034. else {
  31035. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  31036. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  31037. for (var index = 0; index < count; index += componentCount) {
  31038. var componentByteOffset = byteOffset;
  31039. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31040. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  31041. callback(value, index + componentIndex);
  31042. componentByteOffset += componentByteLength;
  31043. }
  31044. byteOffset += byteStride;
  31045. }
  31046. }
  31047. };
  31048. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  31049. switch (type) {
  31050. case VertexBuffer.BYTE: {
  31051. var value = dataView.getInt8(byteOffset);
  31052. if (normalized) {
  31053. value = Math.max(value / 127, -1);
  31054. }
  31055. return value;
  31056. }
  31057. case VertexBuffer.UNSIGNED_BYTE: {
  31058. var value = dataView.getUint8(byteOffset);
  31059. if (normalized) {
  31060. value = value / 255;
  31061. }
  31062. return value;
  31063. }
  31064. case VertexBuffer.SHORT: {
  31065. var value = dataView.getInt16(byteOffset, true);
  31066. if (normalized) {
  31067. value = Math.max(value / 16383, -1);
  31068. }
  31069. return value;
  31070. }
  31071. case VertexBuffer.UNSIGNED_SHORT: {
  31072. var value = dataView.getUint16(byteOffset, true);
  31073. if (normalized) {
  31074. value = value / 65535;
  31075. }
  31076. return value;
  31077. }
  31078. case VertexBuffer.FLOAT: {
  31079. return dataView.getFloat32(byteOffset, true);
  31080. }
  31081. default: {
  31082. throw new Error("Invalid component type " + type);
  31083. }
  31084. }
  31085. };
  31086. /**
  31087. * The byte type.
  31088. */
  31089. VertexBuffer.BYTE = 5120;
  31090. /**
  31091. * The unsigned byte type.
  31092. */
  31093. VertexBuffer.UNSIGNED_BYTE = 5121;
  31094. /**
  31095. * The short type.
  31096. */
  31097. VertexBuffer.SHORT = 5122;
  31098. /**
  31099. * The unsigned short type.
  31100. */
  31101. VertexBuffer.UNSIGNED_SHORT = 5123;
  31102. /**
  31103. * The integer type.
  31104. */
  31105. VertexBuffer.INT = 5124;
  31106. /**
  31107. * The unsigned integer type.
  31108. */
  31109. VertexBuffer.UNSIGNED_INT = 5125;
  31110. /**
  31111. * The float type.
  31112. */
  31113. VertexBuffer.FLOAT = 5126;
  31114. // Enums
  31115. /**
  31116. * Positions
  31117. */
  31118. VertexBuffer.PositionKind = "position";
  31119. /**
  31120. * Normals
  31121. */
  31122. VertexBuffer.NormalKind = "normal";
  31123. /**
  31124. * Tangents
  31125. */
  31126. VertexBuffer.TangentKind = "tangent";
  31127. /**
  31128. * Texture coordinates
  31129. */
  31130. VertexBuffer.UVKind = "uv";
  31131. /**
  31132. * Texture coordinates 2
  31133. */
  31134. VertexBuffer.UV2Kind = "uv2";
  31135. /**
  31136. * Texture coordinates 3
  31137. */
  31138. VertexBuffer.UV3Kind = "uv3";
  31139. /**
  31140. * Texture coordinates 4
  31141. */
  31142. VertexBuffer.UV4Kind = "uv4";
  31143. /**
  31144. * Texture coordinates 5
  31145. */
  31146. VertexBuffer.UV5Kind = "uv5";
  31147. /**
  31148. * Texture coordinates 6
  31149. */
  31150. VertexBuffer.UV6Kind = "uv6";
  31151. /**
  31152. * Colors
  31153. */
  31154. VertexBuffer.ColorKind = "color";
  31155. /**
  31156. * Matrix indices (for bones)
  31157. */
  31158. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  31159. /**
  31160. * Matrix weights (for bones)
  31161. */
  31162. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  31163. /**
  31164. * Additional matrix indices (for bones)
  31165. */
  31166. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  31167. /**
  31168. * Additional matrix weights (for bones)
  31169. */
  31170. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  31171. return VertexBuffer;
  31172. }());
  31173. BABYLON.VertexBuffer = VertexBuffer;
  31174. })(BABYLON || (BABYLON = {}));
  31175. //# sourceMappingURL=babylon.vertexBuffer.js.map
  31176. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  31177. var BABYLON;
  31178. (function (BABYLON) {
  31179. /**
  31180. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  31181. */
  31182. var DummyInternalTextureTracker = /** @class */ (function () {
  31183. function DummyInternalTextureTracker() {
  31184. /**
  31185. * Gets or set the previous tracker in the list
  31186. */
  31187. this.previous = null;
  31188. /**
  31189. * Gets or set the next tracker in the list
  31190. */
  31191. this.next = null;
  31192. }
  31193. return DummyInternalTextureTracker;
  31194. }());
  31195. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  31196. })(BABYLON || (BABYLON = {}));
  31197. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  31198. var BABYLON;
  31199. (function (BABYLON) {
  31200. /**
  31201. * Class used to store data associated with WebGL texture data for the engine
  31202. * This class should not be used directly
  31203. */
  31204. var InternalTexture = /** @class */ (function () {
  31205. /**
  31206. * Creates a new InternalTexture
  31207. * @param engine defines the engine to use
  31208. * @param dataSource defines the type of data that will be used
  31209. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31210. */
  31211. function InternalTexture(engine, dataSource, delayAllocation) {
  31212. if (delayAllocation === void 0) { delayAllocation = false; }
  31213. /**
  31214. * Observable called when the texture is loaded
  31215. */
  31216. this.onLoadedObservable = new BABYLON.Observable();
  31217. /**
  31218. * Gets or set the previous tracker in the list
  31219. */
  31220. this.previous = null;
  31221. /**
  31222. * Gets or set the next tracker in the list
  31223. */
  31224. this.next = null;
  31225. // Private
  31226. /** @hidden */
  31227. this._initialSlot = -1;
  31228. /** @hidden */
  31229. this._designatedSlot = -1;
  31230. /** @hidden */
  31231. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  31232. /** @hidden */
  31233. this._comparisonFunction = 0;
  31234. /** @hidden */
  31235. this._sphericalPolynomial = null;
  31236. /** @hidden */
  31237. this._lodGenerationScale = 0;
  31238. /** @hidden */
  31239. this._lodGenerationOffset = 0;
  31240. /** @hidden */
  31241. this._isRGBD = false;
  31242. /** @hidden */
  31243. this._references = 1;
  31244. this._engine = engine;
  31245. this._dataSource = dataSource;
  31246. if (!delayAllocation) {
  31247. this._webGLTexture = engine._createTexture();
  31248. }
  31249. }
  31250. /**
  31251. * Gets the Engine the texture belongs to.
  31252. * @returns The babylon engine
  31253. */
  31254. InternalTexture.prototype.getEngine = function () {
  31255. return this._engine;
  31256. };
  31257. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31258. /**
  31259. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31260. */
  31261. get: function () {
  31262. return this._dataSource;
  31263. },
  31264. enumerable: true,
  31265. configurable: true
  31266. });
  31267. /**
  31268. * Increments the number of references (ie. the number of Texture that point to it)
  31269. */
  31270. InternalTexture.prototype.incrementReferences = function () {
  31271. this._references++;
  31272. };
  31273. /**
  31274. * Change the size of the texture (not the size of the content)
  31275. * @param width defines the new width
  31276. * @param height defines the new height
  31277. * @param depth defines the new depth (1 by default)
  31278. */
  31279. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31280. if (depth === void 0) { depth = 1; }
  31281. this.width = width;
  31282. this.height = height;
  31283. this.depth = depth;
  31284. this.baseWidth = width;
  31285. this.baseHeight = height;
  31286. this.baseDepth = depth;
  31287. this._size = width * height * depth;
  31288. };
  31289. /** @hidden */
  31290. InternalTexture.prototype._rebuild = function () {
  31291. var _this = this;
  31292. var proxy;
  31293. this.isReady = false;
  31294. this._cachedCoordinatesMode = null;
  31295. this._cachedWrapU = null;
  31296. this._cachedWrapV = null;
  31297. this._cachedAnisotropicFilteringLevel = null;
  31298. switch (this._dataSource) {
  31299. case InternalTexture.DATASOURCE_TEMP:
  31300. return;
  31301. case InternalTexture.DATASOURCE_URL:
  31302. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31303. proxy._swapAndDie(_this);
  31304. _this.isReady = true;
  31305. }, null, this._buffer, undefined, this.format);
  31306. return;
  31307. case InternalTexture.DATASOURCE_RAW:
  31308. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31309. proxy._swapAndDie(this);
  31310. this.isReady = true;
  31311. return;
  31312. case InternalTexture.DATASOURCE_RAW3D:
  31313. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31314. proxy._swapAndDie(this);
  31315. this.isReady = true;
  31316. return;
  31317. case InternalTexture.DATASOURCE_DYNAMIC:
  31318. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31319. proxy._swapAndDie(this);
  31320. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31321. // The engine will make sure to update content so no need to flag it as isReady = true
  31322. return;
  31323. case InternalTexture.DATASOURCE_RENDERTARGET:
  31324. var options = new BABYLON.RenderTargetCreationOptions();
  31325. options.generateDepthBuffer = this._generateDepthBuffer;
  31326. options.generateMipMaps = this.generateMipMaps;
  31327. options.generateStencilBuffer = this._generateStencilBuffer;
  31328. options.samplingMode = this.samplingMode;
  31329. options.type = this.type;
  31330. if (this.isCube) {
  31331. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31332. }
  31333. else {
  31334. var size = {
  31335. width: this.width,
  31336. height: this.height
  31337. };
  31338. proxy = this._engine.createRenderTargetTexture(size, options);
  31339. }
  31340. proxy._swapAndDie(this);
  31341. this.isReady = true;
  31342. return;
  31343. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31344. var depthTextureOptions = {
  31345. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31346. comparisonFunction: this._comparisonFunction,
  31347. generateStencil: this._generateStencilBuffer,
  31348. isCube: this.isCube
  31349. };
  31350. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31351. proxy._swapAndDie(this);
  31352. this.isReady = true;
  31353. return;
  31354. case InternalTexture.DATASOURCE_CUBE:
  31355. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31356. proxy._swapAndDie(_this);
  31357. _this.isReady = true;
  31358. }, null, this.format, this._extension);
  31359. return;
  31360. case InternalTexture.DATASOURCE_CUBERAW:
  31361. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31362. proxy._swapAndDie(this);
  31363. this.isReady = true;
  31364. return;
  31365. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31366. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31367. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31368. proxy._swapAndDie(_this);
  31369. _this.isReady = true;
  31370. });
  31371. return;
  31372. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31373. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31374. if (proxy) {
  31375. proxy._swapAndDie(_this);
  31376. }
  31377. _this.isReady = true;
  31378. }, null, this.format, this._extension);
  31379. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31380. return;
  31381. }
  31382. };
  31383. /** @hidden */
  31384. InternalTexture.prototype._swapAndDie = function (target) {
  31385. target._webGLTexture = this._webGLTexture;
  31386. if (this._framebuffer) {
  31387. target._framebuffer = this._framebuffer;
  31388. }
  31389. if (this._depthStencilBuffer) {
  31390. target._depthStencilBuffer = this._depthStencilBuffer;
  31391. }
  31392. if (this._lodTextureHigh) {
  31393. if (target._lodTextureHigh) {
  31394. target._lodTextureHigh.dispose();
  31395. }
  31396. target._lodTextureHigh = this._lodTextureHigh;
  31397. }
  31398. if (this._lodTextureMid) {
  31399. if (target._lodTextureMid) {
  31400. target._lodTextureMid.dispose();
  31401. }
  31402. target._lodTextureMid = this._lodTextureMid;
  31403. }
  31404. if (this._lodTextureLow) {
  31405. if (target._lodTextureLow) {
  31406. target._lodTextureLow.dispose();
  31407. }
  31408. target._lodTextureLow = this._lodTextureLow;
  31409. }
  31410. var cache = this._engine.getLoadedTexturesCache();
  31411. var index = cache.indexOf(this);
  31412. if (index !== -1) {
  31413. cache.splice(index, 1);
  31414. }
  31415. };
  31416. /**
  31417. * Dispose the current allocated resources
  31418. */
  31419. InternalTexture.prototype.dispose = function () {
  31420. if (!this._webGLTexture) {
  31421. return;
  31422. }
  31423. this._references--;
  31424. if (this._references === 0) {
  31425. this._engine._releaseTexture(this);
  31426. this._webGLTexture = null;
  31427. this.previous = null;
  31428. this.next = null;
  31429. }
  31430. };
  31431. /**
  31432. * The source of the texture data is unknown
  31433. */
  31434. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31435. /**
  31436. * Texture data comes from an URL
  31437. */
  31438. InternalTexture.DATASOURCE_URL = 1;
  31439. /**
  31440. * Texture data is only used for temporary storage
  31441. */
  31442. InternalTexture.DATASOURCE_TEMP = 2;
  31443. /**
  31444. * Texture data comes from raw data (ArrayBuffer)
  31445. */
  31446. InternalTexture.DATASOURCE_RAW = 3;
  31447. /**
  31448. * Texture content is dynamic (video or dynamic texture)
  31449. */
  31450. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31451. /**
  31452. * Texture content is generated by rendering to it
  31453. */
  31454. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31455. /**
  31456. * Texture content is part of a multi render target process
  31457. */
  31458. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31459. /**
  31460. * Texture data comes from a cube data file
  31461. */
  31462. InternalTexture.DATASOURCE_CUBE = 7;
  31463. /**
  31464. * Texture data comes from a raw cube data
  31465. */
  31466. InternalTexture.DATASOURCE_CUBERAW = 8;
  31467. /**
  31468. * Texture data come from a prefiltered cube data file
  31469. */
  31470. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31471. /**
  31472. * Texture content is raw 3D data
  31473. */
  31474. InternalTexture.DATASOURCE_RAW3D = 10;
  31475. /**
  31476. * Texture content is a depth texture
  31477. */
  31478. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31479. /**
  31480. * Texture data comes from a raw cube data encoded with RGBD
  31481. */
  31482. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31483. return InternalTexture;
  31484. }());
  31485. BABYLON.InternalTexture = InternalTexture;
  31486. })(BABYLON || (BABYLON = {}));
  31487. //# sourceMappingURL=babylon.internalTexture.js.map
  31488. var BABYLON;
  31489. (function (BABYLON) {
  31490. /**
  31491. * Base class of all the textures in babylon.
  31492. * It groups all the common properties the materials, post process, lights... might need
  31493. * in order to make a correct use of the texture.
  31494. */
  31495. var BaseTexture = /** @class */ (function () {
  31496. /**
  31497. * Instantiates a new BaseTexture.
  31498. * Base class of all the textures in babylon.
  31499. * It groups all the common properties the materials, post process, lights... might need
  31500. * in order to make a correct use of the texture.
  31501. * @param scene Define the scene the texture blongs to
  31502. */
  31503. function BaseTexture(scene) {
  31504. /**
  31505. * Gets or sets an object used to store user defined information.
  31506. */
  31507. this.metadata = null;
  31508. this._hasAlpha = false;
  31509. /**
  31510. * Defines if the alpha value should be determined via the rgb values.
  31511. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31512. */
  31513. this.getAlphaFromRGB = false;
  31514. /**
  31515. * Intensity or strength of the texture.
  31516. * It is commonly used by materials to fine tune the intensity of the texture
  31517. */
  31518. this.level = 1;
  31519. /**
  31520. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31521. * This is part of the texture as textures usually maps to one uv set.
  31522. */
  31523. this.coordinatesIndex = 0;
  31524. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31525. /**
  31526. * | Value | Type | Description |
  31527. * | ----- | ------------------ | ----------- |
  31528. * | 0 | CLAMP_ADDRESSMODE | |
  31529. * | 1 | WRAP_ADDRESSMODE | |
  31530. * | 2 | MIRROR_ADDRESSMODE | |
  31531. */
  31532. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31533. /**
  31534. * | Value | Type | Description |
  31535. * | ----- | ------------------ | ----------- |
  31536. * | 0 | CLAMP_ADDRESSMODE | |
  31537. * | 1 | WRAP_ADDRESSMODE | |
  31538. * | 2 | MIRROR_ADDRESSMODE | |
  31539. */
  31540. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31541. /**
  31542. * | Value | Type | Description |
  31543. * | ----- | ------------------ | ----------- |
  31544. * | 0 | CLAMP_ADDRESSMODE | |
  31545. * | 1 | WRAP_ADDRESSMODE | |
  31546. * | 2 | MIRROR_ADDRESSMODE | |
  31547. */
  31548. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31549. /**
  31550. * With compliant hardware and browser (supporting anisotropic filtering)
  31551. * this defines the level of anisotropic filtering in the texture.
  31552. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31553. */
  31554. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31555. /**
  31556. * Define if the texture is a cube texture or if false a 2d texture.
  31557. */
  31558. this.isCube = false;
  31559. /**
  31560. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31561. */
  31562. this.is3D = false;
  31563. /**
  31564. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31565. * HDR texture are usually stored in linear space.
  31566. * This only impacts the PBR and Background materials
  31567. */
  31568. this.gammaSpace = true;
  31569. /**
  31570. * Is Z inverted in the texture (useful in a cube texture).
  31571. */
  31572. this.invertZ = false;
  31573. /**
  31574. * @hidden
  31575. */
  31576. this.lodLevelInAlpha = false;
  31577. /**
  31578. * Define if the texture is a render target.
  31579. */
  31580. this.isRenderTarget = false;
  31581. /**
  31582. * Define the list of animation attached to the texture.
  31583. */
  31584. this.animations = new Array();
  31585. /**
  31586. * An event triggered when the texture is disposed.
  31587. */
  31588. this.onDisposeObservable = new BABYLON.Observable();
  31589. /**
  31590. * Define the current state of the loading sequence when in delayed load mode.
  31591. */
  31592. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31593. this._cachedSize = BABYLON.Size.Zero();
  31594. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31595. if (this._scene) {
  31596. this._scene.addTexture(this);
  31597. this.uniqueId = this._scene.getUniqueId();
  31598. }
  31599. this._uid = null;
  31600. }
  31601. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31602. get: function () {
  31603. return this._hasAlpha;
  31604. },
  31605. /**
  31606. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31607. */
  31608. set: function (value) {
  31609. if (this._hasAlpha === value) {
  31610. return;
  31611. }
  31612. this._hasAlpha = value;
  31613. if (this._scene) {
  31614. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31615. }
  31616. },
  31617. enumerable: true,
  31618. configurable: true
  31619. });
  31620. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31621. get: function () {
  31622. return this._coordinatesMode;
  31623. },
  31624. /**
  31625. * How a texture is mapped.
  31626. *
  31627. * | Value | Type | Description |
  31628. * | ----- | ----------------------------------- | ----------- |
  31629. * | 0 | EXPLICIT_MODE | |
  31630. * | 1 | SPHERICAL_MODE | |
  31631. * | 2 | PLANAR_MODE | |
  31632. * | 3 | CUBIC_MODE | |
  31633. * | 4 | PROJECTION_MODE | |
  31634. * | 5 | SKYBOX_MODE | |
  31635. * | 6 | INVCUBIC_MODE | |
  31636. * | 7 | EQUIRECTANGULAR_MODE | |
  31637. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31638. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31639. */
  31640. set: function (value) {
  31641. if (this._coordinatesMode === value) {
  31642. return;
  31643. }
  31644. this._coordinatesMode = value;
  31645. if (this._scene) {
  31646. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31647. }
  31648. },
  31649. enumerable: true,
  31650. configurable: true
  31651. });
  31652. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31653. /**
  31654. * Gets whether or not the texture contains RGBD data.
  31655. */
  31656. get: function () {
  31657. return this._texture != null && this._texture._isRGBD;
  31658. },
  31659. enumerable: true,
  31660. configurable: true
  31661. });
  31662. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31663. /**
  31664. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31665. */
  31666. get: function () {
  31667. if (this._texture) {
  31668. return this._texture._lodGenerationOffset;
  31669. }
  31670. return 0.0;
  31671. },
  31672. set: function (value) {
  31673. if (this._texture) {
  31674. this._texture._lodGenerationOffset = value;
  31675. }
  31676. },
  31677. enumerable: true,
  31678. configurable: true
  31679. });
  31680. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31681. /**
  31682. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31683. */
  31684. get: function () {
  31685. if (this._texture) {
  31686. return this._texture._lodGenerationScale;
  31687. }
  31688. return 0.0;
  31689. },
  31690. set: function (value) {
  31691. if (this._texture) {
  31692. this._texture._lodGenerationScale = value;
  31693. }
  31694. },
  31695. enumerable: true,
  31696. configurable: true
  31697. });
  31698. Object.defineProperty(BaseTexture.prototype, "uid", {
  31699. /**
  31700. * Define the unique id of the texture in the scene.
  31701. */
  31702. get: function () {
  31703. if (!this._uid) {
  31704. this._uid = BABYLON.Tools.RandomId();
  31705. }
  31706. return this._uid;
  31707. },
  31708. enumerable: true,
  31709. configurable: true
  31710. });
  31711. /**
  31712. * Return a string representation of the texture.
  31713. * @returns the texture as a string
  31714. */
  31715. BaseTexture.prototype.toString = function () {
  31716. return this.name;
  31717. };
  31718. /**
  31719. * Get the class name of the texture.
  31720. * @returns "BaseTexture"
  31721. */
  31722. BaseTexture.prototype.getClassName = function () {
  31723. return "BaseTexture";
  31724. };
  31725. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31726. /**
  31727. * Callback triggered when the texture has been disposed.
  31728. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31729. */
  31730. set: function (callback) {
  31731. if (this._onDisposeObserver) {
  31732. this.onDisposeObservable.remove(this._onDisposeObserver);
  31733. }
  31734. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31735. },
  31736. enumerable: true,
  31737. configurable: true
  31738. });
  31739. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31740. /**
  31741. * Define if the texture is preventinga material to render or not.
  31742. * If not and the texture is not ready, the engine will use a default black texture instead.
  31743. */
  31744. get: function () {
  31745. return true;
  31746. },
  31747. enumerable: true,
  31748. configurable: true
  31749. });
  31750. /**
  31751. * Get the scene the texture belongs to.
  31752. * @returns the scene or null if undefined
  31753. */
  31754. BaseTexture.prototype.getScene = function () {
  31755. return this._scene;
  31756. };
  31757. /**
  31758. * Get the texture transform matrix used to offset tile the texture for istance.
  31759. * @returns the transformation matrix
  31760. */
  31761. BaseTexture.prototype.getTextureMatrix = function () {
  31762. return BABYLON.Matrix.IdentityReadOnly;
  31763. };
  31764. /**
  31765. * Get the texture reflection matrix used to rotate/transform the reflection.
  31766. * @returns the reflection matrix
  31767. */
  31768. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31769. return BABYLON.Matrix.IdentityReadOnly;
  31770. };
  31771. /**
  31772. * Get the underlying lower level texture from Babylon.
  31773. * @returns the insternal texture
  31774. */
  31775. BaseTexture.prototype.getInternalTexture = function () {
  31776. return this._texture;
  31777. };
  31778. /**
  31779. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31780. * @returns true if ready or not blocking
  31781. */
  31782. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31783. return !this.isBlocking || this.isReady();
  31784. };
  31785. /**
  31786. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31787. * @returns true if fully ready
  31788. */
  31789. BaseTexture.prototype.isReady = function () {
  31790. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31791. this.delayLoad();
  31792. return false;
  31793. }
  31794. if (this._texture) {
  31795. return this._texture.isReady;
  31796. }
  31797. return false;
  31798. };
  31799. /**
  31800. * Get the size of the texture.
  31801. * @returns the texture size.
  31802. */
  31803. BaseTexture.prototype.getSize = function () {
  31804. if (this._texture) {
  31805. if (this._texture.width) {
  31806. this._cachedSize.width = this._texture.width;
  31807. this._cachedSize.height = this._texture.height;
  31808. return this._cachedSize;
  31809. }
  31810. if (this._texture._size) {
  31811. this._cachedSize.width = this._texture._size;
  31812. this._cachedSize.height = this._texture._size;
  31813. return this._cachedSize;
  31814. }
  31815. }
  31816. return this._cachedSize;
  31817. };
  31818. /**
  31819. * Get the base size of the texture.
  31820. * It can be different from the size if the texture has been resized for POT for instance
  31821. * @returns the base size
  31822. */
  31823. BaseTexture.prototype.getBaseSize = function () {
  31824. if (!this.isReady() || !this._texture) {
  31825. return BABYLON.Size.Zero();
  31826. }
  31827. if (this._texture._size) {
  31828. return new BABYLON.Size(this._texture._size, this._texture._size);
  31829. }
  31830. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31831. };
  31832. /**
  31833. * Scales the texture if is `canRescale()`
  31834. * @param ratio the resize factor we want to use to rescale
  31835. */
  31836. BaseTexture.prototype.scale = function (ratio) {
  31837. };
  31838. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31839. /**
  31840. * Get if the texture can rescale.
  31841. */
  31842. get: function () {
  31843. return false;
  31844. },
  31845. enumerable: true,
  31846. configurable: true
  31847. });
  31848. /** @hidden */
  31849. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31850. if (!this._scene) {
  31851. return null;
  31852. }
  31853. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31854. for (var index = 0; index < texturesCache.length; index++) {
  31855. var texturesCacheEntry = texturesCache[index];
  31856. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31857. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31858. texturesCacheEntry.incrementReferences();
  31859. return texturesCacheEntry;
  31860. }
  31861. }
  31862. }
  31863. return null;
  31864. };
  31865. /** @hidden */
  31866. BaseTexture.prototype._rebuild = function () {
  31867. };
  31868. /**
  31869. * Triggers the load sequence in delayed load mode.
  31870. */
  31871. BaseTexture.prototype.delayLoad = function () {
  31872. };
  31873. /**
  31874. * Clones the texture.
  31875. * @returns the cloned texture
  31876. */
  31877. BaseTexture.prototype.clone = function () {
  31878. return null;
  31879. };
  31880. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31881. /**
  31882. * Get the texture underlying type (INT, FLOAT...)
  31883. */
  31884. get: function () {
  31885. if (!this._texture) {
  31886. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31887. }
  31888. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31889. },
  31890. enumerable: true,
  31891. configurable: true
  31892. });
  31893. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  31894. /**
  31895. * Get the texture underlying format (RGB, RGBA...)
  31896. */
  31897. get: function () {
  31898. if (!this._texture) {
  31899. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31900. }
  31901. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31902. },
  31903. enumerable: true,
  31904. configurable: true
  31905. });
  31906. /**
  31907. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  31908. * This will returns an RGBA array buffer containing either in values (0-255) or
  31909. * float values (0-1) depending of the underlying buffer type.
  31910. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  31911. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  31912. * @param buffer defines a user defined buffer to fill with data (can be null)
  31913. * @returns The Array buffer containing the pixels data.
  31914. */
  31915. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  31916. if (faceIndex === void 0) { faceIndex = 0; }
  31917. if (level === void 0) { level = 0; }
  31918. if (buffer === void 0) { buffer = null; }
  31919. if (!this._texture) {
  31920. return null;
  31921. }
  31922. var size = this.getSize();
  31923. var width = size.width;
  31924. var height = size.height;
  31925. var scene = this.getScene();
  31926. if (!scene) {
  31927. return null;
  31928. }
  31929. var engine = scene.getEngine();
  31930. if (level != 0) {
  31931. width = width / Math.pow(2, level);
  31932. height = height / Math.pow(2, level);
  31933. width = Math.round(width);
  31934. height = Math.round(height);
  31935. }
  31936. if (this._texture.isCube) {
  31937. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  31938. }
  31939. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  31940. };
  31941. /**
  31942. * Release and destroy the underlying lower level texture aka internalTexture.
  31943. */
  31944. BaseTexture.prototype.releaseInternalTexture = function () {
  31945. if (this._texture) {
  31946. this._texture.dispose();
  31947. this._texture = null;
  31948. }
  31949. };
  31950. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  31951. /**
  31952. * Get the polynomial representation of the texture data.
  31953. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  31954. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  31955. */
  31956. get: function () {
  31957. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  31958. return null;
  31959. }
  31960. if (!this._texture._sphericalPolynomial) {
  31961. this._texture._sphericalPolynomial =
  31962. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  31963. }
  31964. return this._texture._sphericalPolynomial;
  31965. },
  31966. set: function (value) {
  31967. if (this._texture) {
  31968. this._texture._sphericalPolynomial = value;
  31969. }
  31970. },
  31971. enumerable: true,
  31972. configurable: true
  31973. });
  31974. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  31975. /** @hidden */
  31976. get: function () {
  31977. if (this._texture) {
  31978. return this._texture._lodTextureHigh;
  31979. }
  31980. return null;
  31981. },
  31982. enumerable: true,
  31983. configurable: true
  31984. });
  31985. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  31986. /** @hidden */
  31987. get: function () {
  31988. if (this._texture) {
  31989. return this._texture._lodTextureMid;
  31990. }
  31991. return null;
  31992. },
  31993. enumerable: true,
  31994. configurable: true
  31995. });
  31996. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  31997. /** @hidden */
  31998. get: function () {
  31999. if (this._texture) {
  32000. return this._texture._lodTextureLow;
  32001. }
  32002. return null;
  32003. },
  32004. enumerable: true,
  32005. configurable: true
  32006. });
  32007. /**
  32008. * Dispose the texture and release its associated resources.
  32009. */
  32010. BaseTexture.prototype.dispose = function () {
  32011. if (!this._scene) {
  32012. return;
  32013. }
  32014. // Animations
  32015. this._scene.stopAnimation(this);
  32016. // Remove from scene
  32017. this._scene._removePendingData(this);
  32018. var index = this._scene.textures.indexOf(this);
  32019. if (index >= 0) {
  32020. this._scene.textures.splice(index, 1);
  32021. }
  32022. this._scene.onTextureRemovedObservable.notifyObservers(this);
  32023. if (this._texture === undefined) {
  32024. return;
  32025. }
  32026. // Release
  32027. this.releaseInternalTexture();
  32028. // Callback
  32029. this.onDisposeObservable.notifyObservers(this);
  32030. this.onDisposeObservable.clear();
  32031. };
  32032. /**
  32033. * Serialize the texture into a JSON representation that can be parsed later on.
  32034. * @returns the JSON representation of the texture
  32035. */
  32036. BaseTexture.prototype.serialize = function () {
  32037. if (!this.name) {
  32038. return null;
  32039. }
  32040. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  32041. // Animations
  32042. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  32043. return serializationObject;
  32044. };
  32045. /**
  32046. * Helper function to be called back once a list of texture contains only ready textures.
  32047. * @param textures Define the list of textures to wait for
  32048. * @param callback Define the callback triggered once the entire list will be ready
  32049. */
  32050. BaseTexture.WhenAllReady = function (textures, callback) {
  32051. var numRemaining = textures.length;
  32052. if (numRemaining === 0) {
  32053. callback();
  32054. return;
  32055. }
  32056. var _loop_1 = function () {
  32057. texture = textures[i];
  32058. if (texture.isReady()) {
  32059. if (--numRemaining === 0) {
  32060. callback();
  32061. }
  32062. }
  32063. else {
  32064. onLoadObservable = texture.onLoadObservable;
  32065. var onLoadCallback_1 = function () {
  32066. onLoadObservable.removeCallback(onLoadCallback_1);
  32067. if (--numRemaining === 0) {
  32068. callback();
  32069. }
  32070. };
  32071. onLoadObservable.add(onLoadCallback_1);
  32072. }
  32073. };
  32074. var texture, onLoadObservable;
  32075. for (var i = 0; i < textures.length; i++) {
  32076. _loop_1();
  32077. }
  32078. };
  32079. /**
  32080. * Default anisotropic filtering level for the application.
  32081. * It is set to 4 as a good tradeoff between perf and quality.
  32082. */
  32083. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  32084. __decorate([
  32085. BABYLON.serialize()
  32086. ], BaseTexture.prototype, "uniqueId", void 0);
  32087. __decorate([
  32088. BABYLON.serialize()
  32089. ], BaseTexture.prototype, "name", void 0);
  32090. __decorate([
  32091. BABYLON.serialize()
  32092. ], BaseTexture.prototype, "metadata", void 0);
  32093. __decorate([
  32094. BABYLON.serialize("hasAlpha")
  32095. ], BaseTexture.prototype, "_hasAlpha", void 0);
  32096. __decorate([
  32097. BABYLON.serialize()
  32098. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  32099. __decorate([
  32100. BABYLON.serialize()
  32101. ], BaseTexture.prototype, "level", void 0);
  32102. __decorate([
  32103. BABYLON.serialize()
  32104. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  32105. __decorate([
  32106. BABYLON.serialize("coordinatesMode")
  32107. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  32108. __decorate([
  32109. BABYLON.serialize()
  32110. ], BaseTexture.prototype, "wrapU", void 0);
  32111. __decorate([
  32112. BABYLON.serialize()
  32113. ], BaseTexture.prototype, "wrapV", void 0);
  32114. __decorate([
  32115. BABYLON.serialize()
  32116. ], BaseTexture.prototype, "wrapR", void 0);
  32117. __decorate([
  32118. BABYLON.serialize()
  32119. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  32120. __decorate([
  32121. BABYLON.serialize()
  32122. ], BaseTexture.prototype, "isCube", void 0);
  32123. __decorate([
  32124. BABYLON.serialize()
  32125. ], BaseTexture.prototype, "is3D", void 0);
  32126. __decorate([
  32127. BABYLON.serialize()
  32128. ], BaseTexture.prototype, "gammaSpace", void 0);
  32129. __decorate([
  32130. BABYLON.serialize()
  32131. ], BaseTexture.prototype, "invertZ", void 0);
  32132. __decorate([
  32133. BABYLON.serialize()
  32134. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  32135. __decorate([
  32136. BABYLON.serialize()
  32137. ], BaseTexture.prototype, "lodGenerationOffset", null);
  32138. __decorate([
  32139. BABYLON.serialize()
  32140. ], BaseTexture.prototype, "lodGenerationScale", null);
  32141. __decorate([
  32142. BABYLON.serialize()
  32143. ], BaseTexture.prototype, "isRenderTarget", void 0);
  32144. return BaseTexture;
  32145. }());
  32146. BABYLON.BaseTexture = BaseTexture;
  32147. })(BABYLON || (BABYLON = {}));
  32148. //# sourceMappingURL=babylon.baseTexture.js.map
  32149. var BABYLON;
  32150. (function (BABYLON) {
  32151. /**
  32152. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32153. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32154. */
  32155. var Texture = /** @class */ (function (_super) {
  32156. __extends(Texture, _super);
  32157. /**
  32158. * Instantiates a new texture.
  32159. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32160. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32161. * @param url define the url of the picture to load as a texture
  32162. * @param scene define the scene the texture will belong to
  32163. * @param noMipmap define if the texture will require mip maps or not
  32164. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32165. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32166. * @param onLoad define a callback triggered when the texture has been loaded
  32167. * @param onError define a callback triggered when an error occurred during the loading session
  32168. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32169. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32170. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32171. */
  32172. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  32173. if (noMipmap === void 0) { noMipmap = false; }
  32174. if (invertY === void 0) { invertY = true; }
  32175. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32176. if (onLoad === void 0) { onLoad = null; }
  32177. if (onError === void 0) { onError = null; }
  32178. if (buffer === void 0) { buffer = null; }
  32179. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32180. var _this = _super.call(this, scene) || this;
  32181. /**
  32182. * Define an offset on the texture to offset the u coordinates of the UVs
  32183. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32184. */
  32185. _this.uOffset = 0;
  32186. /**
  32187. * Define an offset on the texture to offset the v coordinates of the UVs
  32188. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32189. */
  32190. _this.vOffset = 0;
  32191. /**
  32192. * Define an offset on the texture to scale the u coordinates of the UVs
  32193. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32194. */
  32195. _this.uScale = 1.0;
  32196. /**
  32197. * Define an offset on the texture to scale the v coordinates of the UVs
  32198. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32199. */
  32200. _this.vScale = 1.0;
  32201. /**
  32202. * Define an offset on the texture to rotate around the u coordinates of the UVs
  32203. * @see http://doc.babylonjs.com/how_to/more_materials
  32204. */
  32205. _this.uAng = 0;
  32206. /**
  32207. * Define an offset on the texture to rotate around the v coordinates of the UVs
  32208. * @see http://doc.babylonjs.com/how_to/more_materials
  32209. */
  32210. _this.vAng = 0;
  32211. /**
  32212. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  32213. * @see http://doc.babylonjs.com/how_to/more_materials
  32214. */
  32215. _this.wAng = 0;
  32216. /**
  32217. * Defines the center of rotation (U)
  32218. */
  32219. _this.uRotationCenter = 0.5;
  32220. /**
  32221. * Defines the center of rotation (V)
  32222. */
  32223. _this.vRotationCenter = 0.5;
  32224. /**
  32225. * Defines the center of rotation (W)
  32226. */
  32227. _this.wRotationCenter = 0.5;
  32228. /**
  32229. * Observable triggered once the texture has been loaded.
  32230. */
  32231. _this.onLoadObservable = new BABYLON.Observable();
  32232. _this._isBlocking = true;
  32233. _this.name = url || "";
  32234. _this.url = url;
  32235. _this._noMipmap = noMipmap;
  32236. _this._invertY = invertY;
  32237. _this._samplingMode = samplingMode;
  32238. _this._buffer = buffer;
  32239. _this._deleteBuffer = deleteBuffer;
  32240. if (format) {
  32241. _this._format = format;
  32242. }
  32243. scene = _this.getScene();
  32244. if (!scene) {
  32245. return _this;
  32246. }
  32247. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32248. var load = function () {
  32249. if (_this.onLoadObservable.hasObservers()) {
  32250. _this.onLoadObservable.notifyObservers(_this);
  32251. }
  32252. if (onLoad) {
  32253. onLoad();
  32254. }
  32255. if (!_this.isBlocking && scene) {
  32256. scene.resetCachedMaterial();
  32257. }
  32258. };
  32259. if (!_this.url) {
  32260. _this._delayedOnLoad = load;
  32261. _this._delayedOnError = onError;
  32262. return _this;
  32263. }
  32264. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32265. if (!_this._texture) {
  32266. if (!scene.useDelayedTextureLoading) {
  32267. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32268. if (deleteBuffer) {
  32269. delete _this._buffer;
  32270. }
  32271. }
  32272. else {
  32273. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32274. _this._delayedOnLoad = load;
  32275. _this._delayedOnError = onError;
  32276. }
  32277. }
  32278. else {
  32279. if (_this._texture.isReady) {
  32280. BABYLON.Tools.SetImmediate(function () { return load(); });
  32281. }
  32282. else {
  32283. _this._texture.onLoadedObservable.add(load);
  32284. }
  32285. }
  32286. return _this;
  32287. }
  32288. Object.defineProperty(Texture.prototype, "noMipmap", {
  32289. /**
  32290. * Are mip maps generated for this texture or not.
  32291. */
  32292. get: function () {
  32293. return this._noMipmap;
  32294. },
  32295. enumerable: true,
  32296. configurable: true
  32297. });
  32298. Object.defineProperty(Texture.prototype, "isBlocking", {
  32299. get: function () {
  32300. return this._isBlocking;
  32301. },
  32302. /**
  32303. * Is the texture preventing material to render while loading.
  32304. * If false, a default texture will be used instead of the loading one during the preparation step.
  32305. */
  32306. set: function (value) {
  32307. this._isBlocking = value;
  32308. },
  32309. enumerable: true,
  32310. configurable: true
  32311. });
  32312. Object.defineProperty(Texture.prototype, "samplingMode", {
  32313. /**
  32314. * Get the current sampling mode associated with the texture.
  32315. */
  32316. get: function () {
  32317. return this._samplingMode;
  32318. },
  32319. enumerable: true,
  32320. configurable: true
  32321. });
  32322. Object.defineProperty(Texture.prototype, "invertY", {
  32323. /**
  32324. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  32325. */
  32326. get: function () {
  32327. return this._invertY;
  32328. },
  32329. enumerable: true,
  32330. configurable: true
  32331. });
  32332. /**
  32333. * Update the url (and optional buffer) of this texture if url was null during construction.
  32334. * @param url the url of the texture
  32335. * @param buffer the buffer of the texture (defaults to null)
  32336. */
  32337. Texture.prototype.updateURL = function (url, buffer) {
  32338. if (buffer === void 0) { buffer = null; }
  32339. if (this.url) {
  32340. throw new Error("URL is already set");
  32341. }
  32342. this.url = url;
  32343. this._buffer = buffer;
  32344. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32345. this.delayLoad();
  32346. };
  32347. /**
  32348. * Finish the loading sequence of a texture flagged as delayed load.
  32349. * @hidden
  32350. */
  32351. Texture.prototype.delayLoad = function () {
  32352. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32353. return;
  32354. }
  32355. var scene = this.getScene();
  32356. if (!scene) {
  32357. return;
  32358. }
  32359. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32360. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  32361. if (!this._texture) {
  32362. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32363. if (this._deleteBuffer) {
  32364. delete this._buffer;
  32365. }
  32366. }
  32367. else {
  32368. if (this._delayedOnLoad) {
  32369. if (this._texture.isReady) {
  32370. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32371. }
  32372. else {
  32373. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32374. }
  32375. }
  32376. }
  32377. this._delayedOnLoad = null;
  32378. this._delayedOnError = null;
  32379. };
  32380. /**
  32381. * Update the sampling mode of the texture.
  32382. * Default is Trilinear mode.
  32383. *
  32384. * | Value | Type | Description |
  32385. * | ----- | ------------------ | ----------- |
  32386. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  32387. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  32388. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  32389. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  32390. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  32391. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  32392. * | 7 | NEAREST_LINEAR | |
  32393. * | 8 | NEAREST_NEAREST | |
  32394. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  32395. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  32396. * | 11 | LINEAR_LINEAR | |
  32397. * | 12 | LINEAR_NEAREST | |
  32398. *
  32399. * > _mag_: magnification filter (close to the viewer)
  32400. * > _min_: minification filter (far from the viewer)
  32401. * > _mip_: filter used between mip map levels
  32402. *@param samplingMode Define the new sampling mode of the texture
  32403. */
  32404. Texture.prototype.updateSamplingMode = function (samplingMode) {
  32405. if (!this._texture) {
  32406. return;
  32407. }
  32408. var scene = this.getScene();
  32409. if (!scene) {
  32410. return;
  32411. }
  32412. this._samplingMode = samplingMode;
  32413. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  32414. };
  32415. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32416. x *= this.uScale;
  32417. y *= this.vScale;
  32418. x -= this.uRotationCenter * this.uScale;
  32419. y -= this.vRotationCenter * this.vScale;
  32420. z -= this.wRotationCenter;
  32421. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32422. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32423. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32424. t.z += this.wRotationCenter;
  32425. };
  32426. /**
  32427. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32428. * @returns the transform matrix of the texture.
  32429. */
  32430. Texture.prototype.getTextureMatrix = function () {
  32431. var _this = this;
  32432. if (this.uOffset === this._cachedUOffset &&
  32433. this.vOffset === this._cachedVOffset &&
  32434. this.uScale === this._cachedUScale &&
  32435. this.vScale === this._cachedVScale &&
  32436. this.uAng === this._cachedUAng &&
  32437. this.vAng === this._cachedVAng &&
  32438. this.wAng === this._cachedWAng) {
  32439. return this._cachedTextureMatrix;
  32440. }
  32441. this._cachedUOffset = this.uOffset;
  32442. this._cachedVOffset = this.vOffset;
  32443. this._cachedUScale = this.uScale;
  32444. this._cachedVScale = this.vScale;
  32445. this._cachedUAng = this.uAng;
  32446. this._cachedVAng = this.vAng;
  32447. this._cachedWAng = this.wAng;
  32448. if (!this._cachedTextureMatrix) {
  32449. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32450. this._rowGenerationMatrix = new BABYLON.Matrix();
  32451. this._t0 = BABYLON.Vector3.Zero();
  32452. this._t1 = BABYLON.Vector3.Zero();
  32453. this._t2 = BABYLON.Vector3.Zero();
  32454. }
  32455. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32456. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32457. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32458. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32459. this._t1.subtractInPlace(this._t0);
  32460. this._t2.subtractInPlace(this._t0);
  32461. 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);
  32462. var scene = this.getScene();
  32463. if (!scene) {
  32464. return this._cachedTextureMatrix;
  32465. }
  32466. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32467. return mat.hasTexture(_this);
  32468. });
  32469. return this._cachedTextureMatrix;
  32470. };
  32471. /**
  32472. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32473. * @returns The reflection texture transform
  32474. */
  32475. Texture.prototype.getReflectionTextureMatrix = function () {
  32476. var _this = this;
  32477. var scene = this.getScene();
  32478. if (!scene) {
  32479. return this._cachedTextureMatrix;
  32480. }
  32481. if (this.uOffset === this._cachedUOffset &&
  32482. this.vOffset === this._cachedVOffset &&
  32483. this.uScale === this._cachedUScale &&
  32484. this.vScale === this._cachedVScale &&
  32485. this.coordinatesMode === this._cachedCoordinatesMode) {
  32486. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32487. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32488. return this._cachedTextureMatrix;
  32489. }
  32490. }
  32491. else {
  32492. return this._cachedTextureMatrix;
  32493. }
  32494. }
  32495. if (!this._cachedTextureMatrix) {
  32496. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32497. }
  32498. if (!this._projectionModeMatrix) {
  32499. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32500. }
  32501. this._cachedUOffset = this.uOffset;
  32502. this._cachedVOffset = this.vOffset;
  32503. this._cachedUScale = this.uScale;
  32504. this._cachedVScale = this.vScale;
  32505. this._cachedCoordinatesMode = this.coordinatesMode;
  32506. switch (this.coordinatesMode) {
  32507. case Texture.PLANAR_MODE:
  32508. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32509. this._cachedTextureMatrix[0] = this.uScale;
  32510. this._cachedTextureMatrix[5] = this.vScale;
  32511. this._cachedTextureMatrix[12] = this.uOffset;
  32512. this._cachedTextureMatrix[13] = this.vOffset;
  32513. break;
  32514. case Texture.PROJECTION_MODE:
  32515. 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);
  32516. var projectionMatrix = scene.getProjectionMatrix();
  32517. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32518. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32519. break;
  32520. default:
  32521. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32522. break;
  32523. }
  32524. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32525. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32526. });
  32527. return this._cachedTextureMatrix;
  32528. };
  32529. /**
  32530. * Clones the texture.
  32531. * @returns the cloned texture
  32532. */
  32533. Texture.prototype.clone = function () {
  32534. var _this = this;
  32535. return BABYLON.SerializationHelper.Clone(function () {
  32536. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32537. }, this);
  32538. };
  32539. /**
  32540. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32541. * @returns The JSON representation of the texture
  32542. */
  32543. Texture.prototype.serialize = function () {
  32544. var serializationObject = _super.prototype.serialize.call(this);
  32545. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32546. serializationObject.base64String = this._buffer;
  32547. serializationObject.name = serializationObject.name.replace("data:", "");
  32548. }
  32549. serializationObject.invertY = this._invertY;
  32550. serializationObject.samplingMode = this.samplingMode;
  32551. return serializationObject;
  32552. };
  32553. /**
  32554. * Get the current class name of the texture useful for serialization or dynamic coding.
  32555. * @returns "Texture"
  32556. */
  32557. Texture.prototype.getClassName = function () {
  32558. return "Texture";
  32559. };
  32560. /**
  32561. * Dispose the texture and release its associated resources.
  32562. */
  32563. Texture.prototype.dispose = function () {
  32564. _super.prototype.dispose.call(this);
  32565. this.onLoadObservable.clear();
  32566. this._delayedOnLoad = null;
  32567. this._delayedOnError = null;
  32568. };
  32569. /**
  32570. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32571. * @param parsedTexture Define the JSON representation of the texture
  32572. * @param scene Define the scene the parsed texture should be instantiated in
  32573. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32574. * @returns The parsed texture if successful
  32575. */
  32576. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32577. if (parsedTexture.customType) {
  32578. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32579. // Update Sampling Mode
  32580. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32581. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32582. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32583. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32584. }
  32585. }
  32586. return parsedCustomTexture;
  32587. }
  32588. if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {
  32589. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32590. }
  32591. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32592. return null;
  32593. }
  32594. var texture = BABYLON.SerializationHelper.Parse(function () {
  32595. var generateMipMaps = true;
  32596. if (parsedTexture.noMipmap) {
  32597. generateMipMaps = false;
  32598. }
  32599. if (parsedTexture.mirrorPlane) {
  32600. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32601. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32602. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32603. return mirrorTexture;
  32604. }
  32605. else if (parsedTexture.isRenderTarget) {
  32606. var renderTargetTexture = null;
  32607. if (parsedTexture.isCube) {
  32608. // Search for an existing reflection probe (which contains a cube render target texture)
  32609. if (scene.reflectionProbes) {
  32610. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  32611. var probe = scene.reflectionProbes[index];
  32612. if (probe.name === parsedTexture.name) {
  32613. return probe.cubeTexture;
  32614. }
  32615. }
  32616. }
  32617. }
  32618. else {
  32619. renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32620. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32621. }
  32622. return renderTargetTexture;
  32623. }
  32624. else {
  32625. var texture;
  32626. if (parsedTexture.base64String) {
  32627. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32628. }
  32629. else {
  32630. var url = rootUrl + parsedTexture.name;
  32631. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32632. url = parsedTexture.url;
  32633. }
  32634. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32635. }
  32636. return texture;
  32637. }
  32638. }, parsedTexture, scene);
  32639. // Update Sampling Mode
  32640. if (parsedTexture.samplingMode) {
  32641. var sampling = parsedTexture.samplingMode;
  32642. if (texture && texture._samplingMode !== sampling) {
  32643. texture.updateSamplingMode(sampling);
  32644. }
  32645. }
  32646. // Animations
  32647. if (texture && parsedTexture.animations) {
  32648. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32649. var parsedAnimation = parsedTexture.animations[animationIndex];
  32650. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32651. }
  32652. }
  32653. return texture;
  32654. };
  32655. /**
  32656. * Creates a texture from its base 64 representation.
  32657. * @param data Define the base64 payload without the data: prefix
  32658. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32659. * @param scene Define the scene the texture should belong to
  32660. * @param noMipmap Forces the texture to not create mip map information if true
  32661. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32662. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32663. * @param onLoad define a callback triggered when the texture has been loaded
  32664. * @param onError define a callback triggered when an error occurred during the loading session
  32665. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32666. * @returns the created texture
  32667. */
  32668. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32669. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32670. if (onLoad === void 0) { onLoad = null; }
  32671. if (onError === void 0) { onError = null; }
  32672. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32673. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32674. };
  32675. /**
  32676. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32677. * @param data Define the base64 payload without the data: prefix
  32678. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32679. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32680. * @param scene Define the scene the texture should belong to
  32681. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32682. * @param noMipmap Forces the texture to not create mip map information if true
  32683. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32684. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32685. * @param onLoad define a callback triggered when the texture has been loaded
  32686. * @param onError define a callback triggered when an error occurred during the loading session
  32687. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32688. * @returns the created texture
  32689. */
  32690. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32691. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32692. if (noMipmap === void 0) { noMipmap = false; }
  32693. if (invertY === void 0) { invertY = true; }
  32694. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32695. if (onLoad === void 0) { onLoad = null; }
  32696. if (onError === void 0) { onError = null; }
  32697. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32698. if (name.substr(0, 5) !== "data:") {
  32699. name = "data:" + name;
  32700. }
  32701. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32702. };
  32703. /** nearest is mag = nearest and min = nearest and mip = linear */
  32704. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32705. /** nearest is mag = nearest and min = nearest and mip = linear */
  32706. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32707. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32708. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32709. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32710. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32711. /** Trilinear is mag = linear and min = linear and mip = linear */
  32712. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32713. /** Trilinear is mag = linear and min = linear and mip = linear */
  32714. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32715. /** mag = nearest and min = nearest and mip = nearest */
  32716. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32717. /** mag = nearest and min = linear and mip = nearest */
  32718. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32719. /** mag = nearest and min = linear and mip = linear */
  32720. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32721. /** mag = nearest and min = linear and mip = none */
  32722. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32723. /** mag = nearest and min = nearest and mip = none */
  32724. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32725. /** mag = linear and min = nearest and mip = nearest */
  32726. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32727. /** mag = linear and min = nearest and mip = linear */
  32728. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32729. /** mag = linear and min = linear and mip = none */
  32730. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32731. /** mag = linear and min = nearest and mip = none */
  32732. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32733. /** Explicit coordinates mode */
  32734. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32735. /** Spherical coordinates mode */
  32736. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32737. /** Planar coordinates mode */
  32738. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32739. /** Cubic coordinates mode */
  32740. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32741. /** Projection coordinates mode */
  32742. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32743. /** Inverse Cubic coordinates mode */
  32744. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32745. /** Inverse Cubic coordinates mode */
  32746. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32747. /** Equirectangular coordinates mode */
  32748. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32749. /** Equirectangular Fixed coordinates mode */
  32750. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32751. /** Equirectangular Fixed Mirrored coordinates mode */
  32752. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32753. /** Texture is not repeating outside of 0..1 UVs */
  32754. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32755. /** Texture is repeating outside of 0..1 UVs */
  32756. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32757. /** Texture is repeating and mirrored */
  32758. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32759. /**
  32760. * 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
  32761. */
  32762. Texture.UseSerializedUrlIfAny = false;
  32763. __decorate([
  32764. BABYLON.serialize()
  32765. ], Texture.prototype, "url", void 0);
  32766. __decorate([
  32767. BABYLON.serialize()
  32768. ], Texture.prototype, "uOffset", void 0);
  32769. __decorate([
  32770. BABYLON.serialize()
  32771. ], Texture.prototype, "vOffset", void 0);
  32772. __decorate([
  32773. BABYLON.serialize()
  32774. ], Texture.prototype, "uScale", void 0);
  32775. __decorate([
  32776. BABYLON.serialize()
  32777. ], Texture.prototype, "vScale", void 0);
  32778. __decorate([
  32779. BABYLON.serialize()
  32780. ], Texture.prototype, "uAng", void 0);
  32781. __decorate([
  32782. BABYLON.serialize()
  32783. ], Texture.prototype, "vAng", void 0);
  32784. __decorate([
  32785. BABYLON.serialize()
  32786. ], Texture.prototype, "wAng", void 0);
  32787. __decorate([
  32788. BABYLON.serialize()
  32789. ], Texture.prototype, "uRotationCenter", void 0);
  32790. __decorate([
  32791. BABYLON.serialize()
  32792. ], Texture.prototype, "vRotationCenter", void 0);
  32793. __decorate([
  32794. BABYLON.serialize()
  32795. ], Texture.prototype, "wRotationCenter", void 0);
  32796. __decorate([
  32797. BABYLON.serialize()
  32798. ], Texture.prototype, "isBlocking", null);
  32799. return Texture;
  32800. }(BABYLON.BaseTexture));
  32801. BABYLON.Texture = Texture;
  32802. })(BABYLON || (BABYLON = {}));
  32803. //# sourceMappingURL=babylon.texture.js.map
  32804. var BABYLON;
  32805. (function (BABYLON) {
  32806. /**
  32807. * @hidden
  32808. **/
  32809. var _CreationDataStorage = /** @class */ (function () {
  32810. function _CreationDataStorage() {
  32811. }
  32812. return _CreationDataStorage;
  32813. }());
  32814. BABYLON._CreationDataStorage = _CreationDataStorage;
  32815. /**
  32816. * @hidden
  32817. **/
  32818. var _InstanceDataStorage = /** @class */ (function () {
  32819. function _InstanceDataStorage() {
  32820. this.visibleInstances = {};
  32821. this.renderIdForInstances = new Array();
  32822. this.batchCache = new _InstancesBatch();
  32823. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32824. }
  32825. return _InstanceDataStorage;
  32826. }());
  32827. /**
  32828. * @hidden
  32829. **/
  32830. var _InstancesBatch = /** @class */ (function () {
  32831. function _InstancesBatch() {
  32832. this.mustReturn = false;
  32833. this.visibleInstances = new Array();
  32834. this.renderSelf = new Array();
  32835. }
  32836. return _InstancesBatch;
  32837. }());
  32838. BABYLON._InstancesBatch = _InstancesBatch;
  32839. /**
  32840. * Class used to represent renderable models
  32841. */
  32842. var Mesh = /** @class */ (function (_super) {
  32843. __extends(Mesh, _super);
  32844. /**
  32845. * @constructor
  32846. * @param name The value used by scene.getMeshByName() to do a lookup.
  32847. * @param scene The scene to add this mesh to.
  32848. * @param parent The parent of this mesh, if it has one
  32849. * @param source An optional Mesh from which geometry is shared, cloned.
  32850. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32851. * When false, achieved by calling a clone(), also passing False.
  32852. * This will make creation of children, recursive.
  32853. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32854. */
  32855. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32856. if (scene === void 0) { scene = null; }
  32857. if (parent === void 0) { parent = null; }
  32858. if (source === void 0) { source = null; }
  32859. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32860. var _this = _super.call(this, name, scene) || this;
  32861. // Members
  32862. /**
  32863. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32864. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32865. */
  32866. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32867. /**
  32868. * Gets the list of instances created from this mesh
  32869. * it is not supposed to be modified manually.
  32870. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32871. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32872. */
  32873. _this.instances = new Array();
  32874. _this._LODLevels = new Array();
  32875. /** @hidden */
  32876. _this._instanceDataStorage = new _InstanceDataStorage();
  32877. // Use by builder only to know what orientation were the mesh build in.
  32878. /** @hidden */
  32879. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32880. /**
  32881. * Use this property to change the original side orientation defined at construction time
  32882. */
  32883. _this.overrideMaterialSideOrientation = null;
  32884. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32885. // Will be used to save a source mesh reference, If any
  32886. _this._source = null;
  32887. scene = _this.getScene();
  32888. if (source) {
  32889. // Geometry
  32890. if (source._geometry) {
  32891. source._geometry.applyToMesh(_this);
  32892. }
  32893. // Deep copy
  32894. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32895. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32896. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32897. ], ["_poseMatrix"]);
  32898. // Source mesh
  32899. _this._source = source;
  32900. if (scene.useClonedMeshhMap) {
  32901. if (!source.meshMap) {
  32902. source.meshMap = {};
  32903. }
  32904. source.meshMap[_this.uniqueId] = _this;
  32905. }
  32906. // Construction Params
  32907. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32908. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32909. _this._creationDataStorage = source._creationDataStorage;
  32910. // Animation ranges
  32911. if (_this._source._ranges) {
  32912. var ranges = _this._source._ranges;
  32913. for (var name in ranges) {
  32914. if (!ranges.hasOwnProperty(name)) {
  32915. continue;
  32916. }
  32917. if (!ranges[name]) {
  32918. continue;
  32919. }
  32920. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  32921. }
  32922. }
  32923. // Metadata
  32924. if (source.metadata && source.metadata.clone) {
  32925. _this.metadata = source.metadata.clone();
  32926. }
  32927. else {
  32928. _this.metadata = source.metadata;
  32929. }
  32930. // Tags
  32931. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  32932. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  32933. }
  32934. // Parent
  32935. _this.parent = source.parent;
  32936. // Pivot
  32937. _this.setPivotMatrix(source.getPivotMatrix());
  32938. _this.id = name + "." + source.id;
  32939. // Material
  32940. _this.material = source.material;
  32941. var index;
  32942. if (!doNotCloneChildren) {
  32943. // Children
  32944. var directDescendants = source.getDescendants(true);
  32945. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  32946. var child = directDescendants[index_1];
  32947. if (child.clone) {
  32948. child.clone(name + "." + child.name, _this);
  32949. }
  32950. }
  32951. }
  32952. // Physics clone
  32953. var physicsEngine = _this.getScene().getPhysicsEngine();
  32954. if (clonePhysicsImpostor && physicsEngine) {
  32955. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  32956. if (impostor) {
  32957. _this.physicsImpostor = impostor.clone(_this);
  32958. }
  32959. }
  32960. // Particles
  32961. for (index = 0; index < scene.particleSystems.length; index++) {
  32962. var system = scene.particleSystems[index];
  32963. if (system.emitter === source) {
  32964. system.clone(system.name, _this);
  32965. }
  32966. }
  32967. _this.refreshBoundingInfo();
  32968. _this.computeWorldMatrix(true);
  32969. }
  32970. // Parent
  32971. if (parent !== null) {
  32972. _this.parent = parent;
  32973. }
  32974. return _this;
  32975. }
  32976. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  32977. /**
  32978. * An event triggered before rendering the mesh
  32979. */
  32980. get: function () {
  32981. if (!this._onBeforeRenderObservable) {
  32982. this._onBeforeRenderObservable = new BABYLON.Observable();
  32983. }
  32984. return this._onBeforeRenderObservable;
  32985. },
  32986. enumerable: true,
  32987. configurable: true
  32988. });
  32989. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  32990. /**
  32991. * An event triggered after rendering the mesh
  32992. */
  32993. get: function () {
  32994. if (!this._onAfterRenderObservable) {
  32995. this._onAfterRenderObservable = new BABYLON.Observable();
  32996. }
  32997. return this._onAfterRenderObservable;
  32998. },
  32999. enumerable: true,
  33000. configurable: true
  33001. });
  33002. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  33003. /**
  33004. * An event triggered before drawing the mesh
  33005. */
  33006. get: function () {
  33007. if (!this._onBeforeDrawObservable) {
  33008. this._onBeforeDrawObservable = new BABYLON.Observable();
  33009. }
  33010. return this._onBeforeDrawObservable;
  33011. },
  33012. enumerable: true,
  33013. configurable: true
  33014. });
  33015. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  33016. /**
  33017. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  33018. */
  33019. set: function (callback) {
  33020. if (this._onBeforeDrawObserver) {
  33021. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  33022. }
  33023. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  33024. },
  33025. enumerable: true,
  33026. configurable: true
  33027. });
  33028. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  33029. /**
  33030. * Gets or sets the morph target manager
  33031. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  33032. */
  33033. get: function () {
  33034. return this._morphTargetManager;
  33035. },
  33036. set: function (value) {
  33037. if (this._morphTargetManager === value) {
  33038. return;
  33039. }
  33040. this._morphTargetManager = value;
  33041. this._syncGeometryWithMorphTargetManager();
  33042. },
  33043. enumerable: true,
  33044. configurable: true
  33045. });
  33046. Object.defineProperty(Mesh.prototype, "source", {
  33047. /**
  33048. * Gets the source mesh (the one used to clone this one from)
  33049. */
  33050. get: function () {
  33051. return this._source;
  33052. },
  33053. enumerable: true,
  33054. configurable: true
  33055. });
  33056. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  33057. /**
  33058. * Gets or sets a boolean indicating that this mesh does not use index buffer
  33059. */
  33060. get: function () {
  33061. return this._unIndexed;
  33062. },
  33063. set: function (value) {
  33064. if (this._unIndexed !== value) {
  33065. this._unIndexed = value;
  33066. this._markSubMeshesAsAttributesDirty();
  33067. }
  33068. },
  33069. enumerable: true,
  33070. configurable: true
  33071. });
  33072. // Methods
  33073. /**
  33074. * Gets the class name
  33075. * @returns the string "Mesh".
  33076. */
  33077. Mesh.prototype.getClassName = function () {
  33078. return "Mesh";
  33079. };
  33080. /**
  33081. * Returns a description of this mesh
  33082. * @param fullDetails define if full details about this mesh must be used
  33083. * @returns a descriptive string representing this mesh
  33084. */
  33085. Mesh.prototype.toString = function (fullDetails) {
  33086. var ret = _super.prototype.toString.call(this, fullDetails);
  33087. ret += ", n vertices: " + this.getTotalVertices();
  33088. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  33089. if (this.animations) {
  33090. for (var i = 0; i < this.animations.length; i++) {
  33091. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  33092. }
  33093. }
  33094. if (fullDetails) {
  33095. if (this._geometry) {
  33096. var ib = this.getIndices();
  33097. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33098. if (vb && ib) {
  33099. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  33100. }
  33101. }
  33102. else {
  33103. ret += ", flat shading: UNKNOWN";
  33104. }
  33105. }
  33106. return ret;
  33107. };
  33108. /** @hidden */
  33109. Mesh.prototype._unBindEffect = function () {
  33110. _super.prototype._unBindEffect.call(this);
  33111. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  33112. var instance = _a[_i];
  33113. instance._unBindEffect();
  33114. }
  33115. };
  33116. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  33117. /**
  33118. * Gets a boolean indicating if this mesh has LOD
  33119. */
  33120. get: function () {
  33121. return this._LODLevels.length > 0;
  33122. },
  33123. enumerable: true,
  33124. configurable: true
  33125. });
  33126. /**
  33127. * Gets the list of MeshLODLevel associated with the current mesh
  33128. * @returns an array of MeshLODLevel
  33129. */
  33130. Mesh.prototype.getLODLevels = function () {
  33131. return this._LODLevels;
  33132. };
  33133. Mesh.prototype._sortLODLevels = function () {
  33134. this._LODLevels.sort(function (a, b) {
  33135. if (a.distance < b.distance) {
  33136. return 1;
  33137. }
  33138. if (a.distance > b.distance) {
  33139. return -1;
  33140. }
  33141. return 0;
  33142. });
  33143. };
  33144. /**
  33145. * Add a mesh as LOD level triggered at the given distance.
  33146. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33147. * @param distance The distance from the center of the object to show this level
  33148. * @param mesh The mesh to be added as LOD level (can be null)
  33149. * @return This mesh (for chaining)
  33150. */
  33151. Mesh.prototype.addLODLevel = function (distance, mesh) {
  33152. if (mesh && mesh._masterMesh) {
  33153. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  33154. return this;
  33155. }
  33156. var level = new BABYLON.MeshLODLevel(distance, mesh);
  33157. this._LODLevels.push(level);
  33158. if (mesh) {
  33159. mesh._masterMesh = this;
  33160. }
  33161. this._sortLODLevels();
  33162. return this;
  33163. };
  33164. /**
  33165. * Returns the LOD level mesh at the passed distance or null if not found.
  33166. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33167. * @param distance The distance from the center of the object to show this level
  33168. * @returns a Mesh or `null`
  33169. */
  33170. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  33171. for (var index = 0; index < this._LODLevels.length; index++) {
  33172. var level = this._LODLevels[index];
  33173. if (level.distance === distance) {
  33174. return level.mesh;
  33175. }
  33176. }
  33177. return null;
  33178. };
  33179. /**
  33180. * Remove a mesh from the LOD array
  33181. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33182. * @param mesh defines the mesh to be removed
  33183. * @return This mesh (for chaining)
  33184. */
  33185. Mesh.prototype.removeLODLevel = function (mesh) {
  33186. for (var index = 0; index < this._LODLevels.length; index++) {
  33187. if (this._LODLevels[index].mesh === mesh) {
  33188. this._LODLevels.splice(index, 1);
  33189. if (mesh) {
  33190. mesh._masterMesh = null;
  33191. }
  33192. }
  33193. }
  33194. this._sortLODLevels();
  33195. return this;
  33196. };
  33197. /**
  33198. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  33199. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33200. * @param camera defines the camera to use to compute distance
  33201. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  33202. * @return This mesh (for chaining)
  33203. */
  33204. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  33205. if (!this._LODLevels || this._LODLevels.length === 0) {
  33206. return this;
  33207. }
  33208. var bSphere;
  33209. if (boundingSphere) {
  33210. bSphere = boundingSphere;
  33211. }
  33212. else {
  33213. var boundingInfo = this.getBoundingInfo();
  33214. bSphere = boundingInfo.boundingSphere;
  33215. }
  33216. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  33217. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  33218. if (this.onLODLevelSelection) {
  33219. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  33220. }
  33221. return this;
  33222. }
  33223. for (var index = 0; index < this._LODLevels.length; index++) {
  33224. var level = this._LODLevels[index];
  33225. if (level.distance < distanceToCamera) {
  33226. if (level.mesh) {
  33227. level.mesh._preActivate();
  33228. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  33229. }
  33230. if (this.onLODLevelSelection) {
  33231. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  33232. }
  33233. return level.mesh;
  33234. }
  33235. }
  33236. if (this.onLODLevelSelection) {
  33237. this.onLODLevelSelection(distanceToCamera, this, this);
  33238. }
  33239. return this;
  33240. };
  33241. Object.defineProperty(Mesh.prototype, "geometry", {
  33242. /**
  33243. * Gets the mesh internal Geometry object
  33244. */
  33245. get: function () {
  33246. return this._geometry;
  33247. },
  33248. enumerable: true,
  33249. configurable: true
  33250. });
  33251. /**
  33252. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  33253. * @returns the total number of vertices
  33254. */
  33255. Mesh.prototype.getTotalVertices = function () {
  33256. if (this._geometry === null || this._geometry === undefined) {
  33257. return 0;
  33258. }
  33259. return this._geometry.getTotalVertices();
  33260. };
  33261. /**
  33262. * Returns the content of an associated vertex buffer
  33263. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33264. * - BABYLON.VertexBuffer.PositionKind
  33265. * - BABYLON.VertexBuffer.UVKind
  33266. * - BABYLON.VertexBuffer.UV2Kind
  33267. * - BABYLON.VertexBuffer.UV3Kind
  33268. * - BABYLON.VertexBuffer.UV4Kind
  33269. * - BABYLON.VertexBuffer.UV5Kind
  33270. * - BABYLON.VertexBuffer.UV6Kind
  33271. * - BABYLON.VertexBuffer.ColorKind
  33272. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33273. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33274. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33275. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33276. * @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
  33277. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33278. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33279. */
  33280. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33281. if (!this._geometry) {
  33282. return null;
  33283. }
  33284. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33285. };
  33286. /**
  33287. * Returns the mesh VertexBuffer object from the requested `kind`
  33288. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33289. * - BABYLON.VertexBuffer.PositionKind
  33290. * - BABYLON.VertexBuffer.UVKind
  33291. * - BABYLON.VertexBuffer.UV2Kind
  33292. * - BABYLON.VertexBuffer.UV3Kind
  33293. * - BABYLON.VertexBuffer.UV4Kind
  33294. * - BABYLON.VertexBuffer.UV5Kind
  33295. * - BABYLON.VertexBuffer.UV6Kind
  33296. * - BABYLON.VertexBuffer.ColorKind
  33297. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33298. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33299. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33300. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33301. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33302. */
  33303. Mesh.prototype.getVertexBuffer = function (kind) {
  33304. if (!this._geometry) {
  33305. return null;
  33306. }
  33307. return this._geometry.getVertexBuffer(kind);
  33308. };
  33309. /**
  33310. * Tests if a specific vertex buffer is associated with this mesh
  33311. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33312. * - BABYLON.VertexBuffer.PositionKind
  33313. * - BABYLON.VertexBuffer.UVKind
  33314. * - BABYLON.VertexBuffer.UV2Kind
  33315. * - BABYLON.VertexBuffer.UV3Kind
  33316. * - BABYLON.VertexBuffer.UV4Kind
  33317. * - BABYLON.VertexBuffer.UV5Kind
  33318. * - BABYLON.VertexBuffer.UV6Kind
  33319. * - BABYLON.VertexBuffer.ColorKind
  33320. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33321. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33322. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33323. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33324. * @returns a boolean
  33325. */
  33326. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33327. if (!this._geometry) {
  33328. if (this._delayInfo) {
  33329. return this._delayInfo.indexOf(kind) !== -1;
  33330. }
  33331. return false;
  33332. }
  33333. return this._geometry.isVerticesDataPresent(kind);
  33334. };
  33335. /**
  33336. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33337. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33338. * - BABYLON.VertexBuffer.PositionKind
  33339. * - BABYLON.VertexBuffer.UVKind
  33340. * - BABYLON.VertexBuffer.UV2Kind
  33341. * - BABYLON.VertexBuffer.UV3Kind
  33342. * - BABYLON.VertexBuffer.UV4Kind
  33343. * - BABYLON.VertexBuffer.UV5Kind
  33344. * - BABYLON.VertexBuffer.UV6Kind
  33345. * - BABYLON.VertexBuffer.ColorKind
  33346. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33347. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33348. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33349. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33350. * @returns a boolean
  33351. */
  33352. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33353. if (!this._geometry) {
  33354. if (this._delayInfo) {
  33355. return this._delayInfo.indexOf(kind) !== -1;
  33356. }
  33357. return false;
  33358. }
  33359. return this._geometry.isVertexBufferUpdatable(kind);
  33360. };
  33361. /**
  33362. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33363. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33364. * - BABYLON.VertexBuffer.PositionKind
  33365. * - BABYLON.VertexBuffer.UVKind
  33366. * - BABYLON.VertexBuffer.UV2Kind
  33367. * - BABYLON.VertexBuffer.UV3Kind
  33368. * - BABYLON.VertexBuffer.UV4Kind
  33369. * - BABYLON.VertexBuffer.UV5Kind
  33370. * - BABYLON.VertexBuffer.UV6Kind
  33371. * - BABYLON.VertexBuffer.ColorKind
  33372. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33373. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33374. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33375. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33376. * @returns an array of strings
  33377. */
  33378. Mesh.prototype.getVerticesDataKinds = function () {
  33379. if (!this._geometry) {
  33380. var result = new Array();
  33381. if (this._delayInfo) {
  33382. this._delayInfo.forEach(function (kind, index, array) {
  33383. result.push(kind);
  33384. });
  33385. }
  33386. return result;
  33387. }
  33388. return this._geometry.getVerticesDataKinds();
  33389. };
  33390. /**
  33391. * Returns a positive integer : the total number of indices in this mesh geometry.
  33392. * @returns the numner of indices or zero if the mesh has no geometry.
  33393. */
  33394. Mesh.prototype.getTotalIndices = function () {
  33395. if (!this._geometry) {
  33396. return 0;
  33397. }
  33398. return this._geometry.getTotalIndices();
  33399. };
  33400. /**
  33401. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33402. * @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.
  33403. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33404. * @returns the indices array or an empty array if the mesh has no geometry
  33405. */
  33406. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33407. if (!this._geometry) {
  33408. return [];
  33409. }
  33410. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33411. };
  33412. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33413. get: function () {
  33414. return this._masterMesh !== null && this._masterMesh !== undefined;
  33415. },
  33416. enumerable: true,
  33417. configurable: true
  33418. });
  33419. /**
  33420. * Determine if the current mesh is ready to be rendered
  33421. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33422. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33423. * @returns true if all associated assets are ready (material, textures, shaders)
  33424. */
  33425. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33426. if (completeCheck === void 0) { completeCheck = false; }
  33427. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33428. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33429. return false;
  33430. }
  33431. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33432. return false;
  33433. }
  33434. if (!this.subMeshes || this.subMeshes.length === 0) {
  33435. return true;
  33436. }
  33437. if (!completeCheck) {
  33438. return true;
  33439. }
  33440. var engine = this.getEngine();
  33441. var scene = this.getScene();
  33442. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33443. this.computeWorldMatrix();
  33444. var mat = this.material || scene.defaultMaterial;
  33445. if (mat) {
  33446. if (mat._storeEffectOnSubMeshes) {
  33447. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33448. var subMesh = _a[_i];
  33449. var effectiveMaterial = subMesh.getMaterial();
  33450. if (effectiveMaterial) {
  33451. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33452. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33453. return false;
  33454. }
  33455. }
  33456. else {
  33457. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33458. return false;
  33459. }
  33460. }
  33461. }
  33462. }
  33463. }
  33464. else {
  33465. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33466. return false;
  33467. }
  33468. }
  33469. }
  33470. // Shadows
  33471. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33472. var light = _c[_b];
  33473. var generator = light.getShadowGenerator();
  33474. if (generator) {
  33475. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33476. var subMesh = _e[_d];
  33477. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33478. return false;
  33479. }
  33480. }
  33481. }
  33482. }
  33483. // LOD
  33484. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33485. var lod = _g[_f];
  33486. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33487. return false;
  33488. }
  33489. }
  33490. return true;
  33491. };
  33492. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33493. /**
  33494. * 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.
  33495. */
  33496. get: function () {
  33497. return this._areNormalsFrozen;
  33498. },
  33499. enumerable: true,
  33500. configurable: true
  33501. });
  33502. /**
  33503. * 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.
  33504. * @returns the current mesh
  33505. */
  33506. Mesh.prototype.freezeNormals = function () {
  33507. this._areNormalsFrozen = true;
  33508. return this;
  33509. };
  33510. /**
  33511. * 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
  33512. * @returns the current mesh
  33513. */
  33514. Mesh.prototype.unfreezeNormals = function () {
  33515. this._areNormalsFrozen = false;
  33516. return this;
  33517. };
  33518. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33519. /**
  33520. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33521. */
  33522. set: function (count) {
  33523. this._instanceDataStorage.overridenInstanceCount = count;
  33524. },
  33525. enumerable: true,
  33526. configurable: true
  33527. });
  33528. // Methods
  33529. /** @hidden */
  33530. Mesh.prototype._preActivate = function () {
  33531. var sceneRenderId = this.getScene().getRenderId();
  33532. if (this._preActivateId === sceneRenderId) {
  33533. return this;
  33534. }
  33535. this._preActivateId = sceneRenderId;
  33536. this._instanceDataStorage.visibleInstances = null;
  33537. return this;
  33538. };
  33539. /** @hidden */
  33540. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33541. if (this._instanceDataStorage.visibleInstances) {
  33542. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33543. }
  33544. return this;
  33545. };
  33546. /** @hidden */
  33547. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33548. if (!this._instanceDataStorage.visibleInstances) {
  33549. this._instanceDataStorage.visibleInstances = {
  33550. defaultRenderId: renderId,
  33551. selfDefaultRenderId: this._renderId
  33552. };
  33553. }
  33554. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33555. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33556. }
  33557. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33558. return this;
  33559. };
  33560. /**
  33561. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33562. * This means the mesh underlying bounding box and sphere are recomputed.
  33563. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33564. * @returns the current mesh
  33565. */
  33566. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33567. if (applySkeleton === void 0) { applySkeleton = false; }
  33568. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33569. return this;
  33570. }
  33571. var bias = this.geometry ? this.geometry.boundingBias : null;
  33572. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33573. return this;
  33574. };
  33575. /** @hidden */
  33576. Mesh.prototype._createGlobalSubMesh = function (force) {
  33577. var totalVertices = this.getTotalVertices();
  33578. if (!totalVertices || !this.getIndices()) {
  33579. return null;
  33580. }
  33581. // Check if we need to recreate the submeshes
  33582. if (this.subMeshes && this.subMeshes.length > 0) {
  33583. var ib = this.getIndices();
  33584. if (!ib) {
  33585. return null;
  33586. }
  33587. var totalIndices = ib.length;
  33588. var needToRecreate = false;
  33589. if (force) {
  33590. needToRecreate = true;
  33591. }
  33592. else {
  33593. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33594. var submesh = _a[_i];
  33595. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33596. needToRecreate = true;
  33597. break;
  33598. }
  33599. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33600. needToRecreate = true;
  33601. break;
  33602. }
  33603. }
  33604. }
  33605. if (!needToRecreate) {
  33606. return this.subMeshes[0];
  33607. }
  33608. }
  33609. this.releaseSubMeshes();
  33610. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33611. };
  33612. /**
  33613. * This function will subdivide the mesh into multiple submeshes
  33614. * @param count defines the expected number of submeshes
  33615. */
  33616. Mesh.prototype.subdivide = function (count) {
  33617. if (count < 1) {
  33618. return;
  33619. }
  33620. var totalIndices = this.getTotalIndices();
  33621. var subdivisionSize = (totalIndices / count) | 0;
  33622. var offset = 0;
  33623. // Ensure that subdivisionSize is a multiple of 3
  33624. while (subdivisionSize % 3 !== 0) {
  33625. subdivisionSize++;
  33626. }
  33627. this.releaseSubMeshes();
  33628. for (var index = 0; index < count; index++) {
  33629. if (offset >= totalIndices) {
  33630. break;
  33631. }
  33632. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33633. offset += subdivisionSize;
  33634. }
  33635. this.synchronizeInstances();
  33636. };
  33637. /**
  33638. * Copy a FloatArray into a specific associated vertex buffer
  33639. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33640. * - BABYLON.VertexBuffer.PositionKind
  33641. * - BABYLON.VertexBuffer.UVKind
  33642. * - BABYLON.VertexBuffer.UV2Kind
  33643. * - BABYLON.VertexBuffer.UV3Kind
  33644. * - BABYLON.VertexBuffer.UV4Kind
  33645. * - BABYLON.VertexBuffer.UV5Kind
  33646. * - BABYLON.VertexBuffer.UV6Kind
  33647. * - BABYLON.VertexBuffer.ColorKind
  33648. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33649. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33650. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33651. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33652. * @param data defines the data source
  33653. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33654. * @param stride defines the data stride size (can be null)
  33655. * @returns the current mesh
  33656. */
  33657. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33658. if (updatable === void 0) { updatable = false; }
  33659. if (!this._geometry) {
  33660. var vertexData = new BABYLON.VertexData();
  33661. vertexData.set(data, kind);
  33662. var scene = this.getScene();
  33663. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33664. }
  33665. else {
  33666. this._geometry.setVerticesData(kind, data, updatable, stride);
  33667. }
  33668. return this;
  33669. };
  33670. /**
  33671. * Flags an associated vertex buffer as updatable
  33672. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33673. * - BABYLON.VertexBuffer.PositionKind
  33674. * - BABYLON.VertexBuffer.UVKind
  33675. * - BABYLON.VertexBuffer.UV2Kind
  33676. * - BABYLON.VertexBuffer.UV3Kind
  33677. * - BABYLON.VertexBuffer.UV4Kind
  33678. * - BABYLON.VertexBuffer.UV5Kind
  33679. * - BABYLON.VertexBuffer.UV6Kind
  33680. * - BABYLON.VertexBuffer.ColorKind
  33681. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33682. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33683. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33684. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33685. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33686. */
  33687. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33688. if (updatable === void 0) { updatable = true; }
  33689. var vb = this.getVertexBuffer(kind);
  33690. if (!vb || vb.isUpdatable() === updatable) {
  33691. return;
  33692. }
  33693. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33694. };
  33695. /**
  33696. * Sets the mesh global Vertex Buffer
  33697. * @param buffer defines the buffer to use
  33698. * @returns the current mesh
  33699. */
  33700. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33701. if (!this._geometry) {
  33702. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33703. }
  33704. this._geometry.setVerticesBuffer(buffer);
  33705. return this;
  33706. };
  33707. /**
  33708. * Update a specific associated vertex buffer
  33709. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33710. * - BABYLON.VertexBuffer.PositionKind
  33711. * - BABYLON.VertexBuffer.UVKind
  33712. * - BABYLON.VertexBuffer.UV2Kind
  33713. * - BABYLON.VertexBuffer.UV3Kind
  33714. * - BABYLON.VertexBuffer.UV4Kind
  33715. * - BABYLON.VertexBuffer.UV5Kind
  33716. * - BABYLON.VertexBuffer.UV6Kind
  33717. * - BABYLON.VertexBuffer.ColorKind
  33718. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33719. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33720. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33721. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33722. * @param data defines the data source
  33723. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33724. * @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)
  33725. * @returns the current mesh
  33726. */
  33727. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33728. if (!this._geometry) {
  33729. return this;
  33730. }
  33731. if (!makeItUnique) {
  33732. this._geometry.updateVerticesData(kind, data, updateExtends);
  33733. }
  33734. else {
  33735. this.makeGeometryUnique();
  33736. this.updateVerticesData(kind, data, updateExtends, false);
  33737. }
  33738. return this;
  33739. };
  33740. /**
  33741. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33742. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33743. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33744. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33745. * @returns the current mesh
  33746. */
  33747. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33748. if (computeNormals === void 0) { computeNormals = true; }
  33749. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33750. if (!positions) {
  33751. return this;
  33752. }
  33753. positionFunction(positions);
  33754. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33755. if (computeNormals) {
  33756. var indices = this.getIndices();
  33757. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33758. if (!normals) {
  33759. return this;
  33760. }
  33761. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33762. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33763. }
  33764. return this;
  33765. };
  33766. /**
  33767. * Creates a un-shared specific occurence of the geometry for the mesh.
  33768. * @returns the current mesh
  33769. */
  33770. Mesh.prototype.makeGeometryUnique = function () {
  33771. if (!this._geometry) {
  33772. return this;
  33773. }
  33774. var oldGeometry = this._geometry;
  33775. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33776. oldGeometry.releaseForMesh(this, true);
  33777. geometry.applyToMesh(this);
  33778. return this;
  33779. };
  33780. /**
  33781. * Set the index buffer of this mesh
  33782. * @param indices defines the source data
  33783. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33784. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33785. * @returns the current mesh
  33786. */
  33787. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33788. if (totalVertices === void 0) { totalVertices = null; }
  33789. if (updatable === void 0) { updatable = false; }
  33790. if (!this._geometry) {
  33791. var vertexData = new BABYLON.VertexData();
  33792. vertexData.indices = indices;
  33793. var scene = this.getScene();
  33794. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33795. }
  33796. else {
  33797. this._geometry.setIndices(indices, totalVertices, updatable);
  33798. }
  33799. return this;
  33800. };
  33801. /**
  33802. * Update the current index buffer
  33803. * @param indices defines the source data
  33804. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33805. * @returns the current mesh
  33806. */
  33807. Mesh.prototype.updateIndices = function (indices, offset) {
  33808. if (!this._geometry) {
  33809. return this;
  33810. }
  33811. this._geometry.updateIndices(indices, offset);
  33812. return this;
  33813. };
  33814. /**
  33815. * Invert the geometry to move from a right handed system to a left handed one.
  33816. * @returns the current mesh
  33817. */
  33818. Mesh.prototype.toLeftHanded = function () {
  33819. if (!this._geometry) {
  33820. return this;
  33821. }
  33822. this._geometry.toLeftHanded();
  33823. return this;
  33824. };
  33825. /** @hidden */
  33826. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33827. if (!this._geometry) {
  33828. return this;
  33829. }
  33830. var engine = this.getScene().getEngine();
  33831. // Wireframe
  33832. var indexToBind;
  33833. if (this._unIndexed) {
  33834. indexToBind = null;
  33835. }
  33836. else {
  33837. switch (fillMode) {
  33838. case BABYLON.Material.PointFillMode:
  33839. indexToBind = null;
  33840. break;
  33841. case BABYLON.Material.WireFrameFillMode:
  33842. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33843. break;
  33844. default:
  33845. case BABYLON.Material.TriangleFillMode:
  33846. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33847. break;
  33848. }
  33849. }
  33850. // VBOs
  33851. this._geometry._bind(effect, indexToBind);
  33852. return this;
  33853. };
  33854. /** @hidden */
  33855. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33856. if (alternate === void 0) { alternate = false; }
  33857. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33858. return this;
  33859. }
  33860. if (this._onBeforeDrawObservable) {
  33861. this._onBeforeDrawObservable.notifyObservers(this);
  33862. }
  33863. var scene = this.getScene();
  33864. var engine = scene.getEngine();
  33865. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33866. // or triangles as points
  33867. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33868. }
  33869. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33870. // Triangles as wireframe
  33871. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33872. }
  33873. else {
  33874. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33875. }
  33876. if (scene._isAlternateRenderingEnabled && !alternate) {
  33877. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33878. if (!effect || !scene.activeCamera) {
  33879. return this;
  33880. }
  33881. scene._switchToAlternateCameraConfiguration(true);
  33882. this._effectiveMaterial.bindView(effect);
  33883. this._effectiveMaterial.bindViewProjection(effect);
  33884. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33885. this._draw(subMesh, fillMode, instancesCount, true);
  33886. engine.setViewport(scene.activeCamera.viewport);
  33887. scene._switchToAlternateCameraConfiguration(false);
  33888. this._effectiveMaterial.bindView(effect);
  33889. this._effectiveMaterial.bindViewProjection(effect);
  33890. }
  33891. return this;
  33892. };
  33893. /**
  33894. * Registers for this mesh a javascript function called just before the rendering process
  33895. * @param func defines the function to call before rendering this mesh
  33896. * @returns the current mesh
  33897. */
  33898. Mesh.prototype.registerBeforeRender = function (func) {
  33899. this.onBeforeRenderObservable.add(func);
  33900. return this;
  33901. };
  33902. /**
  33903. * Disposes a previously registered javascript function called before the rendering
  33904. * @param func defines the function to remove
  33905. * @returns the current mesh
  33906. */
  33907. Mesh.prototype.unregisterBeforeRender = function (func) {
  33908. this.onBeforeRenderObservable.removeCallback(func);
  33909. return this;
  33910. };
  33911. /**
  33912. * Registers for this mesh a javascript function called just after the rendering is complete
  33913. * @param func defines the function to call after rendering this mesh
  33914. * @returns the current mesh
  33915. */
  33916. Mesh.prototype.registerAfterRender = function (func) {
  33917. this.onAfterRenderObservable.add(func);
  33918. return this;
  33919. };
  33920. /**
  33921. * Disposes a previously registered javascript function called after the rendering.
  33922. * @param func defines the function to remove
  33923. * @returns the current mesh
  33924. */
  33925. Mesh.prototype.unregisterAfterRender = function (func) {
  33926. this.onAfterRenderObservable.removeCallback(func);
  33927. return this;
  33928. };
  33929. /** @hidden */
  33930. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  33931. var scene = this.getScene();
  33932. var batchCache = this._instanceDataStorage.batchCache;
  33933. batchCache.mustReturn = false;
  33934. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  33935. batchCache.visibleInstances[subMeshId] = null;
  33936. if (this._instanceDataStorage.visibleInstances) {
  33937. var visibleInstances = this._instanceDataStorage.visibleInstances;
  33938. var currentRenderId = scene.getRenderId();
  33939. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  33940. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  33941. var selfRenderId = this._renderId;
  33942. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  33943. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  33944. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  33945. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  33946. }
  33947. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  33948. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  33949. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  33950. batchCache.mustReturn = true;
  33951. return batchCache;
  33952. }
  33953. if (currentRenderId !== selfRenderId) {
  33954. batchCache.renderSelf[subMeshId] = false;
  33955. }
  33956. }
  33957. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  33958. }
  33959. return batchCache;
  33960. };
  33961. /** @hidden */
  33962. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  33963. var visibleInstances = batch.visibleInstances[subMesh._id];
  33964. if (!visibleInstances) {
  33965. return this;
  33966. }
  33967. var matricesCount = visibleInstances.length + 1;
  33968. var bufferSize = matricesCount * 16 * 4;
  33969. var instanceStorage = this._instanceDataStorage;
  33970. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  33971. var instancesBuffer = instanceStorage.instancesBuffer;
  33972. while (instanceStorage.instancesBufferSize < bufferSize) {
  33973. instanceStorage.instancesBufferSize *= 2;
  33974. }
  33975. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33976. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  33977. }
  33978. var offset = 0;
  33979. var instancesCount = 0;
  33980. var world = this.getWorldMatrix();
  33981. if (batch.renderSelf[subMesh._id]) {
  33982. world.copyToArray(instanceStorage.instancesData, offset);
  33983. offset += 16;
  33984. instancesCount++;
  33985. }
  33986. if (visibleInstances) {
  33987. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  33988. var instance = visibleInstances[instanceIndex];
  33989. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  33990. offset += 16;
  33991. instancesCount++;
  33992. }
  33993. }
  33994. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33995. if (instancesBuffer) {
  33996. instancesBuffer.dispose();
  33997. }
  33998. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  33999. instanceStorage.instancesBuffer = instancesBuffer;
  34000. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  34001. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  34002. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  34003. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  34004. }
  34005. else {
  34006. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  34007. }
  34008. this._bind(subMesh, effect, fillMode);
  34009. this._draw(subMesh, fillMode, instancesCount);
  34010. engine.unbindInstanceAttributes();
  34011. return this;
  34012. };
  34013. /** @hidden */
  34014. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  34015. var scene = this.getScene();
  34016. var engine = scene.getEngine();
  34017. if (hardwareInstancedRendering) {
  34018. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  34019. }
  34020. else {
  34021. if (batch.renderSelf[subMesh._id]) {
  34022. // Draw
  34023. if (onBeforeDraw) {
  34024. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  34025. }
  34026. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  34027. }
  34028. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  34029. if (visibleInstancesForSubMesh) {
  34030. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  34031. var instance = visibleInstancesForSubMesh[instanceIndex];
  34032. // World
  34033. var world = instance.getWorldMatrix();
  34034. if (onBeforeDraw) {
  34035. onBeforeDraw(true, world, effectiveMaterial);
  34036. }
  34037. // Draw
  34038. this._draw(subMesh, fillMode);
  34039. }
  34040. }
  34041. }
  34042. return this;
  34043. };
  34044. /**
  34045. * 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
  34046. * @param subMesh defines the subMesh to render
  34047. * @param enableAlphaMode defines if alpha mode can be changed
  34048. * @returns the current mesh
  34049. */
  34050. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  34051. if (this._checkOcclusionQuery()) {
  34052. return this;
  34053. }
  34054. var scene = this.getScene();
  34055. // Managing instances
  34056. var batch = this._getInstancesRenderList(subMesh._id);
  34057. if (batch.mustReturn) {
  34058. return this;
  34059. }
  34060. // Checking geometry state
  34061. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  34062. return this;
  34063. }
  34064. if (this._onBeforeRenderObservable) {
  34065. this._onBeforeRenderObservable.notifyObservers(this);
  34066. }
  34067. var engine = scene.getEngine();
  34068. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  34069. // Material
  34070. var material = subMesh.getMaterial();
  34071. if (!material) {
  34072. return this;
  34073. }
  34074. this._effectiveMaterial = material;
  34075. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34076. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  34077. return this;
  34078. }
  34079. }
  34080. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  34081. return this;
  34082. }
  34083. // Alpha mode
  34084. if (enableAlphaMode) {
  34085. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  34086. }
  34087. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  34088. var step = _a[_i];
  34089. step.action(this, subMesh, batch);
  34090. }
  34091. var effect;
  34092. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34093. effect = subMesh.effect;
  34094. }
  34095. else {
  34096. effect = this._effectiveMaterial.getEffect();
  34097. }
  34098. if (!effect) {
  34099. return this;
  34100. }
  34101. var sideOrientation = this.overrideMaterialSideOrientation;
  34102. if (sideOrientation == null) {
  34103. sideOrientation = this._effectiveMaterial.sideOrientation;
  34104. if (this._getWorldMatrixDeterminant() < 0) {
  34105. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  34106. }
  34107. }
  34108. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  34109. if (this._effectiveMaterial.forceDepthWrite) {
  34110. engine.setDepthWrite(true);
  34111. }
  34112. // Bind
  34113. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  34114. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  34115. this._bind(subMesh, effect, fillMode);
  34116. }
  34117. var world = this.getWorldMatrix();
  34118. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34119. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  34120. }
  34121. else {
  34122. this._effectiveMaterial.bind(world, this);
  34123. }
  34124. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  34125. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  34126. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34127. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  34128. }
  34129. // Draw
  34130. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34131. // Unbind
  34132. this._effectiveMaterial.unbind();
  34133. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  34134. var step = _c[_b];
  34135. step.action(this, subMesh, batch);
  34136. }
  34137. if (this._onAfterRenderObservable) {
  34138. this._onAfterRenderObservable.notifyObservers(this);
  34139. }
  34140. return this;
  34141. };
  34142. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  34143. if (isInstance && effectiveMaterial) {
  34144. effectiveMaterial.bindOnlyWorldMatrix(world);
  34145. }
  34146. };
  34147. /**
  34148. * Renormalize the mesh and patch it up if there are no weights
  34149. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  34150. * However in the case of zero weights then we set just a single influence to 1.
  34151. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  34152. */
  34153. Mesh.prototype.cleanMatrixWeights = function () {
  34154. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  34155. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  34156. this.normalizeSkinWeightsAndExtra();
  34157. }
  34158. else {
  34159. this.normalizeSkinFourWeights();
  34160. }
  34161. }
  34162. };
  34163. // faster 4 weight version.
  34164. Mesh.prototype.normalizeSkinFourWeights = function () {
  34165. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34166. var numWeights = matricesWeights.length;
  34167. for (var a = 0; a < numWeights; a += 4) {
  34168. // accumulate weights
  34169. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34170. // check for invalid weight and just set it to 1.
  34171. if (t === 0) {
  34172. matricesWeights[a] = 1;
  34173. }
  34174. else {
  34175. // renormalize so everything adds to 1 use reciprical
  34176. var recip = 1 / t;
  34177. matricesWeights[a] *= recip;
  34178. matricesWeights[a + 1] *= recip;
  34179. matricesWeights[a + 2] *= recip;
  34180. matricesWeights[a + 3] *= recip;
  34181. }
  34182. }
  34183. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34184. };
  34185. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  34186. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  34187. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34188. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34189. var numWeights = matricesWeights.length;
  34190. for (var a = 0; a < numWeights; a += 4) {
  34191. // accumulate weights
  34192. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34193. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  34194. // check for invalid weight and just set it to 1.
  34195. if (t === 0) {
  34196. matricesWeights[a] = 1;
  34197. }
  34198. else {
  34199. // renormalize so everything adds to 1 use reciprical
  34200. var recip = 1 / t;
  34201. matricesWeights[a] *= recip;
  34202. matricesWeights[a + 1] *= recip;
  34203. matricesWeights[a + 2] *= recip;
  34204. matricesWeights[a + 3] *= recip;
  34205. // same goes for extras
  34206. matricesWeightsExtra[a] *= recip;
  34207. matricesWeightsExtra[a + 1] *= recip;
  34208. matricesWeightsExtra[a + 2] *= recip;
  34209. matricesWeightsExtra[a + 3] *= recip;
  34210. }
  34211. }
  34212. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34213. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  34214. };
  34215. /**
  34216. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  34217. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  34218. * the user know there was an issue with importing the mesh
  34219. * @returns a validation object with skinned, valid and report string
  34220. */
  34221. Mesh.prototype.validateSkinning = function () {
  34222. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34223. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34224. if (matricesWeights === null || this.skeleton == null) {
  34225. return { skinned: false, valid: true, report: "not skinned" };
  34226. }
  34227. var numWeights = matricesWeights.length;
  34228. var numberNotSorted = 0;
  34229. var missingWeights = 0;
  34230. var maxUsedWeights = 0;
  34231. var numberNotNormalized = 0;
  34232. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  34233. var usedWeightCounts = new Array();
  34234. for (var a = 0; a <= numInfluences; a++) {
  34235. usedWeightCounts[a] = 0;
  34236. }
  34237. var toleranceEpsilon = 0.001;
  34238. for (var a = 0; a < numWeights; a += 4) {
  34239. var lastWeight = matricesWeights[a];
  34240. var t = lastWeight;
  34241. var usedWeights = t === 0 ? 0 : 1;
  34242. for (var b = 1; b < numInfluences; b++) {
  34243. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  34244. if (d > lastWeight) {
  34245. numberNotSorted++;
  34246. }
  34247. if (d !== 0) {
  34248. usedWeights++;
  34249. }
  34250. t += d;
  34251. lastWeight = d;
  34252. }
  34253. // count the buffer weights usage
  34254. usedWeightCounts[usedWeights]++;
  34255. // max influences
  34256. if (usedWeights > maxUsedWeights) {
  34257. maxUsedWeights = usedWeights;
  34258. }
  34259. // check for invalid weight and just set it to 1.
  34260. if (t === 0) {
  34261. missingWeights++;
  34262. }
  34263. else {
  34264. // renormalize so everything adds to 1 use reciprical
  34265. var recip = 1 / t;
  34266. var tolerance = 0;
  34267. for (b = 0; b < numInfluences; b++) {
  34268. if (b < 4) {
  34269. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34270. }
  34271. else {
  34272. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34273. }
  34274. }
  34275. // arbitary epsilon value for dicdating not normalized
  34276. if (tolerance > toleranceEpsilon) {
  34277. numberNotNormalized++;
  34278. }
  34279. }
  34280. }
  34281. // validate bone indices are in range of the skeleton
  34282. var numBones = this.skeleton.bones.length;
  34283. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34284. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34285. var numBadBoneIndices = 0;
  34286. for (var a = 0; a < numWeights; a++) {
  34287. for (var b = 0; b < numInfluences; b++) {
  34288. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34289. if (index >= numBones || index < 0) {
  34290. numBadBoneIndices++;
  34291. }
  34292. }
  34293. }
  34294. // log mesh stats
  34295. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34296. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34297. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34298. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34299. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34300. };
  34301. /** @hidden */
  34302. Mesh.prototype._checkDelayState = function () {
  34303. var scene = this.getScene();
  34304. if (this._geometry) {
  34305. this._geometry.load(scene);
  34306. }
  34307. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34308. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34309. this._queueLoad(scene);
  34310. }
  34311. return this;
  34312. };
  34313. Mesh.prototype._queueLoad = function (scene) {
  34314. var _this = this;
  34315. scene._addPendingData(this);
  34316. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34317. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34318. if (data instanceof ArrayBuffer) {
  34319. _this._delayLoadingFunction(data, _this);
  34320. }
  34321. else {
  34322. _this._delayLoadingFunction(JSON.parse(data), _this);
  34323. }
  34324. _this.instances.forEach(function (instance) {
  34325. instance._syncSubMeshes();
  34326. });
  34327. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34328. scene._removePendingData(_this);
  34329. }, function () { }, scene.offlineProvider, getBinaryData);
  34330. return this;
  34331. };
  34332. /**
  34333. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34334. * A mesh is in the frustum if its bounding box intersects the frustum
  34335. * @param frustumPlanes defines the frustum to test
  34336. * @returns true if the mesh is in the frustum planes
  34337. */
  34338. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34339. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34340. return false;
  34341. }
  34342. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34343. return false;
  34344. }
  34345. this._checkDelayState();
  34346. return true;
  34347. };
  34348. /**
  34349. * Sets the mesh material by the material or multiMaterial `id` property
  34350. * @param id is a string identifying the material or the multiMaterial
  34351. * @returns the current mesh
  34352. */
  34353. Mesh.prototype.setMaterialByID = function (id) {
  34354. var materials = this.getScene().materials;
  34355. var index;
  34356. for (index = materials.length - 1; index > -1; index--) {
  34357. if (materials[index].id === id) {
  34358. this.material = materials[index];
  34359. return this;
  34360. }
  34361. }
  34362. // Multi
  34363. var multiMaterials = this.getScene().multiMaterials;
  34364. for (index = multiMaterials.length - 1; index > -1; index--) {
  34365. if (multiMaterials[index].id === id) {
  34366. this.material = multiMaterials[index];
  34367. return this;
  34368. }
  34369. }
  34370. return this;
  34371. };
  34372. /**
  34373. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34374. * @returns an array of IAnimatable
  34375. */
  34376. Mesh.prototype.getAnimatables = function () {
  34377. var results = new Array();
  34378. if (this.material) {
  34379. results.push(this.material);
  34380. }
  34381. if (this.skeleton) {
  34382. results.push(this.skeleton);
  34383. }
  34384. return results;
  34385. };
  34386. /**
  34387. * Modifies the mesh geometry according to the passed transformation matrix.
  34388. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34389. * The mesh normals are modified using the same transformation.
  34390. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34391. * @param transform defines the transform matrix to use
  34392. * @see http://doc.babylonjs.com/resources/baking_transformations
  34393. * @returns the current mesh
  34394. */
  34395. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34396. // Position
  34397. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34398. return this;
  34399. }
  34400. var submeshes = this.subMeshes.splice(0);
  34401. this._resetPointsArrayCache();
  34402. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34403. var temp = new Array();
  34404. var index;
  34405. for (index = 0; index < data.length; index += 3) {
  34406. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34407. }
  34408. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34409. // Normals
  34410. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34411. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34412. temp = [];
  34413. for (index = 0; index < data.length; index += 3) {
  34414. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34415. }
  34416. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34417. }
  34418. // flip faces?
  34419. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34420. this.flipFaces();
  34421. }
  34422. // Restore submeshes
  34423. this.releaseSubMeshes();
  34424. this.subMeshes = submeshes;
  34425. return this;
  34426. };
  34427. /**
  34428. * Modifies the mesh geometry according to its own current World Matrix.
  34429. * The mesh World Matrix is then reset.
  34430. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34431. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34432. * @see http://doc.babylonjs.com/resources/baking_transformations
  34433. * @returns the current mesh
  34434. */
  34435. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34436. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34437. this.scaling.copyFromFloats(1, 1, 1);
  34438. this.position.copyFromFloats(0, 0, 0);
  34439. this.rotation.copyFromFloats(0, 0, 0);
  34440. //only if quaternion is already set
  34441. if (this.rotationQuaternion) {
  34442. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34443. }
  34444. this._worldMatrix = BABYLON.Matrix.Identity();
  34445. return this;
  34446. };
  34447. Object.defineProperty(Mesh.prototype, "_positions", {
  34448. // Cache
  34449. /** @hidden */
  34450. get: function () {
  34451. if (this._geometry) {
  34452. return this._geometry._positions;
  34453. }
  34454. return null;
  34455. },
  34456. enumerable: true,
  34457. configurable: true
  34458. });
  34459. /** @hidden */
  34460. Mesh.prototype._resetPointsArrayCache = function () {
  34461. if (this._geometry) {
  34462. this._geometry._resetPointsArrayCache();
  34463. }
  34464. return this;
  34465. };
  34466. /** @hidden */
  34467. Mesh.prototype._generatePointsArray = function () {
  34468. if (this._geometry) {
  34469. return this._geometry._generatePointsArray();
  34470. }
  34471. return false;
  34472. };
  34473. /**
  34474. * Returns a new Mesh object generated from the current mesh properties.
  34475. * This method must not get confused with createInstance()
  34476. * @param name is a string, the name given to the new mesh
  34477. * @param newParent can be any Node object (default `null`)
  34478. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34479. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34480. * @returns a new mesh
  34481. */
  34482. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34483. if (name === void 0) { name = ""; }
  34484. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34485. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34486. };
  34487. /**
  34488. * Releases resources associated with this mesh.
  34489. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34490. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34491. */
  34492. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34493. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34494. this.morphTargetManager = null;
  34495. if (this._geometry) {
  34496. this._geometry.releaseForMesh(this, true);
  34497. }
  34498. if (this._onBeforeDrawObservable) {
  34499. this._onBeforeDrawObservable.clear();
  34500. }
  34501. if (this._onBeforeRenderObservable) {
  34502. this._onBeforeRenderObservable.clear();
  34503. }
  34504. if (this._onAfterRenderObservable) {
  34505. this._onAfterRenderObservable.clear();
  34506. }
  34507. // Sources
  34508. if (this._scene.useClonedMeshhMap) {
  34509. if (this.meshMap) {
  34510. for (var uniqueId in this.meshMap) {
  34511. var mesh = this.meshMap[uniqueId];
  34512. if (mesh) {
  34513. mesh._source = null;
  34514. this.meshMap[uniqueId] = undefined;
  34515. }
  34516. }
  34517. }
  34518. if (this._source && this._source.meshMap) {
  34519. this._source.meshMap[this.uniqueId] = undefined;
  34520. }
  34521. }
  34522. else {
  34523. var meshes = this.getScene().meshes;
  34524. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34525. var abstractMesh = meshes_1[_i];
  34526. var mesh = abstractMesh;
  34527. if (mesh._source && mesh._source === this) {
  34528. mesh._source = null;
  34529. }
  34530. }
  34531. }
  34532. this._source = null;
  34533. // Instances
  34534. if (this._instanceDataStorage.instancesBuffer) {
  34535. this._instanceDataStorage.instancesBuffer.dispose();
  34536. this._instanceDataStorage.instancesBuffer = null;
  34537. }
  34538. while (this.instances.length) {
  34539. this.instances[0].dispose();
  34540. }
  34541. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34542. };
  34543. /**
  34544. * Modifies the mesh geometry according to a displacement map.
  34545. * 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.
  34546. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34547. * @param url is a string, the URL from the image file is to be downloaded.
  34548. * @param minHeight is the lower limit of the displacement.
  34549. * @param maxHeight is the upper limit of the displacement.
  34550. * @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.
  34551. * @param uvOffset is an optional vector2 used to offset UV.
  34552. * @param uvScale is an optional vector2 used to scale UV.
  34553. * @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.
  34554. * @returns the Mesh.
  34555. */
  34556. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34557. var _this = this;
  34558. if (forceUpdate === void 0) { forceUpdate = false; }
  34559. var scene = this.getScene();
  34560. var onload = function (img) {
  34561. // Getting height map data
  34562. var canvas = document.createElement("canvas");
  34563. var context = canvas.getContext("2d");
  34564. var heightMapWidth = img.width;
  34565. var heightMapHeight = img.height;
  34566. canvas.width = heightMapWidth;
  34567. canvas.height = heightMapHeight;
  34568. context.drawImage(img, 0, 0);
  34569. // Create VertexData from map data
  34570. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34571. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34572. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34573. //execute success callback, if set
  34574. if (onSuccess) {
  34575. onSuccess(_this);
  34576. }
  34577. };
  34578. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34579. return this;
  34580. };
  34581. /**
  34582. * Modifies the mesh geometry according to a displacementMap buffer.
  34583. * 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.
  34584. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34585. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34586. * @param heightMapWidth is the width of the buffer image.
  34587. * @param heightMapHeight is the height of the buffer image.
  34588. * @param minHeight is the lower limit of the displacement.
  34589. * @param maxHeight is the upper limit of the displacement.
  34590. * @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.
  34591. * @param uvOffset is an optional vector2 used to offset UV.
  34592. * @param uvScale is an optional vector2 used to scale UV.
  34593. * @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.
  34594. * @returns the Mesh.
  34595. */
  34596. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34597. if (forceUpdate === void 0) { forceUpdate = false; }
  34598. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34599. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34600. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34601. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34602. return this;
  34603. }
  34604. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34605. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34606. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34607. var position = BABYLON.Vector3.Zero();
  34608. var normal = BABYLON.Vector3.Zero();
  34609. var uv = BABYLON.Vector2.Zero();
  34610. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34611. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34612. for (var index = 0; index < positions.length; index += 3) {
  34613. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34614. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34615. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34616. // Compute height
  34617. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34618. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34619. var pos = (u + v * heightMapWidth) * 4;
  34620. var r = buffer[pos] / 255.0;
  34621. var g = buffer[pos + 1] / 255.0;
  34622. var b = buffer[pos + 2] / 255.0;
  34623. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34624. normal.normalize();
  34625. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34626. position = position.add(normal);
  34627. position.toArray(positions, index);
  34628. }
  34629. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34630. if (forceUpdate) {
  34631. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34632. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34633. }
  34634. else {
  34635. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34636. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34637. }
  34638. return this;
  34639. };
  34640. /**
  34641. * Modify the mesh to get a flat shading rendering.
  34642. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34643. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34644. * @returns current mesh
  34645. */
  34646. Mesh.prototype.convertToFlatShadedMesh = function () {
  34647. var kinds = this.getVerticesDataKinds();
  34648. var vbs = {};
  34649. var data = {};
  34650. var newdata = {};
  34651. var updatableNormals = false;
  34652. var kindIndex;
  34653. var kind;
  34654. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34655. kind = kinds[kindIndex];
  34656. var vertexBuffer = this.getVertexBuffer(kind);
  34657. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34658. updatableNormals = vertexBuffer.isUpdatable();
  34659. kinds.splice(kindIndex, 1);
  34660. kindIndex--;
  34661. continue;
  34662. }
  34663. vbs[kind] = vertexBuffer;
  34664. data[kind] = vbs[kind].getData();
  34665. newdata[kind] = [];
  34666. }
  34667. // Save previous submeshes
  34668. var previousSubmeshes = this.subMeshes.slice(0);
  34669. var indices = this.getIndices();
  34670. var totalIndices = this.getTotalIndices();
  34671. // Generating unique vertices per face
  34672. var index;
  34673. for (index = 0; index < totalIndices; index++) {
  34674. var vertexIndex = indices[index];
  34675. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34676. kind = kinds[kindIndex];
  34677. var stride = vbs[kind].getStrideSize();
  34678. for (var offset = 0; offset < stride; offset++) {
  34679. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34680. }
  34681. }
  34682. }
  34683. // Updating faces & normal
  34684. var normals = [];
  34685. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34686. for (index = 0; index < totalIndices; index += 3) {
  34687. indices[index] = index;
  34688. indices[index + 1] = index + 1;
  34689. indices[index + 2] = index + 2;
  34690. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34691. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34692. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34693. var p1p2 = p1.subtract(p2);
  34694. var p3p2 = p3.subtract(p2);
  34695. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34696. // Store same normals for every vertex
  34697. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34698. normals.push(normal.x);
  34699. normals.push(normal.y);
  34700. normals.push(normal.z);
  34701. }
  34702. }
  34703. this.setIndices(indices);
  34704. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34705. // Updating vertex buffers
  34706. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34707. kind = kinds[kindIndex];
  34708. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34709. }
  34710. // Updating submeshes
  34711. this.releaseSubMeshes();
  34712. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34713. var previousOne = previousSubmeshes[submeshIndex];
  34714. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34715. }
  34716. this.synchronizeInstances();
  34717. return this;
  34718. };
  34719. /**
  34720. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34721. * In other words, more vertices, no more indices and a single bigger VBO.
  34722. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34723. * @returns current mesh
  34724. */
  34725. Mesh.prototype.convertToUnIndexedMesh = function () {
  34726. var kinds = this.getVerticesDataKinds();
  34727. var vbs = {};
  34728. var data = {};
  34729. var newdata = {};
  34730. var kindIndex;
  34731. var kind;
  34732. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34733. kind = kinds[kindIndex];
  34734. var vertexBuffer = this.getVertexBuffer(kind);
  34735. vbs[kind] = vertexBuffer;
  34736. data[kind] = vbs[kind].getData();
  34737. newdata[kind] = [];
  34738. }
  34739. // Save previous submeshes
  34740. var previousSubmeshes = this.subMeshes.slice(0);
  34741. var indices = this.getIndices();
  34742. var totalIndices = this.getTotalIndices();
  34743. // Generating unique vertices per face
  34744. var index;
  34745. for (index = 0; index < totalIndices; index++) {
  34746. var vertexIndex = indices[index];
  34747. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34748. kind = kinds[kindIndex];
  34749. var stride = vbs[kind].getStrideSize();
  34750. for (var offset = 0; offset < stride; offset++) {
  34751. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34752. }
  34753. }
  34754. }
  34755. // Updating indices
  34756. for (index = 0; index < totalIndices; index += 3) {
  34757. indices[index] = index;
  34758. indices[index + 1] = index + 1;
  34759. indices[index + 2] = index + 2;
  34760. }
  34761. this.setIndices(indices);
  34762. // Updating vertex buffers
  34763. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34764. kind = kinds[kindIndex];
  34765. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34766. }
  34767. // Updating submeshes
  34768. this.releaseSubMeshes();
  34769. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34770. var previousOne = previousSubmeshes[submeshIndex];
  34771. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34772. }
  34773. this._unIndexed = true;
  34774. this.synchronizeInstances();
  34775. return this;
  34776. };
  34777. /**
  34778. * Inverses facet orientations.
  34779. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34780. * @param flipNormals will also inverts the normals
  34781. * @returns current mesh
  34782. */
  34783. Mesh.prototype.flipFaces = function (flipNormals) {
  34784. if (flipNormals === void 0) { flipNormals = false; }
  34785. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34786. var i;
  34787. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34788. for (i = 0; i < vertex_data.normals.length; i++) {
  34789. vertex_data.normals[i] *= -1;
  34790. }
  34791. }
  34792. if (vertex_data.indices) {
  34793. var temp;
  34794. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34795. // reassign indices
  34796. temp = vertex_data.indices[i + 1];
  34797. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34798. vertex_data.indices[i + 2] = temp;
  34799. }
  34800. }
  34801. vertex_data.applyToMesh(this);
  34802. return this;
  34803. };
  34804. // Instances
  34805. /**
  34806. * Creates a new InstancedMesh object from the mesh model.
  34807. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34808. * @param name defines the name of the new instance
  34809. * @returns a new InstancedMesh
  34810. */
  34811. Mesh.prototype.createInstance = function (name) {
  34812. return new BABYLON.InstancedMesh(name, this);
  34813. };
  34814. /**
  34815. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34816. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34817. * @returns the current mesh
  34818. */
  34819. Mesh.prototype.synchronizeInstances = function () {
  34820. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34821. var instance = this.instances[instanceIndex];
  34822. instance._syncSubMeshes();
  34823. }
  34824. return this;
  34825. };
  34826. /**
  34827. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34828. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34829. * This should be used together with the simplification to avoid disappearing triangles.
  34830. * @param successCallback an optional success callback to be called after the optimization finished.
  34831. * @returns the current mesh
  34832. */
  34833. Mesh.prototype.optimizeIndices = function (successCallback) {
  34834. var _this = this;
  34835. var indices = this.getIndices();
  34836. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34837. if (!positions || !indices) {
  34838. return this;
  34839. }
  34840. var vectorPositions = new Array();
  34841. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34842. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34843. }
  34844. var dupes = new Array();
  34845. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34846. var realPos = vectorPositions.length - 1 - iteration;
  34847. var testedPosition = vectorPositions[realPos];
  34848. for (var j = 0; j < realPos; ++j) {
  34849. var againstPosition = vectorPositions[j];
  34850. if (testedPosition.equals(againstPosition)) {
  34851. dupes[realPos] = j;
  34852. break;
  34853. }
  34854. }
  34855. }, function () {
  34856. for (var i = 0; i < indices.length; ++i) {
  34857. indices[i] = dupes[indices[i]] || indices[i];
  34858. }
  34859. //indices are now reordered
  34860. var originalSubMeshes = _this.subMeshes.slice(0);
  34861. _this.setIndices(indices);
  34862. _this.subMeshes = originalSubMeshes;
  34863. if (successCallback) {
  34864. successCallback(_this);
  34865. }
  34866. });
  34867. return this;
  34868. };
  34869. /**
  34870. * Serialize current mesh
  34871. * @param serializationObject defines the object which will receive the serialization data
  34872. */
  34873. Mesh.prototype.serialize = function (serializationObject) {
  34874. serializationObject.name = this.name;
  34875. serializationObject.id = this.id;
  34876. serializationObject.type = this.getClassName();
  34877. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34878. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34879. }
  34880. serializationObject.position = this.position.asArray();
  34881. if (this.rotationQuaternion) {
  34882. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34883. }
  34884. else if (this.rotation) {
  34885. serializationObject.rotation = this.rotation.asArray();
  34886. }
  34887. serializationObject.scaling = this.scaling.asArray();
  34888. if (this._postMultiplyPivotMatrix) {
  34889. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  34890. }
  34891. else {
  34892. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34893. }
  34894. serializationObject.isEnabled = this.isEnabled(false);
  34895. serializationObject.isVisible = this.isVisible;
  34896. serializationObject.infiniteDistance = this.infiniteDistance;
  34897. serializationObject.pickable = this.isPickable;
  34898. serializationObject.receiveShadows = this.receiveShadows;
  34899. serializationObject.billboardMode = this.billboardMode;
  34900. serializationObject.visibility = this.visibility;
  34901. serializationObject.checkCollisions = this.checkCollisions;
  34902. serializationObject.isBlocker = this.isBlocker;
  34903. // Parent
  34904. if (this.parent) {
  34905. serializationObject.parentId = this.parent.id;
  34906. }
  34907. // Geometry
  34908. serializationObject.isUnIndexed = this.isUnIndexed;
  34909. var geometry = this._geometry;
  34910. if (geometry) {
  34911. var geometryId = geometry.id;
  34912. serializationObject.geometryId = geometryId;
  34913. // SubMeshes
  34914. serializationObject.subMeshes = [];
  34915. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  34916. var subMesh = this.subMeshes[subIndex];
  34917. serializationObject.subMeshes.push({
  34918. materialIndex: subMesh.materialIndex,
  34919. verticesStart: subMesh.verticesStart,
  34920. verticesCount: subMesh.verticesCount,
  34921. indexStart: subMesh.indexStart,
  34922. indexCount: subMesh.indexCount
  34923. });
  34924. }
  34925. }
  34926. // Material
  34927. if (this.material) {
  34928. serializationObject.materialId = this.material.id;
  34929. }
  34930. else {
  34931. this.material = null;
  34932. }
  34933. // Morph targets
  34934. if (this.morphTargetManager) {
  34935. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  34936. }
  34937. // Skeleton
  34938. if (this.skeleton) {
  34939. serializationObject.skeletonId = this.skeleton.id;
  34940. }
  34941. // Physics
  34942. //TODO implement correct serialization for physics impostors.
  34943. var impostor = this.getPhysicsImpostor();
  34944. if (impostor) {
  34945. serializationObject.physicsMass = impostor.getParam("mass");
  34946. serializationObject.physicsFriction = impostor.getParam("friction");
  34947. serializationObject.physicsRestitution = impostor.getParam("mass");
  34948. serializationObject.physicsImpostor = impostor.type;
  34949. }
  34950. // Metadata
  34951. if (this.metadata) {
  34952. serializationObject.metadata = this.metadata;
  34953. }
  34954. // Instances
  34955. serializationObject.instances = [];
  34956. for (var index = 0; index < this.instances.length; index++) {
  34957. var instance = this.instances[index];
  34958. if (instance.doNotSerialize) {
  34959. continue;
  34960. }
  34961. var serializationInstance = {
  34962. name: instance.name,
  34963. id: instance.id,
  34964. position: instance.position.asArray(),
  34965. scaling: instance.scaling.asArray()
  34966. };
  34967. if (instance.parent) {
  34968. serializationInstance.parentId = instance.parent.id;
  34969. }
  34970. if (instance.rotationQuaternion) {
  34971. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  34972. }
  34973. else if (instance.rotation) {
  34974. serializationInstance.rotation = instance.rotation.asArray();
  34975. }
  34976. serializationObject.instances.push(serializationInstance);
  34977. // Animations
  34978. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  34979. serializationInstance.ranges = instance.serializeAnimationRanges();
  34980. }
  34981. //
  34982. // Animations
  34983. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  34984. serializationObject.ranges = this.serializeAnimationRanges();
  34985. // Layer mask
  34986. serializationObject.layerMask = this.layerMask;
  34987. // Alpha
  34988. serializationObject.alphaIndex = this.alphaIndex;
  34989. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  34990. // Overlay
  34991. serializationObject.overlayAlpha = this.overlayAlpha;
  34992. serializationObject.overlayColor = this.overlayColor.asArray();
  34993. serializationObject.renderOverlay = this.renderOverlay;
  34994. // Fog
  34995. serializationObject.applyFog = this.applyFog;
  34996. // Action Manager
  34997. if (this.actionManager) {
  34998. serializationObject.actions = this.actionManager.serialize(this.name);
  34999. }
  35000. };
  35001. /** @hidden */
  35002. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  35003. if (!this.geometry) {
  35004. return;
  35005. }
  35006. this._markSubMeshesAsAttributesDirty();
  35007. var morphTargetManager = this._morphTargetManager;
  35008. if (morphTargetManager && morphTargetManager.vertexCount) {
  35009. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  35010. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  35011. this.morphTargetManager = null;
  35012. return;
  35013. }
  35014. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  35015. var morphTarget = morphTargetManager.getActiveTarget(index);
  35016. var positions = morphTarget.getPositions();
  35017. if (!positions) {
  35018. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  35019. return;
  35020. }
  35021. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  35022. var normals = morphTarget.getNormals();
  35023. if (normals) {
  35024. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  35025. }
  35026. var tangents = morphTarget.getTangents();
  35027. if (tangents) {
  35028. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  35029. }
  35030. }
  35031. }
  35032. else {
  35033. var index = 0;
  35034. // Positions
  35035. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  35036. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  35037. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  35038. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  35039. }
  35040. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  35041. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  35042. }
  35043. index++;
  35044. }
  35045. }
  35046. };
  35047. // Statics
  35048. /**
  35049. * Returns a new Mesh object parsed from the source provided.
  35050. * @param parsedMesh is the source
  35051. * @param scene defines the hosting scene
  35052. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  35053. * @returns a new Mesh
  35054. */
  35055. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  35056. var mesh;
  35057. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  35058. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  35059. }
  35060. else {
  35061. mesh = new Mesh(parsedMesh.name, scene);
  35062. }
  35063. mesh.id = parsedMesh.id;
  35064. if (BABYLON.Tags) {
  35065. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  35066. }
  35067. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  35068. if (parsedMesh.metadata !== undefined) {
  35069. mesh.metadata = parsedMesh.metadata;
  35070. }
  35071. if (parsedMesh.rotationQuaternion) {
  35072. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  35073. }
  35074. else if (parsedMesh.rotation) {
  35075. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  35076. }
  35077. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  35078. if (parsedMesh.localMatrix) {
  35079. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  35080. }
  35081. else if (parsedMesh.pivotMatrix) {
  35082. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  35083. }
  35084. mesh.setEnabled(parsedMesh.isEnabled);
  35085. mesh.isVisible = parsedMesh.isVisible;
  35086. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  35087. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  35088. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  35089. if (parsedMesh.applyFog !== undefined) {
  35090. mesh.applyFog = parsedMesh.applyFog;
  35091. }
  35092. if (parsedMesh.pickable !== undefined) {
  35093. mesh.isPickable = parsedMesh.pickable;
  35094. }
  35095. if (parsedMesh.alphaIndex !== undefined) {
  35096. mesh.alphaIndex = parsedMesh.alphaIndex;
  35097. }
  35098. mesh.receiveShadows = parsedMesh.receiveShadows;
  35099. mesh.billboardMode = parsedMesh.billboardMode;
  35100. if (parsedMesh.visibility !== undefined) {
  35101. mesh.visibility = parsedMesh.visibility;
  35102. }
  35103. mesh.checkCollisions = parsedMesh.checkCollisions;
  35104. if (parsedMesh.isBlocker !== undefined) {
  35105. mesh.isBlocker = parsedMesh.isBlocker;
  35106. }
  35107. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  35108. // freezeWorldMatrix
  35109. if (parsedMesh.freezeWorldMatrix) {
  35110. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  35111. }
  35112. // Parent
  35113. if (parsedMesh.parentId) {
  35114. mesh._waitingParentId = parsedMesh.parentId;
  35115. }
  35116. // Actions
  35117. if (parsedMesh.actions !== undefined) {
  35118. mesh._waitingActions = parsedMesh.actions;
  35119. }
  35120. // Overlay
  35121. if (parsedMesh.overlayAlpha !== undefined) {
  35122. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  35123. }
  35124. if (parsedMesh.overlayColor !== undefined) {
  35125. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  35126. }
  35127. if (parsedMesh.renderOverlay !== undefined) {
  35128. mesh.renderOverlay = parsedMesh.renderOverlay;
  35129. }
  35130. // Geometry
  35131. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  35132. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  35133. if (parsedMesh.delayLoadingFile) {
  35134. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  35135. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  35136. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  35137. if (parsedMesh._binaryInfo) {
  35138. mesh._binaryInfo = parsedMesh._binaryInfo;
  35139. }
  35140. mesh._delayInfo = [];
  35141. if (parsedMesh.hasUVs) {
  35142. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  35143. }
  35144. if (parsedMesh.hasUVs2) {
  35145. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  35146. }
  35147. if (parsedMesh.hasUVs3) {
  35148. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  35149. }
  35150. if (parsedMesh.hasUVs4) {
  35151. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  35152. }
  35153. if (parsedMesh.hasUVs5) {
  35154. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  35155. }
  35156. if (parsedMesh.hasUVs6) {
  35157. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  35158. }
  35159. if (parsedMesh.hasColors) {
  35160. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  35161. }
  35162. if (parsedMesh.hasMatricesIndices) {
  35163. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  35164. }
  35165. if (parsedMesh.hasMatricesWeights) {
  35166. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  35167. }
  35168. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  35169. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  35170. mesh._checkDelayState();
  35171. }
  35172. }
  35173. else {
  35174. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  35175. }
  35176. // Material
  35177. if (parsedMesh.materialId) {
  35178. mesh.setMaterialByID(parsedMesh.materialId);
  35179. }
  35180. else {
  35181. mesh.material = null;
  35182. }
  35183. // Morph targets
  35184. if (parsedMesh.morphTargetManagerId > -1) {
  35185. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  35186. }
  35187. // Skeleton
  35188. if (parsedMesh.skeletonId > -1) {
  35189. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  35190. if (parsedMesh.numBoneInfluencers) {
  35191. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  35192. }
  35193. }
  35194. // Animations
  35195. if (parsedMesh.animations) {
  35196. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  35197. var parsedAnimation = parsedMesh.animations[animationIndex];
  35198. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35199. }
  35200. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  35201. }
  35202. if (parsedMesh.autoAnimate) {
  35203. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  35204. }
  35205. // Layer Mask
  35206. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  35207. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  35208. }
  35209. else {
  35210. mesh.layerMask = 0x0FFFFFFF;
  35211. }
  35212. // Physics
  35213. if (parsedMesh.physicsImpostor) {
  35214. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  35215. mass: parsedMesh.physicsMass,
  35216. friction: parsedMesh.physicsFriction,
  35217. restitution: parsedMesh.physicsRestitution
  35218. }, scene);
  35219. }
  35220. // Instances
  35221. if (parsedMesh.instances) {
  35222. for (var index = 0; index < parsedMesh.instances.length; index++) {
  35223. var parsedInstance = parsedMesh.instances[index];
  35224. var instance = mesh.createInstance(parsedInstance.name);
  35225. if (parsedInstance.id) {
  35226. instance.id = parsedInstance.id;
  35227. }
  35228. if (BABYLON.Tags) {
  35229. if (parsedInstance.tags) {
  35230. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  35231. }
  35232. else {
  35233. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  35234. }
  35235. }
  35236. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  35237. if (parsedInstance.parentId) {
  35238. instance._waitingParentId = parsedInstance.parentId;
  35239. }
  35240. if (parsedInstance.rotationQuaternion) {
  35241. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  35242. }
  35243. else if (parsedInstance.rotation) {
  35244. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  35245. }
  35246. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  35247. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  35248. instance.checkCollisions = parsedInstance.checkCollisions;
  35249. }
  35250. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  35251. instance.isPickable = parsedInstance.pickable;
  35252. }
  35253. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35254. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35255. }
  35256. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35257. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35258. }
  35259. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35260. instance.alphaIndex = parsedInstance.alphaIndex;
  35261. }
  35262. // Physics
  35263. if (parsedInstance.physicsImpostor) {
  35264. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35265. mass: parsedInstance.physicsMass,
  35266. friction: parsedInstance.physicsFriction,
  35267. restitution: parsedInstance.physicsRestitution
  35268. }, scene);
  35269. }
  35270. // Animation
  35271. if (parsedInstance.animations) {
  35272. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35273. parsedAnimation = parsedInstance.animations[animationIndex];
  35274. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35275. }
  35276. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35277. if (parsedInstance.autoAnimate) {
  35278. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35279. }
  35280. }
  35281. }
  35282. }
  35283. return mesh;
  35284. };
  35285. /**
  35286. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35287. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35288. * @param name defines the name of the mesh to create
  35289. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35290. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35291. * @param closePath creates a seam between the first and the last points of each path of the path array
  35292. * @param offset is taken in account only if the `pathArray` is containing a single path
  35293. * @param scene defines the hosting scene
  35294. * @param updatable defines if the mesh must be flagged as updatable
  35295. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35296. * @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)
  35297. * @returns a new Mesh
  35298. */
  35299. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35300. if (closeArray === void 0) { closeArray = false; }
  35301. if (updatable === void 0) { updatable = false; }
  35302. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35303. pathArray: pathArray,
  35304. closeArray: closeArray,
  35305. closePath: closePath,
  35306. offset: offset,
  35307. updatable: updatable,
  35308. sideOrientation: sideOrientation,
  35309. instance: instance
  35310. }, scene);
  35311. };
  35312. /**
  35313. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35314. * @param name defines the name of the mesh to create
  35315. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35316. * @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
  35317. * @param scene defines the hosting scene
  35318. * @param updatable defines if the mesh must be flagged as updatable
  35319. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35320. * @returns a new Mesh
  35321. */
  35322. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35323. if (scene === void 0) { scene = null; }
  35324. var options = {
  35325. radius: radius,
  35326. tessellation: tessellation,
  35327. sideOrientation: sideOrientation,
  35328. updatable: updatable
  35329. };
  35330. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35331. };
  35332. /**
  35333. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35334. * @param name defines the name of the mesh to create
  35335. * @param size sets the size (float) of each box side (default 1)
  35336. * @param scene defines the hosting scene
  35337. * @param updatable defines if the mesh must be flagged as updatable
  35338. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35339. * @returns a new Mesh
  35340. */
  35341. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35342. if (scene === void 0) { scene = null; }
  35343. var options = {
  35344. size: size,
  35345. sideOrientation: sideOrientation,
  35346. updatable: updatable
  35347. };
  35348. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35349. };
  35350. /**
  35351. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35352. * @param name defines the name of the mesh to create
  35353. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35354. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35355. * @param scene defines the hosting scene
  35356. * @param updatable defines if the mesh must be flagged as updatable
  35357. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35358. * @returns a new Mesh
  35359. */
  35360. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35361. var options = {
  35362. segments: segments,
  35363. diameterX: diameter,
  35364. diameterY: diameter,
  35365. diameterZ: diameter,
  35366. sideOrientation: sideOrientation,
  35367. updatable: updatable
  35368. };
  35369. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35370. };
  35371. /**
  35372. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35373. * @param name defines the name of the mesh to create
  35374. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35375. * @param diameterTop set the top cap diameter (floats, default 1)
  35376. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35377. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35378. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35379. * @param scene defines the hosting scene
  35380. * @param updatable defines if the mesh must be flagged as updatable
  35381. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35382. * @returns a new Mesh
  35383. */
  35384. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35385. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35386. if (scene !== undefined) {
  35387. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35388. updatable = scene;
  35389. }
  35390. scene = subdivisions;
  35391. subdivisions = 1;
  35392. }
  35393. var options = {
  35394. height: height,
  35395. diameterTop: diameterTop,
  35396. diameterBottom: diameterBottom,
  35397. tessellation: tessellation,
  35398. subdivisions: subdivisions,
  35399. sideOrientation: sideOrientation,
  35400. updatable: updatable
  35401. };
  35402. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35403. };
  35404. // Torus (Code from SharpDX.org)
  35405. /**
  35406. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35407. * @param name defines the name of the mesh to create
  35408. * @param diameter sets the diameter size (float) of the torus (default 1)
  35409. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35410. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35411. * @param scene defines the hosting scene
  35412. * @param updatable defines if the mesh must be flagged as updatable
  35413. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35414. * @returns a new Mesh
  35415. */
  35416. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35417. var options = {
  35418. diameter: diameter,
  35419. thickness: thickness,
  35420. tessellation: tessellation,
  35421. sideOrientation: sideOrientation,
  35422. updatable: updatable
  35423. };
  35424. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35425. };
  35426. /**
  35427. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35428. * @param name defines the name of the mesh to create
  35429. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35430. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35431. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35432. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35433. * @param p the number of windings on X axis (positive integers, default 2)
  35434. * @param q the number of windings on Y axis (positive integers, default 3)
  35435. * @param scene defines the hosting scene
  35436. * @param updatable defines if the mesh must be flagged as updatable
  35437. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35438. * @returns a new Mesh
  35439. */
  35440. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35441. var options = {
  35442. radius: radius,
  35443. tube: tube,
  35444. radialSegments: radialSegments,
  35445. tubularSegments: tubularSegments,
  35446. p: p,
  35447. q: q,
  35448. sideOrientation: sideOrientation,
  35449. updatable: updatable
  35450. };
  35451. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35452. };
  35453. /**
  35454. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35455. * @param name defines the name of the mesh to create
  35456. * @param points is an array successive Vector3
  35457. * @param scene defines the hosting scene
  35458. * @param updatable defines if the mesh must be flagged as updatable
  35459. * @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).
  35460. * @returns a new Mesh
  35461. */
  35462. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35463. if (scene === void 0) { scene = null; }
  35464. if (updatable === void 0) { updatable = false; }
  35465. if (instance === void 0) { instance = null; }
  35466. var options = {
  35467. points: points,
  35468. updatable: updatable,
  35469. instance: instance
  35470. };
  35471. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35472. };
  35473. /**
  35474. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35475. * @param name defines the name of the mesh to create
  35476. * @param points is an array successive Vector3
  35477. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35478. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35479. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35480. * @param scene defines the hosting scene
  35481. * @param updatable defines if the mesh must be flagged as updatable
  35482. * @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)
  35483. * @returns a new Mesh
  35484. */
  35485. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35486. if (scene === void 0) { scene = null; }
  35487. var options = {
  35488. points: points,
  35489. dashSize: dashSize,
  35490. gapSize: gapSize,
  35491. dashNb: dashNb,
  35492. updatable: updatable,
  35493. instance: instance
  35494. };
  35495. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35496. };
  35497. /**
  35498. * Creates a polygon mesh.
  35499. * Please consider using the same method from the MeshBuilder class instead.
  35500. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35501. * 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.
  35502. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35503. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35504. * Remember you can only change the shape positions, not their number when updating a polygon.
  35505. */
  35506. /**
  35507. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35508. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35509. * @param name defines the name of the mesh to create
  35510. * @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
  35511. * @param scene defines the hosting scene
  35512. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35513. * @param updatable defines if the mesh must be flagged as updatable
  35514. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35515. * @returns a new Mesh
  35516. */
  35517. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35518. var options = {
  35519. shape: shape,
  35520. holes: holes,
  35521. updatable: updatable,
  35522. sideOrientation: sideOrientation
  35523. };
  35524. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35525. };
  35526. /**
  35527. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35528. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35529. * @param name defines the name of the mesh to create
  35530. * @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
  35531. * @param depth defines the height of extrusion
  35532. * @param scene defines the hosting scene
  35533. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35534. * @param updatable defines if the mesh must be flagged as updatable
  35535. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35536. * @returns a new Mesh
  35537. */
  35538. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35539. var options = {
  35540. shape: shape,
  35541. holes: holes,
  35542. depth: depth,
  35543. updatable: updatable,
  35544. sideOrientation: sideOrientation
  35545. };
  35546. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35547. };
  35548. /**
  35549. * Creates an extruded shape mesh.
  35550. * 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
  35551. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35552. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35553. * @param name defines the name of the mesh to create
  35554. * @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
  35555. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35556. * @param scale is the value to scale the shape
  35557. * @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
  35558. * @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
  35559. * @param scene defines the hosting scene
  35560. * @param updatable defines if the mesh must be flagged as updatable
  35561. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35562. * @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)
  35563. * @returns a new Mesh
  35564. */
  35565. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35566. if (scene === void 0) { scene = null; }
  35567. var options = {
  35568. shape: shape,
  35569. path: path,
  35570. scale: scale,
  35571. rotation: rotation,
  35572. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35573. sideOrientation: sideOrientation,
  35574. instance: instance,
  35575. updatable: updatable
  35576. };
  35577. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35578. };
  35579. /**
  35580. * Creates an custom extruded shape mesh.
  35581. * The custom extrusion is a parametric shape.
  35582. * It has no predefined shape. Its final shape will depend on the input parameters.
  35583. * Please consider using the same method from the MeshBuilder class instead
  35584. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35585. * @param name defines the name of the mesh to create
  35586. * @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
  35587. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35588. * @param scaleFunction is a custom Javascript function called on each path point
  35589. * @param rotationFunction is a custom Javascript function called on each path point
  35590. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35591. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35592. * @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
  35593. * @param scene defines the hosting scene
  35594. * @param updatable defines if the mesh must be flagged as updatable
  35595. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35596. * @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)
  35597. * @returns a new Mesh
  35598. */
  35599. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35600. var options = {
  35601. shape: shape,
  35602. path: path,
  35603. scaleFunction: scaleFunction,
  35604. rotationFunction: rotationFunction,
  35605. ribbonCloseArray: ribbonCloseArray,
  35606. ribbonClosePath: ribbonClosePath,
  35607. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35608. sideOrientation: sideOrientation,
  35609. instance: instance,
  35610. updatable: updatable
  35611. };
  35612. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35613. };
  35614. /**
  35615. * Creates lathe mesh.
  35616. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35617. * Please consider using the same method from the MeshBuilder class instead
  35618. * @param name defines the name of the mesh to create
  35619. * @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
  35620. * @param radius is the radius value of the lathe
  35621. * @param tessellation is the side number of the lathe.
  35622. * @param scene defines the hosting scene
  35623. * @param updatable defines if the mesh must be flagged as updatable
  35624. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35625. * @returns a new Mesh
  35626. */
  35627. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35628. var options = {
  35629. shape: shape,
  35630. radius: radius,
  35631. tessellation: tessellation,
  35632. sideOrientation: sideOrientation,
  35633. updatable: updatable
  35634. };
  35635. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35636. };
  35637. /**
  35638. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35639. * @param name defines the name of the mesh to create
  35640. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35641. * @param scene defines the hosting scene
  35642. * @param updatable defines if the mesh must be flagged as updatable
  35643. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35644. * @returns a new Mesh
  35645. */
  35646. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35647. var options = {
  35648. size: size,
  35649. width: size,
  35650. height: size,
  35651. sideOrientation: sideOrientation,
  35652. updatable: updatable
  35653. };
  35654. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35655. };
  35656. /**
  35657. * Creates a ground mesh.
  35658. * Please consider using the same method from the MeshBuilder class instead
  35659. * @param name defines the name of the mesh to create
  35660. * @param width set the width of the ground
  35661. * @param height set the height of the ground
  35662. * @param subdivisions sets the number of subdivisions per side
  35663. * @param scene defines the hosting scene
  35664. * @param updatable defines if the mesh must be flagged as updatable
  35665. * @returns a new Mesh
  35666. */
  35667. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35668. var options = {
  35669. width: width,
  35670. height: height,
  35671. subdivisions: subdivisions,
  35672. updatable: updatable
  35673. };
  35674. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35675. };
  35676. /**
  35677. * Creates a tiled ground mesh.
  35678. * Please consider using the same method from the MeshBuilder class instead
  35679. * @param name defines the name of the mesh to create
  35680. * @param xmin set the ground minimum X coordinate
  35681. * @param zmin set the ground minimum Y coordinate
  35682. * @param xmax set the ground maximum X coordinate
  35683. * @param zmax set the ground maximum Z coordinate
  35684. * @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
  35685. * @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
  35686. * @param scene defines the hosting scene
  35687. * @param updatable defines if the mesh must be flagged as updatable
  35688. * @returns a new Mesh
  35689. */
  35690. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35691. var options = {
  35692. xmin: xmin,
  35693. zmin: zmin,
  35694. xmax: xmax,
  35695. zmax: zmax,
  35696. subdivisions: subdivisions,
  35697. precision: precision,
  35698. updatable: updatable
  35699. };
  35700. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35701. };
  35702. /**
  35703. * Creates a ground mesh from a height map.
  35704. * Please consider using the same method from the MeshBuilder class instead
  35705. * @see http://doc.babylonjs.com/babylon101/height_map
  35706. * @param name defines the name of the mesh to create
  35707. * @param url sets the URL of the height map image resource
  35708. * @param width set the ground width size
  35709. * @param height set the ground height size
  35710. * @param subdivisions sets the number of subdivision per side
  35711. * @param minHeight is the minimum altitude on the ground
  35712. * @param maxHeight is the maximum altitude on the ground
  35713. * @param scene defines the hosting scene
  35714. * @param updatable defines if the mesh must be flagged as updatable
  35715. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35716. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35717. * @returns a new Mesh
  35718. */
  35719. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35720. var options = {
  35721. width: width,
  35722. height: height,
  35723. subdivisions: subdivisions,
  35724. minHeight: minHeight,
  35725. maxHeight: maxHeight,
  35726. updatable: updatable,
  35727. onReady: onReady,
  35728. alphaFilter: alphaFilter
  35729. };
  35730. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35731. };
  35732. /**
  35733. * Creates a tube mesh.
  35734. * The tube is a parametric shape.
  35735. * It has no predefined shape. Its final shape will depend on the input parameters.
  35736. * Please consider using the same method from the MeshBuilder class instead
  35737. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35738. * @param name defines the name of the mesh to create
  35739. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35740. * @param radius sets the tube radius size
  35741. * @param tessellation is the number of sides on the tubular surface
  35742. * @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
  35743. * @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
  35744. * @param scene defines the hosting scene
  35745. * @param updatable defines if the mesh must be flagged as updatable
  35746. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35747. * @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)
  35748. * @returns a new Mesh
  35749. */
  35750. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35751. var options = {
  35752. path: path,
  35753. radius: radius,
  35754. tessellation: tessellation,
  35755. radiusFunction: radiusFunction,
  35756. arc: 1,
  35757. cap: cap,
  35758. updatable: updatable,
  35759. sideOrientation: sideOrientation,
  35760. instance: instance
  35761. };
  35762. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35763. };
  35764. /**
  35765. * Creates a polyhedron mesh.
  35766. * Please consider using the same method from the MeshBuilder class instead.
  35767. * * 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
  35768. * * The parameter `size` (positive float, default 1) sets the polygon size
  35769. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35770. * * 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`
  35771. * * 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
  35772. * * 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)`)
  35773. * * 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
  35774. * * 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
  35775. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35776. * * 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
  35777. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35778. * @param name defines the name of the mesh to create
  35779. * @param options defines the options used to create the mesh
  35780. * @param scene defines the hosting scene
  35781. * @returns a new Mesh
  35782. */
  35783. Mesh.CreatePolyhedron = function (name, options, scene) {
  35784. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35785. };
  35786. /**
  35787. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35788. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35789. * * 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`)
  35790. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35791. * * 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
  35792. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35793. * * 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
  35794. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35795. * @param name defines the name of the mesh
  35796. * @param options defines the options used to create the mesh
  35797. * @param scene defines the hosting scene
  35798. * @returns a new Mesh
  35799. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35800. */
  35801. Mesh.CreateIcoSphere = function (name, options, scene) {
  35802. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35803. };
  35804. /**
  35805. * Creates a decal mesh.
  35806. * Please consider using the same method from the MeshBuilder class instead.
  35807. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35808. * @param name defines the name of the mesh
  35809. * @param sourceMesh defines the mesh receiving the decal
  35810. * @param position sets the position of the decal in world coordinates
  35811. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35812. * @param size sets the decal scaling
  35813. * @param angle sets the angle to rotate the decal
  35814. * @returns a new Mesh
  35815. */
  35816. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35817. var options = {
  35818. position: position,
  35819. normal: normal,
  35820. size: size,
  35821. angle: angle
  35822. };
  35823. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35824. };
  35825. // Skeletons
  35826. /**
  35827. * Prepare internal position array for software CPU skinning
  35828. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35829. */
  35830. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35831. if (!this._sourcePositions) {
  35832. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35833. if (!source) {
  35834. return this._sourcePositions;
  35835. }
  35836. this._sourcePositions = new Float32Array(source);
  35837. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35838. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35839. }
  35840. }
  35841. return this._sourcePositions;
  35842. };
  35843. /**
  35844. * Prepare internal normal array for software CPU skinning
  35845. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35846. */
  35847. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35848. if (!this._sourceNormals) {
  35849. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35850. if (!source) {
  35851. return this._sourceNormals;
  35852. }
  35853. this._sourceNormals = new Float32Array(source);
  35854. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35855. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35856. }
  35857. }
  35858. return this._sourceNormals;
  35859. };
  35860. /**
  35861. * Updates the vertex buffer by applying transformation from the bones
  35862. * @param skeleton defines the skeleton to apply to current mesh
  35863. * @returns the current mesh
  35864. */
  35865. Mesh.prototype.applySkeleton = function (skeleton) {
  35866. if (!this.geometry) {
  35867. return this;
  35868. }
  35869. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35870. return this;
  35871. }
  35872. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35873. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35874. return this;
  35875. }
  35876. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35877. return this;
  35878. }
  35879. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35880. return this;
  35881. }
  35882. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35883. return this;
  35884. }
  35885. if (!this._sourcePositions) {
  35886. var submeshes = this.subMeshes.slice();
  35887. this.setPositionsForCPUSkinning();
  35888. this.subMeshes = submeshes;
  35889. }
  35890. if (!this._sourceNormals) {
  35891. this.setNormalsForCPUSkinning();
  35892. }
  35893. // positionsData checks for not being Float32Array will only pass at most once
  35894. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35895. if (!positionsData) {
  35896. return this;
  35897. }
  35898. if (!(positionsData instanceof Float32Array)) {
  35899. positionsData = new Float32Array(positionsData);
  35900. }
  35901. // normalsData checks for not being Float32Array will only pass at most once
  35902. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35903. if (!normalsData) {
  35904. return this;
  35905. }
  35906. if (!(normalsData instanceof Float32Array)) {
  35907. normalsData = new Float32Array(normalsData);
  35908. }
  35909. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35910. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35911. if (!matricesWeightsData || !matricesIndicesData) {
  35912. return this;
  35913. }
  35914. var needExtras = this.numBoneInfluencers > 4;
  35915. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  35916. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  35917. var skeletonMatrices = skeleton.getTransformMatrices(this);
  35918. var tempVector3 = BABYLON.Vector3.Zero();
  35919. var finalMatrix = new BABYLON.Matrix();
  35920. var tempMatrix = new BABYLON.Matrix();
  35921. var matWeightIdx = 0;
  35922. var inf;
  35923. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  35924. var weight;
  35925. for (inf = 0; inf < 4; inf++) {
  35926. weight = matricesWeightsData[matWeightIdx + inf];
  35927. if (weight > 0) {
  35928. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35929. finalMatrix.addToSelf(tempMatrix);
  35930. }
  35931. }
  35932. if (needExtras) {
  35933. for (inf = 0; inf < 4; inf++) {
  35934. weight = matricesWeightsExtraData[matWeightIdx + inf];
  35935. if (weight > 0) {
  35936. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35937. finalMatrix.addToSelf(tempMatrix);
  35938. }
  35939. }
  35940. }
  35941. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  35942. tempVector3.toArray(positionsData, index);
  35943. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  35944. tempVector3.toArray(normalsData, index);
  35945. finalMatrix.reset();
  35946. }
  35947. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  35948. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  35949. return this;
  35950. };
  35951. // Tools
  35952. /**
  35953. * 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
  35954. * @param meshes defines the list of meshes to scan
  35955. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  35956. */
  35957. Mesh.MinMax = function (meshes) {
  35958. var minVector = null;
  35959. var maxVector = null;
  35960. meshes.forEach(function (mesh, index, array) {
  35961. var boundingInfo = mesh.getBoundingInfo();
  35962. var boundingBox = boundingInfo.boundingBox;
  35963. if (!minVector || !maxVector) {
  35964. minVector = boundingBox.minimumWorld;
  35965. maxVector = boundingBox.maximumWorld;
  35966. }
  35967. else {
  35968. minVector.minimizeInPlace(boundingBox.minimumWorld);
  35969. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  35970. }
  35971. });
  35972. if (!minVector || !maxVector) {
  35973. return {
  35974. min: BABYLON.Vector3.Zero(),
  35975. max: BABYLON.Vector3.Zero()
  35976. };
  35977. }
  35978. return {
  35979. min: minVector,
  35980. max: maxVector
  35981. };
  35982. };
  35983. /**
  35984. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  35985. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  35986. * @returns a vector3
  35987. */
  35988. Mesh.Center = function (meshesOrMinMaxVector) {
  35989. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  35990. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  35991. };
  35992. /**
  35993. * Merge the array of meshes into a single mesh for performance reasons.
  35994. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  35995. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  35996. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  35997. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  35998. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  35999. * @returns a new mesh
  36000. */
  36001. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  36002. if (disposeSource === void 0) { disposeSource = true; }
  36003. var index;
  36004. if (!allow32BitsIndices) {
  36005. var totalVertices = 0;
  36006. // Counting vertices
  36007. for (index = 0; index < meshes.length; index++) {
  36008. if (meshes[index]) {
  36009. totalVertices += meshes[index].getTotalVertices();
  36010. if (totalVertices > 65536) {
  36011. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  36012. return null;
  36013. }
  36014. }
  36015. }
  36016. }
  36017. // Merge
  36018. var vertexData = null;
  36019. var otherVertexData;
  36020. var indiceArray = new Array();
  36021. var source = null;
  36022. for (index = 0; index < meshes.length; index++) {
  36023. if (meshes[index]) {
  36024. var wm = meshes[index].computeWorldMatrix(true);
  36025. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  36026. otherVertexData.transform(wm);
  36027. if (vertexData) {
  36028. vertexData.merge(otherVertexData, allow32BitsIndices);
  36029. }
  36030. else {
  36031. vertexData = otherVertexData;
  36032. source = meshes[index];
  36033. }
  36034. if (subdivideWithSubMeshes) {
  36035. indiceArray.push(meshes[index].getTotalIndices());
  36036. }
  36037. }
  36038. }
  36039. source = source;
  36040. if (!meshSubclass) {
  36041. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  36042. }
  36043. vertexData.applyToMesh(meshSubclass);
  36044. // Setting properties
  36045. meshSubclass.material = source.material;
  36046. meshSubclass.checkCollisions = source.checkCollisions;
  36047. // Cleaning
  36048. if (disposeSource) {
  36049. for (index = 0; index < meshes.length; index++) {
  36050. if (meshes[index]) {
  36051. meshes[index].dispose();
  36052. }
  36053. }
  36054. }
  36055. // Subdivide
  36056. if (subdivideWithSubMeshes) {
  36057. //-- removal of global submesh
  36058. meshSubclass.releaseSubMeshes();
  36059. index = 0;
  36060. var offset = 0;
  36061. //-- apply subdivision according to index table
  36062. while (index < indiceArray.length) {
  36063. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  36064. offset += indiceArray[index];
  36065. index++;
  36066. }
  36067. }
  36068. return meshSubclass;
  36069. };
  36070. /** @hidden */
  36071. Mesh.prototype.addInstance = function (instance) {
  36072. instance._indexInSourceMeshInstanceArray = this.instances.length;
  36073. this.instances.push(instance);
  36074. };
  36075. /** @hidden */
  36076. Mesh.prototype.removeInstance = function (instance) {
  36077. // Remove from mesh
  36078. var index = instance._indexInSourceMeshInstanceArray;
  36079. if (index != -1) {
  36080. if (index !== this.instances.length - 1) {
  36081. var last = this.instances[this.instances.length - 1];
  36082. this.instances[index] = last;
  36083. last._indexInSourceMeshInstanceArray = index;
  36084. }
  36085. instance._indexInSourceMeshInstanceArray = -1;
  36086. this.instances.pop();
  36087. }
  36088. };
  36089. // Consts
  36090. /**
  36091. * Mesh side orientation : usually the external or front surface
  36092. */
  36093. Mesh.FRONTSIDE = 0;
  36094. /**
  36095. * Mesh side orientation : usually the internal or back surface
  36096. */
  36097. Mesh.BACKSIDE = 1;
  36098. /**
  36099. * Mesh side orientation : both internal and external or front and back surfaces
  36100. */
  36101. Mesh.DOUBLESIDE = 2;
  36102. /**
  36103. * Mesh side orientation : by default, `FRONTSIDE`
  36104. */
  36105. Mesh.DEFAULTSIDE = 0;
  36106. /**
  36107. * Mesh cap setting : no cap
  36108. */
  36109. Mesh.NO_CAP = 0;
  36110. /**
  36111. * Mesh cap setting : one cap at the beginning of the mesh
  36112. */
  36113. Mesh.CAP_START = 1;
  36114. /**
  36115. * Mesh cap setting : one cap at the end of the mesh
  36116. */
  36117. Mesh.CAP_END = 2;
  36118. /**
  36119. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  36120. */
  36121. Mesh.CAP_ALL = 3;
  36122. return Mesh;
  36123. }(BABYLON.AbstractMesh));
  36124. BABYLON.Mesh = Mesh;
  36125. })(BABYLON || (BABYLON = {}));
  36126. //# sourceMappingURL=babylon.mesh.js.map
  36127. var BABYLON;
  36128. (function (BABYLON) {
  36129. /**
  36130. * Base class for submeshes
  36131. */
  36132. var BaseSubMesh = /** @class */ (function () {
  36133. function BaseSubMesh() {
  36134. }
  36135. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  36136. /**
  36137. * Gets associated effect
  36138. */
  36139. get: function () {
  36140. return this._materialEffect;
  36141. },
  36142. enumerable: true,
  36143. configurable: true
  36144. });
  36145. /**
  36146. * Sets associated effect (effect used to render this submesh)
  36147. * @param effect defines the effect to associate with
  36148. * @param defines defines the set of defines used to compile this effect
  36149. */
  36150. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  36151. if (defines === void 0) { defines = null; }
  36152. if (this._materialEffect === effect) {
  36153. if (!effect) {
  36154. this._materialDefines = null;
  36155. }
  36156. return;
  36157. }
  36158. this._materialDefines = defines;
  36159. this._materialEffect = effect;
  36160. };
  36161. return BaseSubMesh;
  36162. }());
  36163. BABYLON.BaseSubMesh = BaseSubMesh;
  36164. /**
  36165. * Defines a subdivision inside a mesh
  36166. */
  36167. var SubMesh = /** @class */ (function (_super) {
  36168. __extends(SubMesh, _super);
  36169. /**
  36170. * Creates a new submesh
  36171. * @param materialIndex defines the material index to use
  36172. * @param verticesStart defines vertex index start
  36173. * @param verticesCount defines vertices count
  36174. * @param indexStart defines index start
  36175. * @param indexCount defines indices count
  36176. * @param mesh defines the parent mesh
  36177. * @param renderingMesh defines an optional rendering mesh
  36178. * @param createBoundingBox defines if bounding box should be created for this submesh
  36179. */
  36180. function SubMesh(
  36181. /** the material index to use */
  36182. materialIndex,
  36183. /** vertex index start */
  36184. verticesStart,
  36185. /** vertices count */
  36186. verticesCount,
  36187. /** index start */
  36188. indexStart,
  36189. /** indices count */
  36190. indexCount, mesh, renderingMesh, createBoundingBox) {
  36191. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36192. var _this = _super.call(this) || this;
  36193. _this.materialIndex = materialIndex;
  36194. _this.verticesStart = verticesStart;
  36195. _this.verticesCount = verticesCount;
  36196. _this.indexStart = indexStart;
  36197. _this.indexCount = indexCount;
  36198. /** @hidden */
  36199. _this._renderId = 0;
  36200. _this._mesh = mesh;
  36201. _this._renderingMesh = renderingMesh || mesh;
  36202. mesh.subMeshes.push(_this);
  36203. _this._trianglePlanes = [];
  36204. _this._id = mesh.subMeshes.length - 1;
  36205. if (createBoundingBox) {
  36206. _this.refreshBoundingInfo();
  36207. mesh.computeWorldMatrix(true);
  36208. }
  36209. return _this;
  36210. }
  36211. /**
  36212. * Add a new submesh to a mesh
  36213. * @param materialIndex defines the material index to use
  36214. * @param verticesStart defines vertex index start
  36215. * @param verticesCount defines vertices count
  36216. * @param indexStart defines index start
  36217. * @param indexCount defines indices count
  36218. * @param mesh defines the parent mesh
  36219. * @param renderingMesh defines an optional rendering mesh
  36220. * @param createBoundingBox defines if bounding box should be created for this submesh
  36221. * @returns the new submesh
  36222. */
  36223. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  36224. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36225. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  36226. };
  36227. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  36228. /**
  36229. * Returns true if this submesh covers the entire parent mesh
  36230. * @ignorenaming
  36231. */
  36232. get: function () {
  36233. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  36234. },
  36235. enumerable: true,
  36236. configurable: true
  36237. });
  36238. /**
  36239. * Returns the submesh BoudingInfo object
  36240. * @returns current bounding info (or mesh's one if the submesh is global)
  36241. */
  36242. SubMesh.prototype.getBoundingInfo = function () {
  36243. if (this.IsGlobal) {
  36244. return this._mesh.getBoundingInfo();
  36245. }
  36246. return this._boundingInfo;
  36247. };
  36248. /**
  36249. * Sets the submesh BoundingInfo
  36250. * @param boundingInfo defines the new bounding info to use
  36251. * @returns the SubMesh
  36252. */
  36253. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36254. this._boundingInfo = boundingInfo;
  36255. return this;
  36256. };
  36257. /**
  36258. * Returns the mesh of the current submesh
  36259. * @return the parent mesh
  36260. */
  36261. SubMesh.prototype.getMesh = function () {
  36262. return this._mesh;
  36263. };
  36264. /**
  36265. * Returns the rendering mesh of the submesh
  36266. * @returns the rendering mesh (could be different from parent mesh)
  36267. */
  36268. SubMesh.prototype.getRenderingMesh = function () {
  36269. return this._renderingMesh;
  36270. };
  36271. /**
  36272. * Returns the submesh material
  36273. * @returns null or the current material
  36274. */
  36275. SubMesh.prototype.getMaterial = function () {
  36276. var rootMaterial = this._renderingMesh.material;
  36277. if (rootMaterial === null || rootMaterial === undefined) {
  36278. return this._mesh.getScene().defaultMaterial;
  36279. }
  36280. else if (rootMaterial.getSubMaterial) {
  36281. var multiMaterial = rootMaterial;
  36282. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36283. if (this._currentMaterial !== effectiveMaterial) {
  36284. this._currentMaterial = effectiveMaterial;
  36285. this._materialDefines = null;
  36286. }
  36287. return effectiveMaterial;
  36288. }
  36289. return rootMaterial;
  36290. };
  36291. // Methods
  36292. /**
  36293. * Sets a new updated BoundingInfo object to the submesh
  36294. * @returns the SubMesh
  36295. */
  36296. SubMesh.prototype.refreshBoundingInfo = function () {
  36297. this._lastColliderWorldVertices = null;
  36298. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36299. return this;
  36300. }
  36301. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36302. if (!data) {
  36303. this._boundingInfo = this._mesh.getBoundingInfo();
  36304. return this;
  36305. }
  36306. var indices = this._renderingMesh.getIndices();
  36307. var extend;
  36308. //is this the only submesh?
  36309. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36310. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36311. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36312. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36313. }
  36314. else {
  36315. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36316. }
  36317. if (this._boundingInfo) {
  36318. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36319. }
  36320. else {
  36321. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36322. }
  36323. return this;
  36324. };
  36325. /** @hidden */
  36326. SubMesh.prototype._checkCollision = function (collider) {
  36327. var boundingInfo = this.getBoundingInfo();
  36328. return boundingInfo._checkCollision(collider);
  36329. };
  36330. /**
  36331. * Updates the submesh BoundingInfo
  36332. * @param world defines the world matrix to use to update the bounding info
  36333. * @returns the submesh
  36334. */
  36335. SubMesh.prototype.updateBoundingInfo = function (world) {
  36336. var boundingInfo = this.getBoundingInfo();
  36337. if (!boundingInfo) {
  36338. this.refreshBoundingInfo();
  36339. boundingInfo = this.getBoundingInfo();
  36340. }
  36341. boundingInfo.update(world);
  36342. return this;
  36343. };
  36344. /**
  36345. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36346. * @param frustumPlanes defines the frustum planes
  36347. * @returns true if the submesh is intersecting with the frustum
  36348. */
  36349. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36350. var boundingInfo = this.getBoundingInfo();
  36351. if (!boundingInfo) {
  36352. return false;
  36353. }
  36354. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36355. };
  36356. /**
  36357. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36358. * @param frustumPlanes defines the frustum planes
  36359. * @returns true if the submesh is inside the frustum
  36360. */
  36361. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36362. var boundingInfo = this.getBoundingInfo();
  36363. if (!boundingInfo) {
  36364. return false;
  36365. }
  36366. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36367. };
  36368. /**
  36369. * Renders the submesh
  36370. * @param enableAlphaMode defines if alpha needs to be used
  36371. * @returns the submesh
  36372. */
  36373. SubMesh.prototype.render = function (enableAlphaMode) {
  36374. this._renderingMesh.render(this, enableAlphaMode);
  36375. return this;
  36376. };
  36377. /**
  36378. * @hidden
  36379. */
  36380. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36381. if (!this._linesIndexBuffer) {
  36382. var linesIndices = [];
  36383. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36384. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36385. }
  36386. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36387. this._linesIndexCount = linesIndices.length;
  36388. }
  36389. return this._linesIndexBuffer;
  36390. };
  36391. /**
  36392. * Checks if the submesh intersects with a ray
  36393. * @param ray defines the ray to test
  36394. * @returns true is the passed ray intersects the submesh bounding box
  36395. */
  36396. SubMesh.prototype.canIntersects = function (ray) {
  36397. var boundingInfo = this.getBoundingInfo();
  36398. if (!boundingInfo) {
  36399. return false;
  36400. }
  36401. return ray.intersectsBox(boundingInfo.boundingBox);
  36402. };
  36403. /**
  36404. * Intersects current submesh with a ray
  36405. * @param ray defines the ray to test
  36406. * @param positions defines mesh's positions array
  36407. * @param indices defines mesh's indices array
  36408. * @param fastCheck defines if only bounding info should be used
  36409. * @returns intersection info or null if no intersection
  36410. */
  36411. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36412. var material = this.getMaterial();
  36413. if (!material) {
  36414. return null;
  36415. }
  36416. switch (material.fillMode) {
  36417. case BABYLON.Material.PointListDrawMode:
  36418. case BABYLON.Material.LineListDrawMode:
  36419. case BABYLON.Material.LineLoopDrawMode:
  36420. case BABYLON.Material.LineStripDrawMode:
  36421. case BABYLON.Material.TriangleFanDrawMode:
  36422. case BABYLON.Material.TriangleStripDrawMode:
  36423. return null;
  36424. }
  36425. // LineMesh first as it's also a Mesh...
  36426. if (BABYLON.LinesMesh) {
  36427. if (this._mesh.getClassName() === "InstancedLinesMesh" || this._mesh.getClassName() === "LinesMesh") {
  36428. return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
  36429. }
  36430. }
  36431. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36432. };
  36433. /** @hidden */
  36434. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36435. var intersectInfo = null;
  36436. // Line test
  36437. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36438. var p0 = positions[indices[index]];
  36439. var p1 = positions[indices[index + 1]];
  36440. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36441. if (length < 0) {
  36442. continue;
  36443. }
  36444. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36445. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36446. if (fastCheck) {
  36447. break;
  36448. }
  36449. }
  36450. }
  36451. return intersectInfo;
  36452. };
  36453. /** @hidden */
  36454. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36455. var intersectInfo = null;
  36456. // Triangles test
  36457. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36458. var p0 = positions[indices[index]];
  36459. var p1 = positions[indices[index + 1]];
  36460. var p2 = positions[indices[index + 2]];
  36461. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36462. if (currentIntersectInfo) {
  36463. if (currentIntersectInfo.distance < 0) {
  36464. continue;
  36465. }
  36466. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36467. intersectInfo = currentIntersectInfo;
  36468. intersectInfo.faceId = index / 3;
  36469. if (fastCheck) {
  36470. break;
  36471. }
  36472. }
  36473. }
  36474. }
  36475. return intersectInfo;
  36476. };
  36477. /** @hidden */
  36478. SubMesh.prototype._rebuild = function () {
  36479. if (this._linesIndexBuffer) {
  36480. this._linesIndexBuffer = null;
  36481. }
  36482. };
  36483. // Clone
  36484. /**
  36485. * Creates a new submesh from the passed mesh
  36486. * @param newMesh defines the new hosting mesh
  36487. * @param newRenderingMesh defines an optional rendering mesh
  36488. * @returns the new submesh
  36489. */
  36490. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36491. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36492. if (!this.IsGlobal) {
  36493. var boundingInfo = this.getBoundingInfo();
  36494. if (!boundingInfo) {
  36495. return result;
  36496. }
  36497. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36498. }
  36499. return result;
  36500. };
  36501. // Dispose
  36502. /**
  36503. * Release associated resources
  36504. */
  36505. SubMesh.prototype.dispose = function () {
  36506. if (this._linesIndexBuffer) {
  36507. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36508. this._linesIndexBuffer = null;
  36509. }
  36510. // Remove from mesh
  36511. var index = this._mesh.subMeshes.indexOf(this);
  36512. this._mesh.subMeshes.splice(index, 1);
  36513. };
  36514. // Statics
  36515. /**
  36516. * Creates a new submesh from indices data
  36517. * @param materialIndex the index of the main mesh material
  36518. * @param startIndex the index where to start the copy in the mesh indices array
  36519. * @param indexCount the number of indices to copy then from the startIndex
  36520. * @param mesh the main mesh to create the submesh from
  36521. * @param renderingMesh the optional rendering mesh
  36522. * @returns a new submesh
  36523. */
  36524. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36525. var minVertexIndex = Number.MAX_VALUE;
  36526. var maxVertexIndex = -Number.MAX_VALUE;
  36527. renderingMesh = (renderingMesh || mesh);
  36528. var indices = renderingMesh.getIndices();
  36529. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36530. var vertexIndex = indices[index];
  36531. if (vertexIndex < minVertexIndex) {
  36532. minVertexIndex = vertexIndex;
  36533. }
  36534. if (vertexIndex > maxVertexIndex) {
  36535. maxVertexIndex = vertexIndex;
  36536. }
  36537. }
  36538. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36539. };
  36540. return SubMesh;
  36541. }(BaseSubMesh));
  36542. BABYLON.SubMesh = SubMesh;
  36543. })(BABYLON || (BABYLON = {}));
  36544. //# sourceMappingURL=babylon.subMesh.js.map
  36545. var __assign = (this && this.__assign) || function () {
  36546. __assign = Object.assign || function(t) {
  36547. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36548. s = arguments[i];
  36549. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36550. t[p] = s[p];
  36551. }
  36552. return t;
  36553. };
  36554. return __assign.apply(this, arguments);
  36555. };
  36556. var BABYLON;
  36557. (function (BABYLON) {
  36558. /**
  36559. * Manages the defines for the Material
  36560. */
  36561. var MaterialDefines = /** @class */ (function () {
  36562. function MaterialDefines() {
  36563. this._isDirty = true;
  36564. /** @hidden */
  36565. this._areLightsDirty = true;
  36566. /** @hidden */
  36567. this._areAttributesDirty = true;
  36568. /** @hidden */
  36569. this._areTexturesDirty = true;
  36570. /** @hidden */
  36571. this._areFresnelDirty = true;
  36572. /** @hidden */
  36573. this._areMiscDirty = true;
  36574. /** @hidden */
  36575. this._areImageProcessingDirty = true;
  36576. /** @hidden */
  36577. this._normals = false;
  36578. /** @hidden */
  36579. this._uvs = false;
  36580. /** @hidden */
  36581. this._needNormals = false;
  36582. /** @hidden */
  36583. this._needUVs = false;
  36584. }
  36585. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36586. /**
  36587. * Specifies if the material needs to be re-calculated
  36588. */
  36589. get: function () {
  36590. return this._isDirty;
  36591. },
  36592. enumerable: true,
  36593. configurable: true
  36594. });
  36595. /**
  36596. * Marks the material to indicate that it has been re-calculated
  36597. */
  36598. MaterialDefines.prototype.markAsProcessed = function () {
  36599. this._isDirty = false;
  36600. this._areAttributesDirty = false;
  36601. this._areTexturesDirty = false;
  36602. this._areFresnelDirty = false;
  36603. this._areLightsDirty = false;
  36604. this._areMiscDirty = false;
  36605. this._areImageProcessingDirty = false;
  36606. };
  36607. /**
  36608. * Marks the material to indicate that it needs to be re-calculated
  36609. */
  36610. MaterialDefines.prototype.markAsUnprocessed = function () {
  36611. this._isDirty = true;
  36612. };
  36613. /**
  36614. * Marks the material to indicate all of its defines need to be re-calculated
  36615. */
  36616. MaterialDefines.prototype.markAllAsDirty = function () {
  36617. this._areTexturesDirty = true;
  36618. this._areAttributesDirty = true;
  36619. this._areLightsDirty = true;
  36620. this._areFresnelDirty = true;
  36621. this._areMiscDirty = true;
  36622. this._areImageProcessingDirty = true;
  36623. this._isDirty = true;
  36624. };
  36625. /**
  36626. * Marks the material to indicate that image processing needs to be re-calculated
  36627. */
  36628. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36629. this._areImageProcessingDirty = true;
  36630. this._isDirty = true;
  36631. };
  36632. /**
  36633. * Marks the material to indicate the lights need to be re-calculated
  36634. */
  36635. MaterialDefines.prototype.markAsLightDirty = function () {
  36636. this._areLightsDirty = true;
  36637. this._isDirty = true;
  36638. };
  36639. /**
  36640. * Marks the attribute state as changed
  36641. */
  36642. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36643. this._areAttributesDirty = true;
  36644. this._isDirty = true;
  36645. };
  36646. /**
  36647. * Marks the texture state as changed
  36648. */
  36649. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36650. this._areTexturesDirty = true;
  36651. this._isDirty = true;
  36652. };
  36653. /**
  36654. * Marks the fresnel state as changed
  36655. */
  36656. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36657. this._areFresnelDirty = true;
  36658. this._isDirty = true;
  36659. };
  36660. /**
  36661. * Marks the misc state as changed
  36662. */
  36663. MaterialDefines.prototype.markAsMiscDirty = function () {
  36664. this._areMiscDirty = true;
  36665. this._isDirty = true;
  36666. };
  36667. /**
  36668. * Rebuilds the material defines
  36669. */
  36670. MaterialDefines.prototype.rebuild = function () {
  36671. if (this._keys) {
  36672. delete this._keys;
  36673. }
  36674. this._keys = [];
  36675. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36676. var key = _a[_i];
  36677. if (key[0] === "_") {
  36678. continue;
  36679. }
  36680. this._keys.push(key);
  36681. }
  36682. };
  36683. /**
  36684. * Specifies if two material defines are equal
  36685. * @param other - A material define instance to compare to
  36686. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36687. */
  36688. MaterialDefines.prototype.isEqual = function (other) {
  36689. if (this._keys.length !== other._keys.length) {
  36690. return false;
  36691. }
  36692. for (var index = 0; index < this._keys.length; index++) {
  36693. var prop = this._keys[index];
  36694. if (this[prop] !== other[prop]) {
  36695. return false;
  36696. }
  36697. }
  36698. return true;
  36699. };
  36700. /**
  36701. * Clones this instance's defines to another instance
  36702. * @param other - material defines to clone values to
  36703. */
  36704. MaterialDefines.prototype.cloneTo = function (other) {
  36705. if (this._keys.length !== other._keys.length) {
  36706. other._keys = this._keys.slice(0);
  36707. }
  36708. for (var index = 0; index < this._keys.length; index++) {
  36709. var prop = this._keys[index];
  36710. other[prop] = this[prop];
  36711. }
  36712. };
  36713. /**
  36714. * Resets the material define values
  36715. */
  36716. MaterialDefines.prototype.reset = function () {
  36717. for (var index = 0; index < this._keys.length; index++) {
  36718. var prop = this._keys[index];
  36719. var type = typeof this[prop];
  36720. switch (type) {
  36721. case "number":
  36722. this[prop] = 0;
  36723. break;
  36724. case "string":
  36725. this[prop] = "";
  36726. break;
  36727. default:
  36728. this[prop] = false;
  36729. break;
  36730. }
  36731. }
  36732. };
  36733. /**
  36734. * Converts the material define values to a string
  36735. * @returns - String of material define information
  36736. */
  36737. MaterialDefines.prototype.toString = function () {
  36738. var result = "";
  36739. for (var index = 0; index < this._keys.length; index++) {
  36740. var prop = this._keys[index];
  36741. var value = this[prop];
  36742. var type = typeof value;
  36743. switch (type) {
  36744. case "number":
  36745. case "string":
  36746. result += "#define " + prop + " " + value + "\n";
  36747. break;
  36748. default:
  36749. if (value) {
  36750. result += "#define " + prop + "\n";
  36751. }
  36752. break;
  36753. }
  36754. }
  36755. return result;
  36756. };
  36757. return MaterialDefines;
  36758. }());
  36759. BABYLON.MaterialDefines = MaterialDefines;
  36760. /**
  36761. * Base class for the main features of a material in Babylon.js
  36762. */
  36763. var Material = /** @class */ (function () {
  36764. /**
  36765. * Creates a material instance
  36766. * @param name defines the name of the material
  36767. * @param scene defines the scene to reference
  36768. * @param doNotAdd specifies if the material should be added to the scene
  36769. */
  36770. function Material(name, scene, doNotAdd) {
  36771. /**
  36772. * Gets or sets user defined metadata
  36773. */
  36774. this.metadata = null;
  36775. /**
  36776. * Specifies if the ready state should be checked on each call
  36777. */
  36778. this.checkReadyOnEveryCall = false;
  36779. /**
  36780. * Specifies if the ready state should be checked once
  36781. */
  36782. this.checkReadyOnlyOnce = false;
  36783. /**
  36784. * The state of the material
  36785. */
  36786. this.state = "";
  36787. /**
  36788. * The alpha value of the material
  36789. */
  36790. this._alpha = 1.0;
  36791. /**
  36792. * Specifies if back face culling is enabled
  36793. */
  36794. this._backFaceCulling = true;
  36795. /**
  36796. * Specifies if the material should be serialized
  36797. */
  36798. this.doNotSerialize = false;
  36799. /**
  36800. * @hidden
  36801. */
  36802. this._storeEffectOnSubMeshes = false;
  36803. /**
  36804. * An event triggered when the material is disposed
  36805. */
  36806. this.onDisposeObservable = new BABYLON.Observable();
  36807. /**
  36808. * Stores the value of the alpha mode
  36809. */
  36810. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36811. /**
  36812. * Stores the state of the need depth pre-pass value
  36813. */
  36814. this._needDepthPrePass = false;
  36815. /**
  36816. * Specifies if depth writing should be disabled
  36817. */
  36818. this.disableDepthWrite = false;
  36819. /**
  36820. * Specifies if depth writing should be forced
  36821. */
  36822. this.forceDepthWrite = false;
  36823. /**
  36824. * Specifies if there should be a separate pass for culling
  36825. */
  36826. this.separateCullingPass = false;
  36827. /**
  36828. * Stores the state specifing if fog should be enabled
  36829. */
  36830. this._fogEnabled = true;
  36831. /**
  36832. * Stores the size of points
  36833. */
  36834. this.pointSize = 1.0;
  36835. /**
  36836. * Stores the z offset value
  36837. */
  36838. this.zOffset = 0;
  36839. /**
  36840. * @hidden
  36841. * Specifies if the material was previously ready
  36842. */
  36843. this._wasPreviouslyReady = false;
  36844. /**
  36845. * Stores the fill mode state
  36846. */
  36847. this._fillMode = Material.TriangleFillMode;
  36848. /** @hidden */
  36849. this._indexInSceneMaterialArray = -1;
  36850. this.name = name;
  36851. this.id = name || BABYLON.Tools.RandomId();
  36852. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36853. this.uniqueId = this._scene.getUniqueId();
  36854. if (this._scene.useRightHandedSystem) {
  36855. this.sideOrientation = Material.ClockWiseSideOrientation;
  36856. }
  36857. else {
  36858. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36859. }
  36860. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36861. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36862. if (!doNotAdd) {
  36863. this._scene.addMaterial(this);
  36864. }
  36865. if (this._scene.useMaterialMeshMap) {
  36866. this.meshMap = {};
  36867. }
  36868. }
  36869. Object.defineProperty(Material, "TriangleFillMode", {
  36870. /**
  36871. * Returns the triangle fill mode
  36872. */
  36873. get: function () {
  36874. return Material._TriangleFillMode;
  36875. },
  36876. enumerable: true,
  36877. configurable: true
  36878. });
  36879. Object.defineProperty(Material, "WireFrameFillMode", {
  36880. /**
  36881. * Returns the wireframe mode
  36882. */
  36883. get: function () {
  36884. return Material._WireFrameFillMode;
  36885. },
  36886. enumerable: true,
  36887. configurable: true
  36888. });
  36889. Object.defineProperty(Material, "PointFillMode", {
  36890. /**
  36891. * Returns the point fill mode
  36892. */
  36893. get: function () {
  36894. return Material._PointFillMode;
  36895. },
  36896. enumerable: true,
  36897. configurable: true
  36898. });
  36899. Object.defineProperty(Material, "PointListDrawMode", {
  36900. /**
  36901. * Returns the point list draw mode
  36902. */
  36903. get: function () {
  36904. return Material._PointListDrawMode;
  36905. },
  36906. enumerable: true,
  36907. configurable: true
  36908. });
  36909. Object.defineProperty(Material, "LineListDrawMode", {
  36910. /**
  36911. * Returns the line list draw mode
  36912. */
  36913. get: function () {
  36914. return Material._LineListDrawMode;
  36915. },
  36916. enumerable: true,
  36917. configurable: true
  36918. });
  36919. Object.defineProperty(Material, "LineLoopDrawMode", {
  36920. /**
  36921. * Returns the line loop draw mode
  36922. */
  36923. get: function () {
  36924. return Material._LineLoopDrawMode;
  36925. },
  36926. enumerable: true,
  36927. configurable: true
  36928. });
  36929. Object.defineProperty(Material, "LineStripDrawMode", {
  36930. /**
  36931. * Returns the line strip draw mode
  36932. */
  36933. get: function () {
  36934. return Material._LineStripDrawMode;
  36935. },
  36936. enumerable: true,
  36937. configurable: true
  36938. });
  36939. Object.defineProperty(Material, "TriangleStripDrawMode", {
  36940. /**
  36941. * Returns the triangle strip draw mode
  36942. */
  36943. get: function () {
  36944. return Material._TriangleStripDrawMode;
  36945. },
  36946. enumerable: true,
  36947. configurable: true
  36948. });
  36949. Object.defineProperty(Material, "TriangleFanDrawMode", {
  36950. /**
  36951. * Returns the triangle fan draw mode
  36952. */
  36953. get: function () {
  36954. return Material._TriangleFanDrawMode;
  36955. },
  36956. enumerable: true,
  36957. configurable: true
  36958. });
  36959. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  36960. /**
  36961. * Returns the clock-wise side orientation
  36962. */
  36963. get: function () {
  36964. return Material._ClockWiseSideOrientation;
  36965. },
  36966. enumerable: true,
  36967. configurable: true
  36968. });
  36969. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  36970. /**
  36971. * Returns the counter clock-wise side orientation
  36972. */
  36973. get: function () {
  36974. return Material._CounterClockWiseSideOrientation;
  36975. },
  36976. enumerable: true,
  36977. configurable: true
  36978. });
  36979. Object.defineProperty(Material.prototype, "alpha", {
  36980. /**
  36981. * Gets the alpha value of the material
  36982. */
  36983. get: function () {
  36984. return this._alpha;
  36985. },
  36986. /**
  36987. * Sets the alpha value of the material
  36988. */
  36989. set: function (value) {
  36990. if (this._alpha === value) {
  36991. return;
  36992. }
  36993. this._alpha = value;
  36994. this.markAsDirty(Material.MiscDirtyFlag);
  36995. },
  36996. enumerable: true,
  36997. configurable: true
  36998. });
  36999. Object.defineProperty(Material.prototype, "backFaceCulling", {
  37000. /**
  37001. * Gets the back-face culling state
  37002. */
  37003. get: function () {
  37004. return this._backFaceCulling;
  37005. },
  37006. /**
  37007. * Sets the back-face culling state
  37008. */
  37009. set: function (value) {
  37010. if (this._backFaceCulling === value) {
  37011. return;
  37012. }
  37013. this._backFaceCulling = value;
  37014. this.markAsDirty(Material.TextureDirtyFlag);
  37015. },
  37016. enumerable: true,
  37017. configurable: true
  37018. });
  37019. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  37020. /**
  37021. * Gets a boolean indicating that current material needs to register RTT
  37022. */
  37023. get: function () {
  37024. return false;
  37025. },
  37026. enumerable: true,
  37027. configurable: true
  37028. });
  37029. Object.defineProperty(Material.prototype, "onDispose", {
  37030. /**
  37031. * Called during a dispose event
  37032. */
  37033. set: function (callback) {
  37034. if (this._onDisposeObserver) {
  37035. this.onDisposeObservable.remove(this._onDisposeObserver);
  37036. }
  37037. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  37038. },
  37039. enumerable: true,
  37040. configurable: true
  37041. });
  37042. Object.defineProperty(Material.prototype, "onBindObservable", {
  37043. /**
  37044. * An event triggered when the material is bound
  37045. */
  37046. get: function () {
  37047. if (!this._onBindObservable) {
  37048. this._onBindObservable = new BABYLON.Observable();
  37049. }
  37050. return this._onBindObservable;
  37051. },
  37052. enumerable: true,
  37053. configurable: true
  37054. });
  37055. Object.defineProperty(Material.prototype, "onBind", {
  37056. /**
  37057. * Called during a bind event
  37058. */
  37059. set: function (callback) {
  37060. if (this._onBindObserver) {
  37061. this.onBindObservable.remove(this._onBindObserver);
  37062. }
  37063. this._onBindObserver = this.onBindObservable.add(callback);
  37064. },
  37065. enumerable: true,
  37066. configurable: true
  37067. });
  37068. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  37069. /**
  37070. * An event triggered when the material is unbound
  37071. */
  37072. get: function () {
  37073. if (!this._onUnBindObservable) {
  37074. this._onUnBindObservable = new BABYLON.Observable();
  37075. }
  37076. return this._onUnBindObservable;
  37077. },
  37078. enumerable: true,
  37079. configurable: true
  37080. });
  37081. Object.defineProperty(Material.prototype, "alphaMode", {
  37082. /**
  37083. * Gets the value of the alpha mode
  37084. */
  37085. get: function () {
  37086. return this._alphaMode;
  37087. },
  37088. /**
  37089. * Sets the value of the alpha mode.
  37090. *
  37091. * | Value | Type | Description |
  37092. * | --- | --- | --- |
  37093. * | 0 | ALPHA_DISABLE | |
  37094. * | 1 | ALPHA_ADD | |
  37095. * | 2 | ALPHA_COMBINE | |
  37096. * | 3 | ALPHA_SUBTRACT | |
  37097. * | 4 | ALPHA_MULTIPLY | |
  37098. * | 5 | ALPHA_MAXIMIZED | |
  37099. * | 6 | ALPHA_ONEONE | |
  37100. * | 7 | ALPHA_PREMULTIPLIED | |
  37101. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  37102. * | 9 | ALPHA_INTERPOLATE | |
  37103. * | 10 | ALPHA_SCREENMODE | |
  37104. *
  37105. */
  37106. set: function (value) {
  37107. if (this._alphaMode === value) {
  37108. return;
  37109. }
  37110. this._alphaMode = value;
  37111. this.markAsDirty(Material.TextureDirtyFlag);
  37112. },
  37113. enumerable: true,
  37114. configurable: true
  37115. });
  37116. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  37117. /**
  37118. * Gets the depth pre-pass value
  37119. */
  37120. get: function () {
  37121. return this._needDepthPrePass;
  37122. },
  37123. /**
  37124. * Sets the need depth pre-pass value
  37125. */
  37126. set: function (value) {
  37127. if (this._needDepthPrePass === value) {
  37128. return;
  37129. }
  37130. this._needDepthPrePass = value;
  37131. if (this._needDepthPrePass) {
  37132. this.checkReadyOnEveryCall = true;
  37133. }
  37134. },
  37135. enumerable: true,
  37136. configurable: true
  37137. });
  37138. Object.defineProperty(Material.prototype, "fogEnabled", {
  37139. /**
  37140. * Gets the value of the fog enabled state
  37141. */
  37142. get: function () {
  37143. return this._fogEnabled;
  37144. },
  37145. /**
  37146. * Sets the state for enabling fog
  37147. */
  37148. set: function (value) {
  37149. if (this._fogEnabled === value) {
  37150. return;
  37151. }
  37152. this._fogEnabled = value;
  37153. this.markAsDirty(Material.MiscDirtyFlag);
  37154. },
  37155. enumerable: true,
  37156. configurable: true
  37157. });
  37158. Object.defineProperty(Material.prototype, "wireframe", {
  37159. /**
  37160. * Gets a value specifying if wireframe mode is enabled
  37161. */
  37162. get: function () {
  37163. switch (this._fillMode) {
  37164. case Material.WireFrameFillMode:
  37165. case Material.LineListDrawMode:
  37166. case Material.LineLoopDrawMode:
  37167. case Material.LineStripDrawMode:
  37168. return true;
  37169. }
  37170. return this._scene.forceWireframe;
  37171. },
  37172. /**
  37173. * Sets the state of wireframe mode
  37174. */
  37175. set: function (value) {
  37176. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  37177. },
  37178. enumerable: true,
  37179. configurable: true
  37180. });
  37181. Object.defineProperty(Material.prototype, "pointsCloud", {
  37182. /**
  37183. * Gets the value specifying if point clouds are enabled
  37184. */
  37185. get: function () {
  37186. switch (this._fillMode) {
  37187. case Material.PointFillMode:
  37188. case Material.PointListDrawMode:
  37189. return true;
  37190. }
  37191. return this._scene.forcePointsCloud;
  37192. },
  37193. /**
  37194. * Sets the state of point cloud mode
  37195. */
  37196. set: function (value) {
  37197. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  37198. },
  37199. enumerable: true,
  37200. configurable: true
  37201. });
  37202. Object.defineProperty(Material.prototype, "fillMode", {
  37203. /**
  37204. * Gets the material fill mode
  37205. */
  37206. get: function () {
  37207. return this._fillMode;
  37208. },
  37209. /**
  37210. * Sets the material fill mode
  37211. */
  37212. set: function (value) {
  37213. if (this._fillMode === value) {
  37214. return;
  37215. }
  37216. this._fillMode = value;
  37217. this.markAsDirty(Material.MiscDirtyFlag);
  37218. },
  37219. enumerable: true,
  37220. configurable: true
  37221. });
  37222. /**
  37223. * Returns a string representation of the current material
  37224. * @param fullDetails defines a boolean indicating which levels of logging is desired
  37225. * @returns a string with material information
  37226. */
  37227. Material.prototype.toString = function (fullDetails) {
  37228. var ret = "Name: " + this.name;
  37229. if (fullDetails) {
  37230. }
  37231. return ret;
  37232. };
  37233. /**
  37234. * Gets the class name of the material
  37235. * @returns a string with the class name of the material
  37236. */
  37237. Material.prototype.getClassName = function () {
  37238. return "Material";
  37239. };
  37240. Object.defineProperty(Material.prototype, "isFrozen", {
  37241. /**
  37242. * Specifies if updates for the material been locked
  37243. */
  37244. get: function () {
  37245. return this.checkReadyOnlyOnce;
  37246. },
  37247. enumerable: true,
  37248. configurable: true
  37249. });
  37250. /**
  37251. * Locks updates for the material
  37252. */
  37253. Material.prototype.freeze = function () {
  37254. this.checkReadyOnlyOnce = true;
  37255. };
  37256. /**
  37257. * Unlocks updates for the material
  37258. */
  37259. Material.prototype.unfreeze = function () {
  37260. this.checkReadyOnlyOnce = false;
  37261. };
  37262. /**
  37263. * Specifies if the material is ready to be used
  37264. * @param mesh defines the mesh to check
  37265. * @param useInstances specifies if instances should be used
  37266. * @returns a boolean indicating if the material is ready to be used
  37267. */
  37268. Material.prototype.isReady = function (mesh, useInstances) {
  37269. return true;
  37270. };
  37271. /**
  37272. * Specifies that the submesh is ready to be used
  37273. * @param mesh defines the mesh to check
  37274. * @param subMesh defines which submesh to check
  37275. * @param useInstances specifies that instances should be used
  37276. * @returns a boolean indicating that the submesh is ready or not
  37277. */
  37278. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37279. return false;
  37280. };
  37281. /**
  37282. * Returns the material effect
  37283. * @returns the effect associated with the material
  37284. */
  37285. Material.prototype.getEffect = function () {
  37286. return this._effect;
  37287. };
  37288. /**
  37289. * Returns the current scene
  37290. * @returns a Scene
  37291. */
  37292. Material.prototype.getScene = function () {
  37293. return this._scene;
  37294. };
  37295. /**
  37296. * Specifies if the material will require alpha blending
  37297. * @returns a boolean specifying if alpha blending is needed
  37298. */
  37299. Material.prototype.needAlphaBlending = function () {
  37300. return (this.alpha < 1.0);
  37301. };
  37302. /**
  37303. * Specifies if the mesh will require alpha blending
  37304. * @param mesh defines the mesh to check
  37305. * @returns a boolean specifying if alpha blending is needed for the mesh
  37306. */
  37307. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37308. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37309. };
  37310. /**
  37311. * Specifies if this material should be rendered in alpha test mode
  37312. * @returns a boolean specifying if an alpha test is needed.
  37313. */
  37314. Material.prototype.needAlphaTesting = function () {
  37315. return false;
  37316. };
  37317. /**
  37318. * Gets the texture used for the alpha test
  37319. * @returns the texture to use for alpha testing
  37320. */
  37321. Material.prototype.getAlphaTestTexture = function () {
  37322. return null;
  37323. };
  37324. /**
  37325. * Marks the material to indicate that it needs to be re-calculated
  37326. */
  37327. Material.prototype.markDirty = function () {
  37328. this._wasPreviouslyReady = false;
  37329. };
  37330. /** @hidden */
  37331. Material.prototype._preBind = function (effect, overrideOrientation) {
  37332. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37333. var engine = this._scene.getEngine();
  37334. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37335. var reverse = orientation === Material.ClockWiseSideOrientation;
  37336. engine.enableEffect(effect ? effect : this._effect);
  37337. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37338. return reverse;
  37339. };
  37340. /**
  37341. * Binds the material to the mesh
  37342. * @param world defines the world transformation matrix
  37343. * @param mesh defines the mesh to bind the material to
  37344. */
  37345. Material.prototype.bind = function (world, mesh) {
  37346. };
  37347. /**
  37348. * Binds the submesh to the material
  37349. * @param world defines the world transformation matrix
  37350. * @param mesh defines the mesh containing the submesh
  37351. * @param subMesh defines the submesh to bind the material to
  37352. */
  37353. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37354. };
  37355. /**
  37356. * Binds the world matrix to the material
  37357. * @param world defines the world transformation matrix
  37358. */
  37359. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37360. };
  37361. /**
  37362. * Binds the scene's uniform buffer to the effect.
  37363. * @param effect defines the effect to bind to the scene uniform buffer
  37364. * @param sceneUbo defines the uniform buffer storing scene data
  37365. */
  37366. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37367. sceneUbo.bindToEffect(effect, "Scene");
  37368. };
  37369. /**
  37370. * Binds the view matrix to the effect
  37371. * @param effect defines the effect to bind the view matrix to
  37372. */
  37373. Material.prototype.bindView = function (effect) {
  37374. if (!this._useUBO) {
  37375. effect.setMatrix("view", this.getScene().getViewMatrix());
  37376. }
  37377. else {
  37378. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37379. }
  37380. };
  37381. /**
  37382. * Binds the view projection matrix to the effect
  37383. * @param effect defines the effect to bind the view projection matrix to
  37384. */
  37385. Material.prototype.bindViewProjection = function (effect) {
  37386. if (!this._useUBO) {
  37387. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37388. }
  37389. else {
  37390. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37391. }
  37392. };
  37393. /**
  37394. * Specifies if material alpha testing should be turned on for the mesh
  37395. * @param mesh defines the mesh to check
  37396. */
  37397. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37398. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37399. };
  37400. /**
  37401. * Processes to execute after binding the material to a mesh
  37402. * @param mesh defines the rendered mesh
  37403. */
  37404. Material.prototype._afterBind = function (mesh) {
  37405. this._scene._cachedMaterial = this;
  37406. if (mesh) {
  37407. this._scene._cachedVisibility = mesh.visibility;
  37408. }
  37409. else {
  37410. this._scene._cachedVisibility = 1;
  37411. }
  37412. if (this._onBindObservable && mesh) {
  37413. this._onBindObservable.notifyObservers(mesh);
  37414. }
  37415. if (this.disableDepthWrite) {
  37416. var engine = this._scene.getEngine();
  37417. this._cachedDepthWriteState = engine.getDepthWrite();
  37418. engine.setDepthWrite(false);
  37419. }
  37420. };
  37421. /**
  37422. * Unbinds the material from the mesh
  37423. */
  37424. Material.prototype.unbind = function () {
  37425. if (this._onUnBindObservable) {
  37426. this._onUnBindObservable.notifyObservers(this);
  37427. }
  37428. if (this.disableDepthWrite) {
  37429. var engine = this._scene.getEngine();
  37430. engine.setDepthWrite(this._cachedDepthWriteState);
  37431. }
  37432. };
  37433. /**
  37434. * Gets the active textures from the material
  37435. * @returns an array of textures
  37436. */
  37437. Material.prototype.getActiveTextures = function () {
  37438. return [];
  37439. };
  37440. /**
  37441. * Specifies if the material uses a texture
  37442. * @param texture defines the texture to check against the material
  37443. * @returns a boolean specifying if the material uses the texture
  37444. */
  37445. Material.prototype.hasTexture = function (texture) {
  37446. return false;
  37447. };
  37448. /**
  37449. * Makes a duplicate of the material, and gives it a new name
  37450. * @param name defines the new name for the duplicated material
  37451. * @returns the cloned material
  37452. */
  37453. Material.prototype.clone = function (name) {
  37454. return null;
  37455. };
  37456. /**
  37457. * Gets the meshes bound to the material
  37458. * @returns an array of meshes bound to the material
  37459. */
  37460. Material.prototype.getBindedMeshes = function () {
  37461. var _this = this;
  37462. if (this.meshMap) {
  37463. var result = new Array();
  37464. for (var meshId in this.meshMap) {
  37465. var mesh = this.meshMap[meshId];
  37466. if (mesh) {
  37467. result.push(mesh);
  37468. }
  37469. }
  37470. return result;
  37471. }
  37472. else {
  37473. var meshes = this._scene.meshes;
  37474. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37475. }
  37476. };
  37477. /**
  37478. * Force shader compilation
  37479. * @param mesh defines the mesh associated with this material
  37480. * @param onCompiled defines a function to execute once the material is compiled
  37481. * @param options defines the options to configure the compilation
  37482. */
  37483. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37484. var _this = this;
  37485. var localOptions = __assign({ clipPlane: false }, options);
  37486. var subMesh = new BABYLON.BaseSubMesh();
  37487. var scene = this.getScene();
  37488. var checkReady = function () {
  37489. if (!_this._scene || !_this._scene.getEngine()) {
  37490. return;
  37491. }
  37492. if (subMesh._materialDefines) {
  37493. subMesh._materialDefines._renderId = -1;
  37494. }
  37495. var clipPlaneState = scene.clipPlane;
  37496. if (localOptions.clipPlane) {
  37497. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37498. }
  37499. if (_this._storeEffectOnSubMeshes) {
  37500. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37501. if (onCompiled) {
  37502. onCompiled(_this);
  37503. }
  37504. }
  37505. else {
  37506. setTimeout(checkReady, 16);
  37507. }
  37508. }
  37509. else {
  37510. if (_this.isReady(mesh)) {
  37511. if (onCompiled) {
  37512. onCompiled(_this);
  37513. }
  37514. }
  37515. else {
  37516. setTimeout(checkReady, 16);
  37517. }
  37518. }
  37519. if (localOptions.clipPlane) {
  37520. scene.clipPlane = clipPlaneState;
  37521. }
  37522. };
  37523. checkReady();
  37524. };
  37525. /**
  37526. * Force shader compilation
  37527. * @param mesh defines the mesh that will use this material
  37528. * @param options defines additional options for compiling the shaders
  37529. * @returns a promise that resolves when the compilation completes
  37530. */
  37531. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37532. var _this = this;
  37533. return new Promise(function (resolve) {
  37534. _this.forceCompilation(mesh, function () {
  37535. resolve();
  37536. }, options);
  37537. });
  37538. };
  37539. /**
  37540. * Marks a define in the material to indicate that it needs to be re-computed
  37541. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37542. */
  37543. Material.prototype.markAsDirty = function (flag) {
  37544. if (this.getScene().blockMaterialDirtyMechanism) {
  37545. return;
  37546. }
  37547. Material._DirtyCallbackArray.length = 0;
  37548. if (flag & Material.TextureDirtyFlag) {
  37549. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37550. }
  37551. if (flag & Material.LightDirtyFlag) {
  37552. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37553. }
  37554. if (flag & Material.FresnelDirtyFlag) {
  37555. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37556. }
  37557. if (flag & Material.AttributesDirtyFlag) {
  37558. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37559. }
  37560. if (flag & Material.MiscDirtyFlag) {
  37561. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37562. }
  37563. if (Material._DirtyCallbackArray.length) {
  37564. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37565. }
  37566. this.getScene().resetCachedMaterial();
  37567. };
  37568. /**
  37569. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37570. * @param func defines a function which checks material defines against the submeshes
  37571. */
  37572. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37573. if (this.getScene().blockMaterialDirtyMechanism) {
  37574. return;
  37575. }
  37576. var meshes = this.getScene().meshes;
  37577. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37578. var mesh = meshes_1[_i];
  37579. if (!mesh.subMeshes) {
  37580. continue;
  37581. }
  37582. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37583. var subMesh = _b[_a];
  37584. if (subMesh.getMaterial() !== this) {
  37585. continue;
  37586. }
  37587. if (!subMesh._materialDefines) {
  37588. continue;
  37589. }
  37590. func(subMesh._materialDefines);
  37591. }
  37592. }
  37593. };
  37594. /**
  37595. * Indicates that image processing needs to be re-calculated for all submeshes
  37596. */
  37597. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37598. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37599. };
  37600. /**
  37601. * Indicates that textures need to be re-calculated for all submeshes
  37602. */
  37603. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37604. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37605. };
  37606. /**
  37607. * Indicates that fresnel needs to be re-calculated for all submeshes
  37608. */
  37609. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37610. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37611. };
  37612. /**
  37613. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37614. */
  37615. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37616. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37617. };
  37618. /**
  37619. * Indicates that lights need to be re-calculated for all submeshes
  37620. */
  37621. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37622. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37623. };
  37624. /**
  37625. * Indicates that attributes need to be re-calculated for all submeshes
  37626. */
  37627. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37628. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37629. };
  37630. /**
  37631. * Indicates that misc needs to be re-calculated for all submeshes
  37632. */
  37633. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37634. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37635. };
  37636. /**
  37637. * Indicates that textures and misc need to be re-calculated for all submeshes
  37638. */
  37639. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37640. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37641. };
  37642. /**
  37643. * Disposes the material
  37644. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37645. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37646. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37647. */
  37648. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37649. var scene = this.getScene();
  37650. // Animations
  37651. scene.stopAnimation(this);
  37652. scene.freeProcessedMaterials();
  37653. // Remove from scene
  37654. scene.removeMaterial(this);
  37655. if (notBoundToMesh !== true) {
  37656. // Remove from meshes
  37657. if (this.meshMap) {
  37658. for (var meshId in this.meshMap) {
  37659. var mesh = this.meshMap[meshId];
  37660. if (mesh) {
  37661. mesh.material = null; // will set the entry in the map to undefined
  37662. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37663. }
  37664. }
  37665. }
  37666. else {
  37667. var meshes = scene.meshes;
  37668. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37669. var mesh = meshes_2[_i];
  37670. if (mesh.material === this) {
  37671. mesh.material = null;
  37672. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37673. }
  37674. }
  37675. }
  37676. }
  37677. this._uniformBuffer.dispose();
  37678. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37679. if (forceDisposeEffect && this._effect) {
  37680. if (!this._storeEffectOnSubMeshes) {
  37681. scene.getEngine()._releaseEffect(this._effect);
  37682. }
  37683. this._effect = null;
  37684. }
  37685. // Callback
  37686. this.onDisposeObservable.notifyObservers(this);
  37687. this.onDisposeObservable.clear();
  37688. if (this._onBindObservable) {
  37689. this._onBindObservable.clear();
  37690. }
  37691. if (this._onUnBindObservable) {
  37692. this._onUnBindObservable.clear();
  37693. }
  37694. };
  37695. /** @hidden */
  37696. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37697. if (mesh.geometry) {
  37698. var geometry = (mesh.geometry);
  37699. var scene = this.getScene();
  37700. if (this._storeEffectOnSubMeshes) {
  37701. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37702. var subMesh = _a[_i];
  37703. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37704. if (forceDisposeEffect && subMesh._materialEffect) {
  37705. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37706. }
  37707. }
  37708. }
  37709. else {
  37710. geometry._releaseVertexArrayObject(this._effect);
  37711. }
  37712. }
  37713. };
  37714. /**
  37715. * Serializes this material
  37716. * @returns the serialized material object
  37717. */
  37718. Material.prototype.serialize = function () {
  37719. return BABYLON.SerializationHelper.Serialize(this);
  37720. };
  37721. /**
  37722. * Creates a MultiMaterial from parsed MultiMaterial data.
  37723. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37724. * @param scene defines the hosting scene
  37725. * @returns a new MultiMaterial
  37726. */
  37727. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37728. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37729. multiMaterial.id = parsedMultiMaterial.id;
  37730. if (BABYLON.Tags) {
  37731. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37732. }
  37733. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37734. var subMatId = parsedMultiMaterial.materials[matIndex];
  37735. if (subMatId) {
  37736. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37737. }
  37738. else {
  37739. multiMaterial.subMaterials.push(null);
  37740. }
  37741. }
  37742. return multiMaterial;
  37743. };
  37744. /**
  37745. * Creates a material from parsed material data
  37746. * @param parsedMaterial defines parsed material data
  37747. * @param scene defines the hosting scene
  37748. * @param rootUrl defines the root URL to use to load textures
  37749. * @returns a new material
  37750. */
  37751. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37752. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37753. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37754. }
  37755. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37756. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37757. if (!BABYLON.LegacyPBRMaterial) {
  37758. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37759. return;
  37760. }
  37761. }
  37762. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37763. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37764. };
  37765. // Triangle views
  37766. Material._TriangleFillMode = 0;
  37767. Material._WireFrameFillMode = 1;
  37768. Material._PointFillMode = 2;
  37769. // Draw modes
  37770. Material._PointListDrawMode = 3;
  37771. Material._LineListDrawMode = 4;
  37772. Material._LineLoopDrawMode = 5;
  37773. Material._LineStripDrawMode = 6;
  37774. Material._TriangleStripDrawMode = 7;
  37775. Material._TriangleFanDrawMode = 8;
  37776. /**
  37777. * Stores the clock-wise side orientation
  37778. */
  37779. Material._ClockWiseSideOrientation = 0;
  37780. /**
  37781. * Stores the counter clock-wise side orientation
  37782. */
  37783. Material._CounterClockWiseSideOrientation = 1;
  37784. /**
  37785. * The dirty texture flag value
  37786. */
  37787. Material.TextureDirtyFlag = 1;
  37788. /**
  37789. * The dirty light flag value
  37790. */
  37791. Material.LightDirtyFlag = 2;
  37792. /**
  37793. * The dirty fresnel flag value
  37794. */
  37795. Material.FresnelDirtyFlag = 4;
  37796. /**
  37797. * The dirty attribute flag value
  37798. */
  37799. Material.AttributesDirtyFlag = 8;
  37800. /**
  37801. * The dirty misc flag value
  37802. */
  37803. Material.MiscDirtyFlag = 16;
  37804. /**
  37805. * The all dirty flag value
  37806. */
  37807. Material.AllDirtyFlag = 31;
  37808. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  37809. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  37810. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  37811. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  37812. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  37813. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  37814. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  37815. Material._FresnelDirtyCallBack(defines);
  37816. Material._MiscDirtyCallBack(defines);
  37817. };
  37818. Material._TextureAndMiscDirtyCallBack = function (defines) {
  37819. Material._TextureDirtyCallBack(defines);
  37820. Material._MiscDirtyCallBack(defines);
  37821. };
  37822. Material._DirtyCallbackArray = [];
  37823. Material._RunDirtyCallBacks = function (defines) {
  37824. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  37825. var cb = _a[_i];
  37826. cb(defines);
  37827. }
  37828. };
  37829. __decorate([
  37830. BABYLON.serialize()
  37831. ], Material.prototype, "id", void 0);
  37832. __decorate([
  37833. BABYLON.serialize()
  37834. ], Material.prototype, "uniqueId", void 0);
  37835. __decorate([
  37836. BABYLON.serialize()
  37837. ], Material.prototype, "name", void 0);
  37838. __decorate([
  37839. BABYLON.serialize()
  37840. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37841. __decorate([
  37842. BABYLON.serialize()
  37843. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37844. __decorate([
  37845. BABYLON.serialize()
  37846. ], Material.prototype, "state", void 0);
  37847. __decorate([
  37848. BABYLON.serialize("alpha")
  37849. ], Material.prototype, "_alpha", void 0);
  37850. __decorate([
  37851. BABYLON.serialize("backFaceCulling")
  37852. ], Material.prototype, "_backFaceCulling", void 0);
  37853. __decorate([
  37854. BABYLON.serialize()
  37855. ], Material.prototype, "sideOrientation", void 0);
  37856. __decorate([
  37857. BABYLON.serialize("alphaMode")
  37858. ], Material.prototype, "_alphaMode", void 0);
  37859. __decorate([
  37860. BABYLON.serialize()
  37861. ], Material.prototype, "_needDepthPrePass", void 0);
  37862. __decorate([
  37863. BABYLON.serialize()
  37864. ], Material.prototype, "disableDepthWrite", void 0);
  37865. __decorate([
  37866. BABYLON.serialize()
  37867. ], Material.prototype, "forceDepthWrite", void 0);
  37868. __decorate([
  37869. BABYLON.serialize()
  37870. ], Material.prototype, "separateCullingPass", void 0);
  37871. __decorate([
  37872. BABYLON.serialize("fogEnabled")
  37873. ], Material.prototype, "_fogEnabled", void 0);
  37874. __decorate([
  37875. BABYLON.serialize()
  37876. ], Material.prototype, "pointSize", void 0);
  37877. __decorate([
  37878. BABYLON.serialize()
  37879. ], Material.prototype, "zOffset", void 0);
  37880. __decorate([
  37881. BABYLON.serialize()
  37882. ], Material.prototype, "wireframe", null);
  37883. __decorate([
  37884. BABYLON.serialize()
  37885. ], Material.prototype, "pointsCloud", null);
  37886. __decorate([
  37887. BABYLON.serialize()
  37888. ], Material.prototype, "fillMode", null);
  37889. return Material;
  37890. }());
  37891. BABYLON.Material = Material;
  37892. })(BABYLON || (BABYLON = {}));
  37893. //# sourceMappingURL=babylon.material.js.map
  37894. var BABYLON;
  37895. (function (BABYLON) {
  37896. /**
  37897. * Uniform buffer objects.
  37898. *
  37899. * Handles blocks of uniform on the GPU.
  37900. *
  37901. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37902. *
  37903. * For more information, please refer to :
  37904. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37905. */
  37906. var UniformBuffer = /** @class */ (function () {
  37907. /**
  37908. * Instantiates a new Uniform buffer objects.
  37909. *
  37910. * Handles blocks of uniform on the GPU.
  37911. *
  37912. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37913. *
  37914. * For more information, please refer to :
  37915. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37916. * @param engine Define the engine the buffer is associated with
  37917. * @param data Define the data contained in the buffer
  37918. * @param dynamic Define if the buffer is updatable
  37919. */
  37920. function UniformBuffer(engine, data, dynamic) {
  37921. this._engine = engine;
  37922. this._noUBO = !engine.supportsUniformBuffers;
  37923. this._dynamic = dynamic;
  37924. this._data = data || [];
  37925. this._uniformLocations = {};
  37926. this._uniformSizes = {};
  37927. this._uniformLocationPointer = 0;
  37928. this._needSync = false;
  37929. if (this._noUBO) {
  37930. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  37931. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  37932. this.updateFloat = this._updateFloatForEffect;
  37933. this.updateFloat2 = this._updateFloat2ForEffect;
  37934. this.updateFloat3 = this._updateFloat3ForEffect;
  37935. this.updateFloat4 = this._updateFloat4ForEffect;
  37936. this.updateMatrix = this._updateMatrixForEffect;
  37937. this.updateVector3 = this._updateVector3ForEffect;
  37938. this.updateVector4 = this._updateVector4ForEffect;
  37939. this.updateColor3 = this._updateColor3ForEffect;
  37940. this.updateColor4 = this._updateColor4ForEffect;
  37941. }
  37942. else {
  37943. this._engine._uniformBuffers.push(this);
  37944. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  37945. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  37946. this.updateFloat = this._updateFloatForUniform;
  37947. this.updateFloat2 = this._updateFloat2ForUniform;
  37948. this.updateFloat3 = this._updateFloat3ForUniform;
  37949. this.updateFloat4 = this._updateFloat4ForUniform;
  37950. this.updateMatrix = this._updateMatrixForUniform;
  37951. this.updateVector3 = this._updateVector3ForUniform;
  37952. this.updateVector4 = this._updateVector4ForUniform;
  37953. this.updateColor3 = this._updateColor3ForUniform;
  37954. this.updateColor4 = this._updateColor4ForUniform;
  37955. }
  37956. }
  37957. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  37958. /**
  37959. * Indicates if the buffer is using the WebGL2 UBO implementation,
  37960. * or just falling back on setUniformXXX calls.
  37961. */
  37962. get: function () {
  37963. return !this._noUBO;
  37964. },
  37965. enumerable: true,
  37966. configurable: true
  37967. });
  37968. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  37969. /**
  37970. * Indicates if the WebGL underlying uniform buffer is in sync
  37971. * with the javascript cache data.
  37972. */
  37973. get: function () {
  37974. return !this._needSync;
  37975. },
  37976. enumerable: true,
  37977. configurable: true
  37978. });
  37979. /**
  37980. * Indicates if the WebGL underlying uniform buffer is dynamic.
  37981. * Also, a dynamic UniformBuffer will disable cache verification and always
  37982. * update the underlying WebGL uniform buffer to the GPU.
  37983. * @returns if Dynamic, otherwise false
  37984. */
  37985. UniformBuffer.prototype.isDynamic = function () {
  37986. return this._dynamic !== undefined;
  37987. };
  37988. /**
  37989. * The data cache on JS side.
  37990. * @returns the underlying data as a float array
  37991. */
  37992. UniformBuffer.prototype.getData = function () {
  37993. return this._bufferData;
  37994. };
  37995. /**
  37996. * The underlying WebGL Uniform buffer.
  37997. * @returns the webgl buffer
  37998. */
  37999. UniformBuffer.prototype.getBuffer = function () {
  38000. return this._buffer;
  38001. };
  38002. /**
  38003. * std140 layout specifies how to align data within an UBO structure.
  38004. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  38005. * for specs.
  38006. */
  38007. UniformBuffer.prototype._fillAlignment = function (size) {
  38008. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  38009. // and 4x4 matrices
  38010. // TODO : change if other types are used
  38011. var alignment;
  38012. if (size <= 2) {
  38013. alignment = size;
  38014. }
  38015. else {
  38016. alignment = 4;
  38017. }
  38018. if ((this._uniformLocationPointer % alignment) !== 0) {
  38019. var oldPointer = this._uniformLocationPointer;
  38020. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  38021. var diff = this._uniformLocationPointer - oldPointer;
  38022. for (var i = 0; i < diff; i++) {
  38023. this._data.push(0);
  38024. }
  38025. }
  38026. };
  38027. /**
  38028. * Adds an uniform in the buffer.
  38029. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  38030. * for the layout to be correct !
  38031. * @param name Name of the uniform, as used in the uniform block in the shader.
  38032. * @param size Data size, or data directly.
  38033. */
  38034. UniformBuffer.prototype.addUniform = function (name, size) {
  38035. if (this._noUBO) {
  38036. return;
  38037. }
  38038. if (this._uniformLocations[name] !== undefined) {
  38039. // Already existing uniform
  38040. return;
  38041. }
  38042. // This function must be called in the order of the shader layout !
  38043. // size can be the size of the uniform, or data directly
  38044. var data;
  38045. if (size instanceof Array) {
  38046. data = size;
  38047. size = data.length;
  38048. }
  38049. else {
  38050. size = size;
  38051. data = [];
  38052. // Fill with zeros
  38053. for (var i = 0; i < size; i++) {
  38054. data.push(0);
  38055. }
  38056. }
  38057. this._fillAlignment(size);
  38058. this._uniformSizes[name] = size;
  38059. this._uniformLocations[name] = this._uniformLocationPointer;
  38060. this._uniformLocationPointer += size;
  38061. for (var i = 0; i < size; i++) {
  38062. this._data.push(data[i]);
  38063. }
  38064. this._needSync = true;
  38065. };
  38066. /**
  38067. * Adds a Matrix 4x4 to the uniform buffer.
  38068. * @param name Name of the uniform, as used in the uniform block in the shader.
  38069. * @param mat A 4x4 matrix.
  38070. */
  38071. UniformBuffer.prototype.addMatrix = function (name, mat) {
  38072. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  38073. };
  38074. /**
  38075. * Adds a vec2 to the uniform buffer.
  38076. * @param name Name of the uniform, as used in the uniform block in the shader.
  38077. * @param x Define the x component value of the vec2
  38078. * @param y Define the y component value of the vec2
  38079. */
  38080. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  38081. var temp = [x, y];
  38082. this.addUniform(name, temp);
  38083. };
  38084. /**
  38085. * Adds a vec3 to the uniform buffer.
  38086. * @param name Name of the uniform, as used in the uniform block in the shader.
  38087. * @param x Define the x component value of the vec3
  38088. * @param y Define the y component value of the vec3
  38089. * @param z Define the z component value of the vec3
  38090. */
  38091. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  38092. var temp = [x, y, z];
  38093. this.addUniform(name, temp);
  38094. };
  38095. /**
  38096. * Adds a vec3 to the uniform buffer.
  38097. * @param name Name of the uniform, as used in the uniform block in the shader.
  38098. * @param color Define the vec3 from a Color
  38099. */
  38100. UniformBuffer.prototype.addColor3 = function (name, color) {
  38101. var temp = new Array();
  38102. color.toArray(temp);
  38103. this.addUniform(name, temp);
  38104. };
  38105. /**
  38106. * Adds a vec4 to the uniform buffer.
  38107. * @param name Name of the uniform, as used in the uniform block in the shader.
  38108. * @param color Define the rgb components from a Color
  38109. * @param alpha Define the a component of the vec4
  38110. */
  38111. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  38112. var temp = new Array();
  38113. color.toArray(temp);
  38114. temp.push(alpha);
  38115. this.addUniform(name, temp);
  38116. };
  38117. /**
  38118. * Adds a vec3 to the uniform buffer.
  38119. * @param name Name of the uniform, as used in the uniform block in the shader.
  38120. * @param vector Define the vec3 components from a Vector
  38121. */
  38122. UniformBuffer.prototype.addVector3 = function (name, vector) {
  38123. var temp = new Array();
  38124. vector.toArray(temp);
  38125. this.addUniform(name, temp);
  38126. };
  38127. /**
  38128. * Adds a Matrix 3x3 to the uniform buffer.
  38129. * @param name Name of the uniform, as used in the uniform block in the shader.
  38130. */
  38131. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  38132. this.addUniform(name, 12);
  38133. };
  38134. /**
  38135. * Adds a Matrix 2x2 to the uniform buffer.
  38136. * @param name Name of the uniform, as used in the uniform block in the shader.
  38137. */
  38138. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  38139. this.addUniform(name, 8);
  38140. };
  38141. /**
  38142. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  38143. */
  38144. UniformBuffer.prototype.create = function () {
  38145. if (this._noUBO) {
  38146. return;
  38147. }
  38148. if (this._buffer) {
  38149. return; // nothing to do
  38150. }
  38151. // See spec, alignment must be filled as a vec4
  38152. this._fillAlignment(4);
  38153. this._bufferData = new Float32Array(this._data);
  38154. this._rebuild();
  38155. this._needSync = true;
  38156. };
  38157. /** @hidden */
  38158. UniformBuffer.prototype._rebuild = function () {
  38159. if (this._noUBO) {
  38160. return;
  38161. }
  38162. if (this._dynamic) {
  38163. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  38164. }
  38165. else {
  38166. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  38167. }
  38168. };
  38169. /**
  38170. * Updates the WebGL Uniform Buffer on the GPU.
  38171. * If the `dynamic` flag is set to true, no cache comparison is done.
  38172. * Otherwise, the buffer will be updated only if the cache differs.
  38173. */
  38174. UniformBuffer.prototype.update = function () {
  38175. if (!this._buffer) {
  38176. this.create();
  38177. return;
  38178. }
  38179. if (!this._dynamic && !this._needSync) {
  38180. return;
  38181. }
  38182. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  38183. this._needSync = false;
  38184. };
  38185. /**
  38186. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  38187. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38188. * @param data Define the flattened data
  38189. * @param size Define the size of the data.
  38190. */
  38191. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  38192. var location = this._uniformLocations[uniformName];
  38193. if (location === undefined) {
  38194. if (this._buffer) {
  38195. // Cannot add an uniform if the buffer is already created
  38196. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  38197. return;
  38198. }
  38199. this.addUniform(uniformName, size);
  38200. location = this._uniformLocations[uniformName];
  38201. }
  38202. if (!this._buffer) {
  38203. this.create();
  38204. }
  38205. if (!this._dynamic) {
  38206. // Cache for static uniform buffers
  38207. var changed = false;
  38208. for (var i = 0; i < size; i++) {
  38209. if (this._bufferData[location + i] !== data[i]) {
  38210. changed = true;
  38211. this._bufferData[location + i] = data[i];
  38212. }
  38213. }
  38214. this._needSync = this._needSync || changed;
  38215. }
  38216. else {
  38217. // No cache for dynamic
  38218. for (var i = 0; i < size; i++) {
  38219. this._bufferData[location + i] = data[i];
  38220. }
  38221. }
  38222. };
  38223. // Update methods
  38224. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  38225. // To match std140, matrix must be realigned
  38226. for (var i = 0; i < 3; i++) {
  38227. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  38228. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  38229. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  38230. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38231. }
  38232. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  38233. };
  38234. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  38235. this._currentEffect.setMatrix3x3(name, matrix);
  38236. };
  38237. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  38238. this._currentEffect.setMatrix2x2(name, matrix);
  38239. };
  38240. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  38241. // To match std140, matrix must be realigned
  38242. for (var i = 0; i < 2; i++) {
  38243. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  38244. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  38245. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  38246. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38247. }
  38248. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  38249. };
  38250. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  38251. this._currentEffect.setFloat(name, x);
  38252. };
  38253. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  38254. UniformBuffer._tempBuffer[0] = x;
  38255. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  38256. };
  38257. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38258. if (suffix === void 0) { suffix = ""; }
  38259. this._currentEffect.setFloat2(name + suffix, x, y);
  38260. };
  38261. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38262. if (suffix === void 0) { suffix = ""; }
  38263. UniformBuffer._tempBuffer[0] = x;
  38264. UniformBuffer._tempBuffer[1] = y;
  38265. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38266. };
  38267. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38268. if (suffix === void 0) { suffix = ""; }
  38269. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38270. };
  38271. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38272. if (suffix === void 0) { suffix = ""; }
  38273. UniformBuffer._tempBuffer[0] = x;
  38274. UniformBuffer._tempBuffer[1] = y;
  38275. UniformBuffer._tempBuffer[2] = z;
  38276. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38277. };
  38278. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38279. if (suffix === void 0) { suffix = ""; }
  38280. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38281. };
  38282. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38283. if (suffix === void 0) { suffix = ""; }
  38284. UniformBuffer._tempBuffer[0] = x;
  38285. UniformBuffer._tempBuffer[1] = y;
  38286. UniformBuffer._tempBuffer[2] = z;
  38287. UniformBuffer._tempBuffer[3] = w;
  38288. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38289. };
  38290. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38291. this._currentEffect.setMatrix(name, mat);
  38292. };
  38293. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38294. this.updateUniform(name, mat.toArray(), 16);
  38295. };
  38296. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38297. this._currentEffect.setVector3(name, vector);
  38298. };
  38299. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38300. vector.toArray(UniformBuffer._tempBuffer);
  38301. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38302. };
  38303. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38304. this._currentEffect.setVector4(name, vector);
  38305. };
  38306. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38307. vector.toArray(UniformBuffer._tempBuffer);
  38308. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38309. };
  38310. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38311. if (suffix === void 0) { suffix = ""; }
  38312. this._currentEffect.setColor3(name + suffix, color);
  38313. };
  38314. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38315. if (suffix === void 0) { suffix = ""; }
  38316. color.toArray(UniformBuffer._tempBuffer);
  38317. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38318. };
  38319. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38320. if (suffix === void 0) { suffix = ""; }
  38321. this._currentEffect.setColor4(name + suffix, color, alpha);
  38322. };
  38323. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38324. if (suffix === void 0) { suffix = ""; }
  38325. color.toArray(UniformBuffer._tempBuffer);
  38326. UniformBuffer._tempBuffer[3] = alpha;
  38327. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38328. };
  38329. /**
  38330. * Sets a sampler uniform on the effect.
  38331. * @param name Define the name of the sampler.
  38332. * @param texture Define the texture to set in the sampler
  38333. */
  38334. UniformBuffer.prototype.setTexture = function (name, texture) {
  38335. this._currentEffect.setTexture(name, texture);
  38336. };
  38337. /**
  38338. * Directly updates the value of the uniform in the cache AND on the GPU.
  38339. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38340. * @param data Define the flattened data
  38341. */
  38342. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38343. this.updateUniform(uniformName, data, data.length);
  38344. this.update();
  38345. };
  38346. /**
  38347. * Binds this uniform buffer to an effect.
  38348. * @param effect Define the effect to bind the buffer to
  38349. * @param name Name of the uniform block in the shader.
  38350. */
  38351. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38352. this._currentEffect = effect;
  38353. if (this._noUBO || !this._buffer) {
  38354. return;
  38355. }
  38356. effect.bindUniformBuffer(this._buffer, name);
  38357. };
  38358. /**
  38359. * Disposes the uniform buffer.
  38360. */
  38361. UniformBuffer.prototype.dispose = function () {
  38362. if (this._noUBO) {
  38363. return;
  38364. }
  38365. var uniformBuffers = this._engine._uniformBuffers;
  38366. var index = uniformBuffers.indexOf(this);
  38367. if (index !== -1) {
  38368. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38369. uniformBuffers.pop();
  38370. }
  38371. if (!this._buffer) {
  38372. return;
  38373. }
  38374. if (this._engine._releaseBuffer(this._buffer)) {
  38375. this._buffer = null;
  38376. }
  38377. };
  38378. // Pool for avoiding memory leaks
  38379. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38380. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38381. return UniformBuffer;
  38382. }());
  38383. BABYLON.UniformBuffer = UniformBuffer;
  38384. })(BABYLON || (BABYLON = {}));
  38385. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38386. var BABYLON;
  38387. (function (BABYLON) {
  38388. /**
  38389. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38390. */
  38391. var VertexData = /** @class */ (function () {
  38392. function VertexData() {
  38393. }
  38394. /**
  38395. * Uses the passed data array to set the set the values for the specified kind of data
  38396. * @param data a linear array of floating numbers
  38397. * @param kind the type of data that is being set, eg positions, colors etc
  38398. */
  38399. VertexData.prototype.set = function (data, kind) {
  38400. switch (kind) {
  38401. case BABYLON.VertexBuffer.PositionKind:
  38402. this.positions = data;
  38403. break;
  38404. case BABYLON.VertexBuffer.NormalKind:
  38405. this.normals = data;
  38406. break;
  38407. case BABYLON.VertexBuffer.TangentKind:
  38408. this.tangents = data;
  38409. break;
  38410. case BABYLON.VertexBuffer.UVKind:
  38411. this.uvs = data;
  38412. break;
  38413. case BABYLON.VertexBuffer.UV2Kind:
  38414. this.uvs2 = data;
  38415. break;
  38416. case BABYLON.VertexBuffer.UV3Kind:
  38417. this.uvs3 = data;
  38418. break;
  38419. case BABYLON.VertexBuffer.UV4Kind:
  38420. this.uvs4 = data;
  38421. break;
  38422. case BABYLON.VertexBuffer.UV5Kind:
  38423. this.uvs5 = data;
  38424. break;
  38425. case BABYLON.VertexBuffer.UV6Kind:
  38426. this.uvs6 = data;
  38427. break;
  38428. case BABYLON.VertexBuffer.ColorKind:
  38429. this.colors = data;
  38430. break;
  38431. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38432. this.matricesIndices = data;
  38433. break;
  38434. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38435. this.matricesWeights = data;
  38436. break;
  38437. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38438. this.matricesIndicesExtra = data;
  38439. break;
  38440. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38441. this.matricesWeightsExtra = data;
  38442. break;
  38443. }
  38444. };
  38445. /**
  38446. * Associates the vertexData to the passed Mesh.
  38447. * Sets it as updatable or not (default `false`)
  38448. * @param mesh the mesh the vertexData is applied to
  38449. * @param updatable when used and having the value true allows new data to update the vertexData
  38450. * @returns the VertexData
  38451. */
  38452. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38453. this._applyTo(mesh, updatable);
  38454. return this;
  38455. };
  38456. /**
  38457. * Associates the vertexData to the passed Geometry.
  38458. * Sets it as updatable or not (default `false`)
  38459. * @param geometry the geometry the vertexData is applied to
  38460. * @param updatable when used and having the value true allows new data to update the vertexData
  38461. * @returns VertexData
  38462. */
  38463. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38464. this._applyTo(geometry, updatable);
  38465. return this;
  38466. };
  38467. /**
  38468. * Updates the associated mesh
  38469. * @param mesh the mesh to be updated
  38470. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38471. * @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
  38472. * @returns VertexData
  38473. */
  38474. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38475. this._update(mesh);
  38476. return this;
  38477. };
  38478. /**
  38479. * Updates the associated geometry
  38480. * @param geometry the geometry to be updated
  38481. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38482. * @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
  38483. * @returns VertexData.
  38484. */
  38485. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38486. this._update(geometry);
  38487. return this;
  38488. };
  38489. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38490. if (updatable === void 0) { updatable = false; }
  38491. if (this.positions) {
  38492. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38493. }
  38494. if (this.normals) {
  38495. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38496. }
  38497. if (this.tangents) {
  38498. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38499. }
  38500. if (this.uvs) {
  38501. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38502. }
  38503. if (this.uvs2) {
  38504. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38505. }
  38506. if (this.uvs3) {
  38507. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38508. }
  38509. if (this.uvs4) {
  38510. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38511. }
  38512. if (this.uvs5) {
  38513. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38514. }
  38515. if (this.uvs6) {
  38516. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38517. }
  38518. if (this.colors) {
  38519. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38520. }
  38521. if (this.matricesIndices) {
  38522. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38523. }
  38524. if (this.matricesWeights) {
  38525. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38526. }
  38527. if (this.matricesIndicesExtra) {
  38528. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38529. }
  38530. if (this.matricesWeightsExtra) {
  38531. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38532. }
  38533. if (this.indices) {
  38534. meshOrGeometry.setIndices(this.indices, null, updatable);
  38535. }
  38536. else {
  38537. meshOrGeometry.setIndices([], null);
  38538. }
  38539. return this;
  38540. };
  38541. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38542. if (this.positions) {
  38543. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38544. }
  38545. if (this.normals) {
  38546. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38547. }
  38548. if (this.tangents) {
  38549. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38550. }
  38551. if (this.uvs) {
  38552. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38553. }
  38554. if (this.uvs2) {
  38555. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38556. }
  38557. if (this.uvs3) {
  38558. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38559. }
  38560. if (this.uvs4) {
  38561. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38562. }
  38563. if (this.uvs5) {
  38564. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38565. }
  38566. if (this.uvs6) {
  38567. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38568. }
  38569. if (this.colors) {
  38570. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38571. }
  38572. if (this.matricesIndices) {
  38573. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38574. }
  38575. if (this.matricesWeights) {
  38576. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38577. }
  38578. if (this.matricesIndicesExtra) {
  38579. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38580. }
  38581. if (this.matricesWeightsExtra) {
  38582. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38583. }
  38584. if (this.indices) {
  38585. meshOrGeometry.setIndices(this.indices, null);
  38586. }
  38587. return this;
  38588. };
  38589. /**
  38590. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38591. * @param matrix the transforming matrix
  38592. * @returns the VertexData
  38593. */
  38594. VertexData.prototype.transform = function (matrix) {
  38595. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38596. var transformed = BABYLON.Vector3.Zero();
  38597. var index;
  38598. if (this.positions) {
  38599. var position = BABYLON.Vector3.Zero();
  38600. for (index = 0; index < this.positions.length; index += 3) {
  38601. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38602. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38603. this.positions[index] = transformed.x;
  38604. this.positions[index + 1] = transformed.y;
  38605. this.positions[index + 2] = transformed.z;
  38606. }
  38607. }
  38608. if (this.normals) {
  38609. var normal = BABYLON.Vector3.Zero();
  38610. for (index = 0; index < this.normals.length; index += 3) {
  38611. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38612. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38613. this.normals[index] = transformed.x;
  38614. this.normals[index + 1] = transformed.y;
  38615. this.normals[index + 2] = transformed.z;
  38616. }
  38617. }
  38618. if (this.tangents) {
  38619. var tangent = BABYLON.Vector4.Zero();
  38620. var tangentTransformed = BABYLON.Vector4.Zero();
  38621. for (index = 0; index < this.tangents.length; index += 4) {
  38622. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38623. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38624. this.tangents[index] = tangentTransformed.x;
  38625. this.tangents[index + 1] = tangentTransformed.y;
  38626. this.tangents[index + 2] = tangentTransformed.z;
  38627. this.tangents[index + 3] = tangentTransformed.w;
  38628. }
  38629. }
  38630. if (flip && this.indices) {
  38631. for (index = 0; index < this.indices.length; index += 3) {
  38632. var tmp = this.indices[index + 1];
  38633. this.indices[index + 1] = this.indices[index + 2];
  38634. this.indices[index + 2] = tmp;
  38635. }
  38636. }
  38637. return this;
  38638. };
  38639. /**
  38640. * Merges the passed VertexData into the current one
  38641. * @param other the VertexData to be merged into the current one
  38642. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38643. * @returns the modified VertexData
  38644. */
  38645. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38646. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38647. this._validate();
  38648. other._validate();
  38649. if (!this.normals !== !other.normals ||
  38650. !this.tangents !== !other.tangents ||
  38651. !this.uvs !== !other.uvs ||
  38652. !this.uvs2 !== !other.uvs2 ||
  38653. !this.uvs3 !== !other.uvs3 ||
  38654. !this.uvs4 !== !other.uvs4 ||
  38655. !this.uvs5 !== !other.uvs5 ||
  38656. !this.uvs6 !== !other.uvs6 ||
  38657. !this.colors !== !other.colors ||
  38658. !this.matricesIndices !== !other.matricesIndices ||
  38659. !this.matricesWeights !== !other.matricesWeights ||
  38660. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38661. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38662. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38663. }
  38664. if (other.indices) {
  38665. if (!this.indices) {
  38666. this.indices = [];
  38667. }
  38668. var offset = this.positions ? this.positions.length / 3 : 0;
  38669. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38670. if (isSrcTypedArray) {
  38671. var len = this.indices.length + other.indices.length;
  38672. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38673. temp.set(this.indices);
  38674. var decal = this.indices.length;
  38675. for (var index = 0; index < other.indices.length; index++) {
  38676. temp[decal + index] = other.indices[index] + offset;
  38677. }
  38678. this.indices = temp;
  38679. }
  38680. else {
  38681. for (var index = 0; index < other.indices.length; index++) {
  38682. this.indices.push(other.indices[index] + offset);
  38683. }
  38684. }
  38685. }
  38686. this.positions = this._mergeElement(this.positions, other.positions);
  38687. this.normals = this._mergeElement(this.normals, other.normals);
  38688. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38689. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38690. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38691. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38692. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38693. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38694. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38695. this.colors = this._mergeElement(this.colors, other.colors);
  38696. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38697. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38698. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38699. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38700. return this;
  38701. };
  38702. VertexData.prototype._mergeElement = function (source, other) {
  38703. if (!source) {
  38704. return other;
  38705. }
  38706. if (!other) {
  38707. return source;
  38708. }
  38709. var len = other.length + source.length;
  38710. var isSrcTypedArray = source instanceof Float32Array;
  38711. var isOthTypedArray = other instanceof Float32Array;
  38712. // use non-loop method when the source is Float32Array
  38713. if (isSrcTypedArray) {
  38714. var ret32 = new Float32Array(len);
  38715. ret32.set(source);
  38716. ret32.set(other, source.length);
  38717. return ret32;
  38718. // source is number[], when other is also use concat
  38719. }
  38720. else if (!isOthTypedArray) {
  38721. return source.concat(other);
  38722. // source is a number[], but other is a Float32Array, loop required
  38723. }
  38724. else {
  38725. var ret = source.slice(0); // copy source to a separate array
  38726. for (var i = 0, len = other.length; i < len; i++) {
  38727. ret.push(other[i]);
  38728. }
  38729. return ret;
  38730. }
  38731. };
  38732. VertexData.prototype._validate = function () {
  38733. if (!this.positions) {
  38734. throw new Error("Positions are required");
  38735. }
  38736. var getElementCount = function (kind, values) {
  38737. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38738. if ((values.length % stride) !== 0) {
  38739. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38740. }
  38741. return values.length / stride;
  38742. };
  38743. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38744. var validateElementCount = function (kind, values) {
  38745. var elementCount = getElementCount(kind, values);
  38746. if (elementCount !== positionsElementCount) {
  38747. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38748. }
  38749. };
  38750. if (this.normals) {
  38751. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38752. }
  38753. if (this.tangents) {
  38754. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38755. }
  38756. if (this.uvs) {
  38757. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38758. }
  38759. if (this.uvs2) {
  38760. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38761. }
  38762. if (this.uvs3) {
  38763. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38764. }
  38765. if (this.uvs4) {
  38766. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38767. }
  38768. if (this.uvs5) {
  38769. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38770. }
  38771. if (this.uvs6) {
  38772. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38773. }
  38774. if (this.colors) {
  38775. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38776. }
  38777. if (this.matricesIndices) {
  38778. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38779. }
  38780. if (this.matricesWeights) {
  38781. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38782. }
  38783. if (this.matricesIndicesExtra) {
  38784. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38785. }
  38786. if (this.matricesWeightsExtra) {
  38787. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38788. }
  38789. };
  38790. /**
  38791. * Serializes the VertexData
  38792. * @returns a serialized object
  38793. */
  38794. VertexData.prototype.serialize = function () {
  38795. var serializationObject = this.serialize();
  38796. if (this.positions) {
  38797. serializationObject.positions = this.positions;
  38798. }
  38799. if (this.normals) {
  38800. serializationObject.normals = this.normals;
  38801. }
  38802. if (this.tangents) {
  38803. serializationObject.tangents = this.tangents;
  38804. }
  38805. if (this.uvs) {
  38806. serializationObject.uvs = this.uvs;
  38807. }
  38808. if (this.uvs2) {
  38809. serializationObject.uvs2 = this.uvs2;
  38810. }
  38811. if (this.uvs3) {
  38812. serializationObject.uvs3 = this.uvs3;
  38813. }
  38814. if (this.uvs4) {
  38815. serializationObject.uvs4 = this.uvs4;
  38816. }
  38817. if (this.uvs5) {
  38818. serializationObject.uvs5 = this.uvs5;
  38819. }
  38820. if (this.uvs6) {
  38821. serializationObject.uvs6 = this.uvs6;
  38822. }
  38823. if (this.colors) {
  38824. serializationObject.colors = this.colors;
  38825. }
  38826. if (this.matricesIndices) {
  38827. serializationObject.matricesIndices = this.matricesIndices;
  38828. serializationObject.matricesIndices._isExpanded = true;
  38829. }
  38830. if (this.matricesWeights) {
  38831. serializationObject.matricesWeights = this.matricesWeights;
  38832. }
  38833. if (this.matricesIndicesExtra) {
  38834. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38835. serializationObject.matricesIndicesExtra._isExpanded = true;
  38836. }
  38837. if (this.matricesWeightsExtra) {
  38838. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38839. }
  38840. serializationObject.indices = this.indices;
  38841. return serializationObject;
  38842. };
  38843. // Statics
  38844. /**
  38845. * Extracts the vertexData from a mesh
  38846. * @param mesh the mesh from which to extract the VertexData
  38847. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38848. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38849. * @returns the object VertexData associated to the passed mesh
  38850. */
  38851. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38852. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38853. };
  38854. /**
  38855. * Extracts the vertexData from the geometry
  38856. * @param geometry the geometry from which to extract the VertexData
  38857. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38858. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38859. * @returns the object VertexData associated to the passed mesh
  38860. */
  38861. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38862. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38863. };
  38864. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38865. var result = new VertexData();
  38866. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38867. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38868. }
  38869. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38870. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38871. }
  38872. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38873. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38874. }
  38875. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38876. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38877. }
  38878. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38879. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38880. }
  38881. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38882. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38883. }
  38884. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38885. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38886. }
  38887. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38888. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38889. }
  38890. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38891. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38892. }
  38893. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38894. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38895. }
  38896. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38897. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38898. }
  38899. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38900. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38901. }
  38902. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38903. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38904. }
  38905. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38906. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38907. }
  38908. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38909. return result;
  38910. };
  38911. /**
  38912. * Creates the VertexData for a Ribbon
  38913. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  38914. * * pathArray array of paths, each of which an array of successive Vector3
  38915. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  38916. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  38917. * * 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
  38918. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38919. * * 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)
  38920. * * 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)
  38921. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  38922. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  38923. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  38924. * @returns the VertexData of the ribbon
  38925. */
  38926. VertexData.CreateRibbon = function (options) {
  38927. var pathArray = options.pathArray;
  38928. var closeArray = options.closeArray || false;
  38929. var closePath = options.closePath || false;
  38930. var invertUV = options.invertUV || false;
  38931. var defaultOffset = Math.floor(pathArray[0].length / 2);
  38932. var offset = options.offset || defaultOffset;
  38933. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  38934. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38935. var customUV = options.uvs;
  38936. var customColors = options.colors;
  38937. var positions = [];
  38938. var indices = [];
  38939. var normals = [];
  38940. var uvs = [];
  38941. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  38942. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  38943. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  38944. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  38945. var minlg; // minimal length among all paths from pathArray
  38946. var lg = []; // array of path lengths : nb of vertex per path
  38947. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  38948. var p; // path iterator
  38949. var i; // point iterator
  38950. var j; // point iterator
  38951. // if single path in pathArray
  38952. if (pathArray.length < 2) {
  38953. var ar1 = [];
  38954. var ar2 = [];
  38955. for (i = 0; i < pathArray[0].length - offset; i++) {
  38956. ar1.push(pathArray[0][i]);
  38957. ar2.push(pathArray[0][i + offset]);
  38958. }
  38959. pathArray = [ar1, ar2];
  38960. }
  38961. // positions and horizontal distances (u)
  38962. var idc = 0;
  38963. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  38964. var path;
  38965. var l;
  38966. minlg = pathArray[0].length;
  38967. var vectlg;
  38968. var dist;
  38969. for (p = 0; p < pathArray.length; p++) {
  38970. uTotalDistance[p] = 0;
  38971. us[p] = [0];
  38972. path = pathArray[p];
  38973. l = path.length;
  38974. minlg = (minlg < l) ? minlg : l;
  38975. j = 0;
  38976. while (j < l) {
  38977. positions.push(path[j].x, path[j].y, path[j].z);
  38978. if (j > 0) {
  38979. vectlg = path[j].subtract(path[j - 1]).length();
  38980. dist = vectlg + uTotalDistance[p];
  38981. us[p].push(dist);
  38982. uTotalDistance[p] = dist;
  38983. }
  38984. j++;
  38985. }
  38986. if (closePath) { // an extra hidden vertex is added in the "positions" array
  38987. j--;
  38988. positions.push(path[0].x, path[0].y, path[0].z);
  38989. vectlg = path[j].subtract(path[0]).length();
  38990. dist = vectlg + uTotalDistance[p];
  38991. us[p].push(dist);
  38992. uTotalDistance[p] = dist;
  38993. }
  38994. lg[p] = l + closePathCorr;
  38995. idx[p] = idc;
  38996. idc += (l + closePathCorr);
  38997. }
  38998. // vertical distances (v)
  38999. var path1;
  39000. var path2;
  39001. var vertex1 = null;
  39002. var vertex2 = null;
  39003. for (i = 0; i < minlg + closePathCorr; i++) {
  39004. vTotalDistance[i] = 0;
  39005. vs[i] = [0];
  39006. for (p = 0; p < pathArray.length - 1; p++) {
  39007. path1 = pathArray[p];
  39008. path2 = pathArray[p + 1];
  39009. if (i === minlg) { // closePath
  39010. vertex1 = path1[0];
  39011. vertex2 = path2[0];
  39012. }
  39013. else {
  39014. vertex1 = path1[i];
  39015. vertex2 = path2[i];
  39016. }
  39017. vectlg = vertex2.subtract(vertex1).length();
  39018. dist = vectlg + vTotalDistance[i];
  39019. vs[i].push(dist);
  39020. vTotalDistance[i] = dist;
  39021. }
  39022. if (closeArray && vertex2 && vertex1) {
  39023. path1 = pathArray[p];
  39024. path2 = pathArray[0];
  39025. if (i === minlg) { // closePath
  39026. vertex2 = path2[0];
  39027. }
  39028. vectlg = vertex2.subtract(vertex1).length();
  39029. dist = vectlg + vTotalDistance[i];
  39030. vTotalDistance[i] = dist;
  39031. }
  39032. }
  39033. // uvs
  39034. var u;
  39035. var v;
  39036. if (customUV) {
  39037. for (p = 0; p < customUV.length; p++) {
  39038. uvs.push(customUV[p].x, customUV[p].y);
  39039. }
  39040. }
  39041. else {
  39042. for (p = 0; p < pathArray.length; p++) {
  39043. for (i = 0; i < minlg + closePathCorr; i++) {
  39044. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  39045. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  39046. if (invertUV) {
  39047. uvs.push(v, u);
  39048. }
  39049. else {
  39050. uvs.push(u, v);
  39051. }
  39052. }
  39053. }
  39054. }
  39055. // indices
  39056. p = 0; // path index
  39057. var pi = 0; // positions array index
  39058. var l1 = lg[p] - 1; // path1 length
  39059. var l2 = lg[p + 1] - 1; // path2 length
  39060. var min = (l1 < l2) ? l1 : l2; // current path stop index
  39061. var shft = idx[1] - idx[0]; // shift
  39062. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  39063. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  39064. // 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
  39065. indices.push(pi, pi + shft, pi + 1);
  39066. indices.push(pi + shft + 1, pi + 1, pi + shft);
  39067. pi += 1;
  39068. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  39069. p++;
  39070. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  39071. shft = idx[0] - idx[p];
  39072. l1 = lg[p] - 1;
  39073. l2 = lg[0] - 1;
  39074. }
  39075. else {
  39076. shft = idx[p + 1] - idx[p];
  39077. l1 = lg[p] - 1;
  39078. l2 = lg[p + 1] - 1;
  39079. }
  39080. pi = idx[p];
  39081. min = (l1 < l2) ? l1 + pi : l2 + pi;
  39082. }
  39083. }
  39084. // normals
  39085. VertexData.ComputeNormals(positions, indices, normals);
  39086. if (closePath) { // update both the first and last vertex normals to their average value
  39087. var indexFirst = 0;
  39088. var indexLast = 0;
  39089. for (p = 0; p < pathArray.length; p++) {
  39090. indexFirst = idx[p] * 3;
  39091. if (p + 1 < pathArray.length) {
  39092. indexLast = (idx[p + 1] - 1) * 3;
  39093. }
  39094. else {
  39095. indexLast = normals.length - 3;
  39096. }
  39097. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  39098. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  39099. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  39100. normals[indexLast] = normals[indexFirst];
  39101. normals[indexLast + 1] = normals[indexFirst + 1];
  39102. normals[indexLast + 2] = normals[indexFirst + 2];
  39103. }
  39104. }
  39105. // sides
  39106. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39107. // Colors
  39108. var colors = null;
  39109. if (customColors) {
  39110. colors = new Float32Array(customColors.length * 4);
  39111. for (var c = 0; c < customColors.length; c++) {
  39112. colors[c * 4] = customColors[c].r;
  39113. colors[c * 4 + 1] = customColors[c].g;
  39114. colors[c * 4 + 2] = customColors[c].b;
  39115. colors[c * 4 + 3] = customColors[c].a;
  39116. }
  39117. }
  39118. // Result
  39119. var vertexData = new VertexData();
  39120. var positions32 = new Float32Array(positions);
  39121. var normals32 = new Float32Array(normals);
  39122. var uvs32 = new Float32Array(uvs);
  39123. vertexData.indices = indices;
  39124. vertexData.positions = positions32;
  39125. vertexData.normals = normals32;
  39126. vertexData.uvs = uvs32;
  39127. if (colors) {
  39128. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  39129. }
  39130. if (closePath) {
  39131. vertexData._idx = idx;
  39132. }
  39133. return vertexData;
  39134. };
  39135. /**
  39136. * Creates the VertexData for a box
  39137. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39138. * * size sets the width, height and depth of the box to the value of size, optional default 1
  39139. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  39140. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  39141. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  39142. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  39143. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  39144. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39145. * * 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)
  39146. * * 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)
  39147. * @returns the VertexData of the box
  39148. */
  39149. VertexData.CreateBox = function (options) {
  39150. var normalsSource = [
  39151. new BABYLON.Vector3(0, 0, 1),
  39152. new BABYLON.Vector3(0, 0, -1),
  39153. new BABYLON.Vector3(1, 0, 0),
  39154. new BABYLON.Vector3(-1, 0, 0),
  39155. new BABYLON.Vector3(0, 1, 0),
  39156. new BABYLON.Vector3(0, -1, 0)
  39157. ];
  39158. var indices = [];
  39159. var positions = [];
  39160. var normals = [];
  39161. var uvs = [];
  39162. var width = options.width || options.size || 1;
  39163. var height = options.height || options.size || 1;
  39164. var depth = options.depth || options.size || 1;
  39165. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39166. var faceUV = options.faceUV || new Array(6);
  39167. var faceColors = options.faceColors;
  39168. var colors = [];
  39169. // default face colors and UV if undefined
  39170. for (var f = 0; f < 6; f++) {
  39171. if (faceUV[f] === undefined) {
  39172. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39173. }
  39174. if (faceColors && faceColors[f] === undefined) {
  39175. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39176. }
  39177. }
  39178. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  39179. // Create each face in turn.
  39180. for (var index = 0; index < normalsSource.length; index++) {
  39181. var normal = normalsSource[index];
  39182. // Get two vectors perpendicular to the face normal and to each other.
  39183. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  39184. var side2 = BABYLON.Vector3.Cross(normal, side1);
  39185. // Six indices (two triangles) per face.
  39186. var verticesLength = positions.length / 3;
  39187. indices.push(verticesLength);
  39188. indices.push(verticesLength + 1);
  39189. indices.push(verticesLength + 2);
  39190. indices.push(verticesLength);
  39191. indices.push(verticesLength + 2);
  39192. indices.push(verticesLength + 3);
  39193. // Four vertices per face.
  39194. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  39195. positions.push(vertex.x, vertex.y, vertex.z);
  39196. normals.push(normal.x, normal.y, normal.z);
  39197. uvs.push(faceUV[index].z, faceUV[index].w);
  39198. if (faceColors) {
  39199. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39200. }
  39201. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  39202. positions.push(vertex.x, vertex.y, vertex.z);
  39203. normals.push(normal.x, normal.y, normal.z);
  39204. uvs.push(faceUV[index].x, faceUV[index].w);
  39205. if (faceColors) {
  39206. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39207. }
  39208. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  39209. positions.push(vertex.x, vertex.y, vertex.z);
  39210. normals.push(normal.x, normal.y, normal.z);
  39211. uvs.push(faceUV[index].x, faceUV[index].y);
  39212. if (faceColors) {
  39213. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39214. }
  39215. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  39216. positions.push(vertex.x, vertex.y, vertex.z);
  39217. normals.push(normal.x, normal.y, normal.z);
  39218. uvs.push(faceUV[index].z, faceUV[index].y);
  39219. if (faceColors) {
  39220. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39221. }
  39222. }
  39223. // sides
  39224. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39225. // Result
  39226. var vertexData = new VertexData();
  39227. vertexData.indices = indices;
  39228. vertexData.positions = positions;
  39229. vertexData.normals = normals;
  39230. vertexData.uvs = uvs;
  39231. if (faceColors) {
  39232. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39233. vertexData.colors = totalColors;
  39234. }
  39235. return vertexData;
  39236. };
  39237. /**
  39238. * Creates the VertexData for an ellipsoid, defaults to a sphere
  39239. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39240. * * segments sets the number of horizontal strips optional, default 32
  39241. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  39242. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  39243. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  39244. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  39245. * * 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
  39246. * * 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
  39247. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39248. * * 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)
  39249. * * 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)
  39250. * @returns the VertexData of the ellipsoid
  39251. */
  39252. VertexData.CreateSphere = function (options) {
  39253. var segments = options.segments || 32;
  39254. var diameterX = options.diameterX || options.diameter || 1;
  39255. var diameterY = options.diameterY || options.diameter || 1;
  39256. var diameterZ = options.diameterZ || options.diameter || 1;
  39257. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39258. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39259. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39260. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39261. var totalZRotationSteps = 2 + segments;
  39262. var totalYRotationSteps = 2 * totalZRotationSteps;
  39263. var indices = [];
  39264. var positions = [];
  39265. var normals = [];
  39266. var uvs = [];
  39267. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39268. var normalizedZ = zRotationStep / totalZRotationSteps;
  39269. var angleZ = normalizedZ * Math.PI * slice;
  39270. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39271. var normalizedY = yRotationStep / totalYRotationSteps;
  39272. var angleY = normalizedY * Math.PI * 2 * arc;
  39273. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39274. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39275. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39276. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39277. var vertex = complete.multiply(radius);
  39278. var normal = complete.divide(radius).normalize();
  39279. positions.push(vertex.x, vertex.y, vertex.z);
  39280. normals.push(normal.x, normal.y, normal.z);
  39281. uvs.push(normalizedY, normalizedZ);
  39282. }
  39283. if (zRotationStep > 0) {
  39284. var verticesCount = positions.length / 3;
  39285. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39286. indices.push((firstIndex));
  39287. indices.push((firstIndex + 1));
  39288. indices.push(firstIndex + totalYRotationSteps + 1);
  39289. indices.push((firstIndex + totalYRotationSteps + 1));
  39290. indices.push((firstIndex + 1));
  39291. indices.push((firstIndex + totalYRotationSteps + 2));
  39292. }
  39293. }
  39294. }
  39295. // Sides
  39296. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39297. // Result
  39298. var vertexData = new VertexData();
  39299. vertexData.indices = indices;
  39300. vertexData.positions = positions;
  39301. vertexData.normals = normals;
  39302. vertexData.uvs = uvs;
  39303. return vertexData;
  39304. };
  39305. /**
  39306. * Creates the VertexData for a cylinder, cone or prism
  39307. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39308. * * height sets the height (y direction) of the cylinder, optional, default 2
  39309. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39310. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39311. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39312. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39313. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39314. * * 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
  39315. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39316. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39317. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39318. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39319. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39320. * * 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)
  39321. * * 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)
  39322. * @returns the VertexData of the cylinder, cone or prism
  39323. */
  39324. VertexData.CreateCylinder = function (options) {
  39325. var height = options.height || 2;
  39326. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39327. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39328. var tessellation = options.tessellation || 24;
  39329. var subdivisions = options.subdivisions || 1;
  39330. var hasRings = options.hasRings ? true : false;
  39331. var enclose = options.enclose ? true : false;
  39332. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39333. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39334. var faceUV = options.faceUV || new Array(3);
  39335. var faceColors = options.faceColors;
  39336. // default face colors and UV if undefined
  39337. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39338. var ringNb = (hasRings) ? subdivisions : 1;
  39339. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39340. var f;
  39341. for (f = 0; f < surfaceNb; f++) {
  39342. if (faceColors && faceColors[f] === undefined) {
  39343. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39344. }
  39345. }
  39346. for (f = 0; f < surfaceNb; f++) {
  39347. if (faceUV && faceUV[f] === undefined) {
  39348. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39349. }
  39350. }
  39351. var indices = new Array();
  39352. var positions = new Array();
  39353. var normals = new Array();
  39354. var uvs = new Array();
  39355. var colors = new Array();
  39356. var angle_step = Math.PI * 2 * arc / tessellation;
  39357. var angle;
  39358. var h;
  39359. var radius;
  39360. var tan = (diameterBottom - diameterTop) / 2 / height;
  39361. var ringVertex = BABYLON.Vector3.Zero();
  39362. var ringNormal = BABYLON.Vector3.Zero();
  39363. var ringFirstVertex = BABYLON.Vector3.Zero();
  39364. var ringFirstNormal = BABYLON.Vector3.Zero();
  39365. var quadNormal = BABYLON.Vector3.Zero();
  39366. var Y = BABYLON.Axis.Y;
  39367. // positions, normals, uvs
  39368. var i;
  39369. var j;
  39370. var r;
  39371. var ringIdx = 1;
  39372. var s = 1; // surface index
  39373. var cs = 0;
  39374. var v = 0;
  39375. for (i = 0; i <= subdivisions; i++) {
  39376. h = i / subdivisions;
  39377. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39378. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39379. for (r = 0; r < ringIdx; r++) {
  39380. if (hasRings) {
  39381. s += r;
  39382. }
  39383. if (enclose) {
  39384. s += 2 * r;
  39385. }
  39386. for (j = 0; j <= tessellation; j++) {
  39387. angle = j * angle_step;
  39388. // position
  39389. ringVertex.x = Math.cos(-angle) * radius;
  39390. ringVertex.y = -height / 2 + h * height;
  39391. ringVertex.z = Math.sin(-angle) * radius;
  39392. // normal
  39393. if (diameterTop === 0 && i === subdivisions) {
  39394. // if no top cap, reuse former normals
  39395. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39396. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39397. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39398. }
  39399. else {
  39400. ringNormal.x = ringVertex.x;
  39401. ringNormal.z = ringVertex.z;
  39402. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39403. ringNormal.normalize();
  39404. }
  39405. // keep first ring vertex values for enclose
  39406. if (j === 0) {
  39407. ringFirstVertex.copyFrom(ringVertex);
  39408. ringFirstNormal.copyFrom(ringNormal);
  39409. }
  39410. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39411. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39412. if (hasRings) {
  39413. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39414. }
  39415. else {
  39416. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39417. }
  39418. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39419. if (faceColors) {
  39420. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39421. }
  39422. }
  39423. // if enclose, add four vertices and their dedicated normals
  39424. if (arc !== 1 && enclose) {
  39425. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39426. positions.push(0, ringVertex.y, 0);
  39427. positions.push(0, ringVertex.y, 0);
  39428. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39429. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39430. quadNormal.normalize();
  39431. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39432. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39433. quadNormal.normalize();
  39434. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39435. if (hasRings) {
  39436. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39437. }
  39438. else {
  39439. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39440. }
  39441. uvs.push(faceUV[s + 1].x, v);
  39442. uvs.push(faceUV[s + 1].z, v);
  39443. if (hasRings) {
  39444. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39445. }
  39446. else {
  39447. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39448. }
  39449. uvs.push(faceUV[s + 2].x, v);
  39450. uvs.push(faceUV[s + 2].z, v);
  39451. if (faceColors) {
  39452. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39453. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39454. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39455. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39456. }
  39457. }
  39458. if (cs !== s) {
  39459. cs = s;
  39460. }
  39461. }
  39462. }
  39463. // indices
  39464. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39465. var s;
  39466. i = 0;
  39467. for (s = 0; s < subdivisions; s++) {
  39468. var i0 = 0;
  39469. var i1 = 0;
  39470. var i2 = 0;
  39471. var i3 = 0;
  39472. for (j = 0; j < tessellation; j++) {
  39473. i0 = i * (e + 1) + j;
  39474. i1 = (i + 1) * (e + 1) + j;
  39475. i2 = i * (e + 1) + (j + 1);
  39476. i3 = (i + 1) * (e + 1) + (j + 1);
  39477. indices.push(i0, i1, i2);
  39478. indices.push(i3, i2, i1);
  39479. }
  39480. if (arc !== 1 && enclose) { // if enclose, add two quads
  39481. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39482. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39483. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39484. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39485. }
  39486. i = (hasRings) ? (i + 2) : (i + 1);
  39487. }
  39488. // Caps
  39489. var createCylinderCap = function (isTop) {
  39490. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39491. if (radius === 0) {
  39492. return;
  39493. }
  39494. // Cap positions, normals & uvs
  39495. var angle;
  39496. var circleVector;
  39497. var i;
  39498. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39499. var c = null;
  39500. if (faceColors) {
  39501. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39502. }
  39503. // cap center
  39504. var vbase = positions.length / 3;
  39505. var offset = isTop ? height / 2 : -height / 2;
  39506. var center = new BABYLON.Vector3(0, offset, 0);
  39507. positions.push(center.x, center.y, center.z);
  39508. normals.push(0, isTop ? 1 : -1, 0);
  39509. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39510. if (c) {
  39511. colors.push(c.r, c.g, c.b, c.a);
  39512. }
  39513. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39514. for (i = 0; i <= tessellation; i++) {
  39515. angle = Math.PI * 2 * i * arc / tessellation;
  39516. var cos = Math.cos(-angle);
  39517. var sin = Math.sin(-angle);
  39518. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39519. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39520. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39521. normals.push(0, isTop ? 1 : -1, 0);
  39522. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39523. if (c) {
  39524. colors.push(c.r, c.g, c.b, c.a);
  39525. }
  39526. }
  39527. // Cap indices
  39528. for (i = 0; i < tessellation; i++) {
  39529. if (!isTop) {
  39530. indices.push(vbase);
  39531. indices.push(vbase + (i + 1));
  39532. indices.push(vbase + (i + 2));
  39533. }
  39534. else {
  39535. indices.push(vbase);
  39536. indices.push(vbase + (i + 2));
  39537. indices.push(vbase + (i + 1));
  39538. }
  39539. }
  39540. };
  39541. // add caps to geometry
  39542. createCylinderCap(false);
  39543. createCylinderCap(true);
  39544. // Sides
  39545. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39546. var vertexData = new VertexData();
  39547. vertexData.indices = indices;
  39548. vertexData.positions = positions;
  39549. vertexData.normals = normals;
  39550. vertexData.uvs = uvs;
  39551. if (faceColors) {
  39552. vertexData.colors = colors;
  39553. }
  39554. return vertexData;
  39555. };
  39556. /**
  39557. * Creates the VertexData for a torus
  39558. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39559. * * diameter the diameter of the torus, optional default 1
  39560. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39561. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39562. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39563. * * 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)
  39564. * * 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)
  39565. * @returns the VertexData of the torus
  39566. */
  39567. VertexData.CreateTorus = function (options) {
  39568. var indices = [];
  39569. var positions = [];
  39570. var normals = [];
  39571. var uvs = [];
  39572. var diameter = options.diameter || 1;
  39573. var thickness = options.thickness || 0.5;
  39574. var tessellation = options.tessellation || 16;
  39575. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39576. var stride = tessellation + 1;
  39577. for (var i = 0; i <= tessellation; i++) {
  39578. var u = i / tessellation;
  39579. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39580. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39581. for (var j = 0; j <= tessellation; j++) {
  39582. var v = 1 - j / tessellation;
  39583. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39584. var dx = Math.cos(innerAngle);
  39585. var dy = Math.sin(innerAngle);
  39586. // Create a vertex.
  39587. var normal = new BABYLON.Vector3(dx, dy, 0);
  39588. var position = normal.scale(thickness / 2);
  39589. var textureCoordinate = new BABYLON.Vector2(u, v);
  39590. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39591. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39592. positions.push(position.x, position.y, position.z);
  39593. normals.push(normal.x, normal.y, normal.z);
  39594. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39595. // And create indices for two triangles.
  39596. var nextI = (i + 1) % stride;
  39597. var nextJ = (j + 1) % stride;
  39598. indices.push(i * stride + j);
  39599. indices.push(i * stride + nextJ);
  39600. indices.push(nextI * stride + j);
  39601. indices.push(i * stride + nextJ);
  39602. indices.push(nextI * stride + nextJ);
  39603. indices.push(nextI * stride + j);
  39604. }
  39605. }
  39606. // Sides
  39607. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39608. // Result
  39609. var vertexData = new VertexData();
  39610. vertexData.indices = indices;
  39611. vertexData.positions = positions;
  39612. vertexData.normals = normals;
  39613. vertexData.uvs = uvs;
  39614. return vertexData;
  39615. };
  39616. /**
  39617. * Creates the VertexData of the LineSystem
  39618. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39619. * - lines an array of lines, each line being an array of successive Vector3
  39620. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39621. * @returns the VertexData of the LineSystem
  39622. */
  39623. VertexData.CreateLineSystem = function (options) {
  39624. var indices = [];
  39625. var positions = [];
  39626. var lines = options.lines;
  39627. var colors = options.colors;
  39628. var vertexColors = [];
  39629. var idx = 0;
  39630. for (var l = 0; l < lines.length; l++) {
  39631. var points = lines[l];
  39632. for (var index = 0; index < points.length; index++) {
  39633. positions.push(points[index].x, points[index].y, points[index].z);
  39634. if (colors) {
  39635. var color = colors[l];
  39636. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39637. }
  39638. if (index > 0) {
  39639. indices.push(idx - 1);
  39640. indices.push(idx);
  39641. }
  39642. idx++;
  39643. }
  39644. }
  39645. var vertexData = new VertexData();
  39646. vertexData.indices = indices;
  39647. vertexData.positions = positions;
  39648. if (colors) {
  39649. vertexData.colors = vertexColors;
  39650. }
  39651. return vertexData;
  39652. };
  39653. /**
  39654. * Create the VertexData for a DashedLines
  39655. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39656. * - points an array successive Vector3
  39657. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39658. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39659. * - dashNb the intended total number of dashes, optional, default 200
  39660. * @returns the VertexData for the DashedLines
  39661. */
  39662. VertexData.CreateDashedLines = function (options) {
  39663. var dashSize = options.dashSize || 3;
  39664. var gapSize = options.gapSize || 1;
  39665. var dashNb = options.dashNb || 200;
  39666. var points = options.points;
  39667. var positions = new Array();
  39668. var indices = new Array();
  39669. var curvect = BABYLON.Vector3.Zero();
  39670. var lg = 0;
  39671. var nb = 0;
  39672. var shft = 0;
  39673. var dashshft = 0;
  39674. var curshft = 0;
  39675. var idx = 0;
  39676. var i = 0;
  39677. for (i = 0; i < points.length - 1; i++) {
  39678. points[i + 1].subtractToRef(points[i], curvect);
  39679. lg += curvect.length();
  39680. }
  39681. shft = lg / dashNb;
  39682. dashshft = dashSize * shft / (dashSize + gapSize);
  39683. for (i = 0; i < points.length - 1; i++) {
  39684. points[i + 1].subtractToRef(points[i], curvect);
  39685. nb = Math.floor(curvect.length() / shft);
  39686. curvect.normalize();
  39687. for (var j = 0; j < nb; j++) {
  39688. curshft = shft * j;
  39689. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39690. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39691. indices.push(idx, idx + 1);
  39692. idx += 2;
  39693. }
  39694. }
  39695. // Result
  39696. var vertexData = new VertexData();
  39697. vertexData.positions = positions;
  39698. vertexData.indices = indices;
  39699. return vertexData;
  39700. };
  39701. /**
  39702. * Creates the VertexData for a Ground
  39703. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39704. * - width the width (x direction) of the ground, optional, default 1
  39705. * - height the height (z direction) of the ground, optional, default 1
  39706. * - subdivisions the number of subdivisions per side, optional, default 1
  39707. * @returns the VertexData of the Ground
  39708. */
  39709. VertexData.CreateGround = function (options) {
  39710. var indices = [];
  39711. var positions = [];
  39712. var normals = [];
  39713. var uvs = [];
  39714. var row, col;
  39715. var width = options.width || 1;
  39716. var height = options.height || 1;
  39717. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39718. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39719. for (row = 0; row <= subdivisionsY; row++) {
  39720. for (col = 0; col <= subdivisionsX; col++) {
  39721. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39722. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39723. positions.push(position.x, position.y, position.z);
  39724. normals.push(normal.x, normal.y, normal.z);
  39725. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39726. }
  39727. }
  39728. for (row = 0; row < subdivisionsY; row++) {
  39729. for (col = 0; col < subdivisionsX; col++) {
  39730. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39731. indices.push(col + 1 + row * (subdivisionsX + 1));
  39732. indices.push(col + row * (subdivisionsX + 1));
  39733. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39734. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39735. indices.push(col + row * (subdivisionsX + 1));
  39736. }
  39737. }
  39738. // Result
  39739. var vertexData = new VertexData();
  39740. vertexData.indices = indices;
  39741. vertexData.positions = positions;
  39742. vertexData.normals = normals;
  39743. vertexData.uvs = uvs;
  39744. return vertexData;
  39745. };
  39746. /**
  39747. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39748. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39749. * * xmin the ground minimum X coordinate, optional, default -1
  39750. * * zmin the ground minimum Z coordinate, optional, default -1
  39751. * * xmax the ground maximum X coordinate, optional, default 1
  39752. * * zmax the ground maximum Z coordinate, optional, default 1
  39753. * * 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}
  39754. * * 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}
  39755. * @returns the VertexData of the TiledGround
  39756. */
  39757. VertexData.CreateTiledGround = function (options) {
  39758. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39759. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39760. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39761. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39762. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39763. var precision = options.precision || { w: 1, h: 1 };
  39764. var indices = new Array();
  39765. var positions = new Array();
  39766. var normals = new Array();
  39767. var uvs = new Array();
  39768. var row, col, tileRow, tileCol;
  39769. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39770. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39771. precision.w = (precision.w < 1) ? 1 : precision.w;
  39772. precision.h = (precision.h < 1) ? 1 : precision.h;
  39773. var tileSize = {
  39774. 'w': (xmax - xmin) / subdivisions.w,
  39775. 'h': (zmax - zmin) / subdivisions.h
  39776. };
  39777. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39778. // Indices
  39779. var base = positions.length / 3;
  39780. var rowLength = precision.w + 1;
  39781. for (row = 0; row < precision.h; row++) {
  39782. for (col = 0; col < precision.w; col++) {
  39783. var square = [
  39784. base + col + row * rowLength,
  39785. base + (col + 1) + row * rowLength,
  39786. base + (col + 1) + (row + 1) * rowLength,
  39787. base + col + (row + 1) * rowLength
  39788. ];
  39789. indices.push(square[1]);
  39790. indices.push(square[2]);
  39791. indices.push(square[3]);
  39792. indices.push(square[0]);
  39793. indices.push(square[1]);
  39794. indices.push(square[3]);
  39795. }
  39796. }
  39797. // Position, normals and uvs
  39798. var position = BABYLON.Vector3.Zero();
  39799. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39800. for (row = 0; row <= precision.h; row++) {
  39801. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39802. for (col = 0; col <= precision.w; col++) {
  39803. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39804. position.y = 0;
  39805. positions.push(position.x, position.y, position.z);
  39806. normals.push(normal.x, normal.y, normal.z);
  39807. uvs.push(col / precision.w, row / precision.h);
  39808. }
  39809. }
  39810. }
  39811. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39812. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39813. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39814. }
  39815. }
  39816. // Result
  39817. var vertexData = new VertexData();
  39818. vertexData.indices = indices;
  39819. vertexData.positions = positions;
  39820. vertexData.normals = normals;
  39821. vertexData.uvs = uvs;
  39822. return vertexData;
  39823. };
  39824. /**
  39825. * Creates the VertexData of the Ground designed from a heightmap
  39826. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39827. * * width the width (x direction) of the ground
  39828. * * height the height (z direction) of the ground
  39829. * * subdivisions the number of subdivisions per side
  39830. * * minHeight the minimum altitude on the ground, optional, default 0
  39831. * * maxHeight the maximum altitude on the ground, optional default 1
  39832. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39833. * * buffer the array holding the image color data
  39834. * * bufferWidth the width of image
  39835. * * bufferHeight the height of image
  39836. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39837. * @returns the VertexData of the Ground designed from a heightmap
  39838. */
  39839. VertexData.CreateGroundFromHeightMap = function (options) {
  39840. var indices = [];
  39841. var positions = [];
  39842. var normals = [];
  39843. var uvs = [];
  39844. var row, col;
  39845. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39846. var alphaFilter = options.alphaFilter || 0.0;
  39847. // Vertices
  39848. for (row = 0; row <= options.subdivisions; row++) {
  39849. for (col = 0; col <= options.subdivisions; col++) {
  39850. 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));
  39851. // Compute height
  39852. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39853. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39854. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39855. var r = options.buffer[pos] / 255.0;
  39856. var g = options.buffer[pos + 1] / 255.0;
  39857. var b = options.buffer[pos + 2] / 255.0;
  39858. var a = options.buffer[pos + 3] / 255.0;
  39859. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39860. // If our alpha channel is not within our filter then we will assign a 'special' height
  39861. // Then when building the indices, we will ignore any vertex that is using the special height
  39862. if (a >= alphaFilter) {
  39863. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39864. }
  39865. else {
  39866. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39867. }
  39868. // Add vertex
  39869. positions.push(position.x, position.y, position.z);
  39870. normals.push(0, 0, 0);
  39871. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39872. }
  39873. }
  39874. // Indices
  39875. for (row = 0; row < options.subdivisions; row++) {
  39876. for (col = 0; col < options.subdivisions; col++) {
  39877. // Calculate Indices
  39878. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39879. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39880. var idx3 = (col + row * (options.subdivisions + 1));
  39881. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39882. // Check that all indices are visible (based on our special height)
  39883. // Only display the vertex if all Indices are visible
  39884. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39885. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39886. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39887. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39888. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39889. indices.push(idx1);
  39890. indices.push(idx2);
  39891. indices.push(idx3);
  39892. }
  39893. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39894. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39895. indices.push(idx4);
  39896. indices.push(idx1);
  39897. indices.push(idx3);
  39898. }
  39899. }
  39900. }
  39901. // Normals
  39902. VertexData.ComputeNormals(positions, indices, normals);
  39903. // Result
  39904. var vertexData = new VertexData();
  39905. vertexData.indices = indices;
  39906. vertexData.positions = positions;
  39907. vertexData.normals = normals;
  39908. vertexData.uvs = uvs;
  39909. return vertexData;
  39910. };
  39911. /**
  39912. * Creates the VertexData for a Plane
  39913. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  39914. * * size sets the width and height of the plane to the value of size, optional default 1
  39915. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  39916. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  39917. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39918. * * 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)
  39919. * * 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)
  39920. * @returns the VertexData of the box
  39921. */
  39922. VertexData.CreatePlane = function (options) {
  39923. var indices = [];
  39924. var positions = [];
  39925. var normals = [];
  39926. var uvs = [];
  39927. var width = options.width || options.size || 1;
  39928. var height = options.height || options.size || 1;
  39929. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39930. // Vertices
  39931. var halfWidth = width / 2.0;
  39932. var halfHeight = height / 2.0;
  39933. positions.push(-halfWidth, -halfHeight, 0);
  39934. normals.push(0, 0, -1.0);
  39935. uvs.push(0.0, 0.0);
  39936. positions.push(halfWidth, -halfHeight, 0);
  39937. normals.push(0, 0, -1.0);
  39938. uvs.push(1.0, 0.0);
  39939. positions.push(halfWidth, halfHeight, 0);
  39940. normals.push(0, 0, -1.0);
  39941. uvs.push(1.0, 1.0);
  39942. positions.push(-halfWidth, halfHeight, 0);
  39943. normals.push(0, 0, -1.0);
  39944. uvs.push(0.0, 1.0);
  39945. // Indices
  39946. indices.push(0);
  39947. indices.push(1);
  39948. indices.push(2);
  39949. indices.push(0);
  39950. indices.push(2);
  39951. indices.push(3);
  39952. // Sides
  39953. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39954. // Result
  39955. var vertexData = new VertexData();
  39956. vertexData.indices = indices;
  39957. vertexData.positions = positions;
  39958. vertexData.normals = normals;
  39959. vertexData.uvs = uvs;
  39960. return vertexData;
  39961. };
  39962. /**
  39963. * Creates the VertexData of the Disc or regular Polygon
  39964. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  39965. * * radius the radius of the disc, optional default 0.5
  39966. * * tessellation the number of polygon sides, optional, default 64
  39967. * * 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
  39968. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39969. * * 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)
  39970. * * 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)
  39971. * @returns the VertexData of the box
  39972. */
  39973. VertexData.CreateDisc = function (options) {
  39974. var positions = new Array();
  39975. var indices = new Array();
  39976. var normals = new Array();
  39977. var uvs = new Array();
  39978. var radius = options.radius || 0.5;
  39979. var tessellation = options.tessellation || 64;
  39980. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39981. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39982. // positions and uvs
  39983. positions.push(0, 0, 0); // disc center first
  39984. uvs.push(0.5, 0.5);
  39985. var theta = Math.PI * 2 * arc;
  39986. var step = theta / tessellation;
  39987. for (var a = 0; a < theta; a += step) {
  39988. var x = Math.cos(a);
  39989. var y = Math.sin(a);
  39990. var u = (x + 1) / 2;
  39991. var v = (1 - y) / 2;
  39992. positions.push(radius * x, radius * y, 0);
  39993. uvs.push(u, v);
  39994. }
  39995. if (arc === 1) {
  39996. positions.push(positions[3], positions[4], positions[5]); // close the circle
  39997. uvs.push(uvs[2], uvs[3]);
  39998. }
  39999. //indices
  40000. var vertexNb = positions.length / 3;
  40001. for (var i = 1; i < vertexNb - 1; i++) {
  40002. indices.push(i + 1, 0, i);
  40003. }
  40004. // result
  40005. VertexData.ComputeNormals(positions, indices, normals);
  40006. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40007. var vertexData = new VertexData();
  40008. vertexData.indices = indices;
  40009. vertexData.positions = positions;
  40010. vertexData.normals = normals;
  40011. vertexData.uvs = uvs;
  40012. return vertexData;
  40013. };
  40014. /**
  40015. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  40016. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  40017. * @param polygon a mesh built from polygonTriangulation.build()
  40018. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40019. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40020. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40021. * @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)
  40022. * @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)
  40023. * @returns the VertexData of the Polygon
  40024. */
  40025. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  40026. var faceUV = fUV || new Array(3);
  40027. var faceColors = fColors;
  40028. var colors = [];
  40029. // default face colors and UV if undefined
  40030. for (var f = 0; f < 3; f++) {
  40031. if (faceUV[f] === undefined) {
  40032. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40033. }
  40034. if (faceColors && faceColors[f] === undefined) {
  40035. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40036. }
  40037. }
  40038. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40039. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  40040. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  40041. var indices = polygon.getIndices();
  40042. // set face colours and textures
  40043. var idx = 0;
  40044. var face = 0;
  40045. for (var index = 0; index < normals.length; index += 3) {
  40046. //Edge Face no. 1
  40047. if (Math.abs(normals[index + 1]) < 0.001) {
  40048. face = 1;
  40049. }
  40050. //Top Face no. 0
  40051. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  40052. face = 0;
  40053. }
  40054. //Bottom Face no. 2
  40055. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  40056. face = 2;
  40057. }
  40058. idx = index / 3;
  40059. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  40060. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  40061. if (faceColors) {
  40062. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  40063. }
  40064. }
  40065. // sides
  40066. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  40067. // Result
  40068. var vertexData = new VertexData();
  40069. vertexData.indices = indices;
  40070. vertexData.positions = positions;
  40071. vertexData.normals = normals;
  40072. vertexData.uvs = uvs;
  40073. if (faceColors) {
  40074. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  40075. vertexData.colors = totalColors;
  40076. }
  40077. return vertexData;
  40078. };
  40079. /**
  40080. * Creates the VertexData of the IcoSphere
  40081. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  40082. * * radius the radius of the IcoSphere, optional default 1
  40083. * * radiusX allows stretching in the x direction, optional, default radius
  40084. * * radiusY allows stretching in the y direction, optional, default radius
  40085. * * radiusZ allows stretching in the z direction, optional, default radius
  40086. * * flat when true creates a flat shaded mesh, optional, default true
  40087. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40088. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40089. * * 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)
  40090. * * 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)
  40091. * @returns the VertexData of the IcoSphere
  40092. */
  40093. VertexData.CreateIcoSphere = function (options) {
  40094. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40095. var radius = options.radius || 1;
  40096. var flat = (options.flat === undefined) ? true : options.flat;
  40097. var subdivisions = options.subdivisions || 4;
  40098. var radiusX = options.radiusX || radius;
  40099. var radiusY = options.radiusY || radius;
  40100. var radiusZ = options.radiusZ || radius;
  40101. var t = (1 + Math.sqrt(5)) / 2;
  40102. // 12 vertex x,y,z
  40103. var ico_vertices = [
  40104. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  40105. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  40106. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  40107. ];
  40108. // index of 3 vertex makes a face of icopshere
  40109. var ico_indices = [
  40110. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  40111. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  40112. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  40113. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  40114. ];
  40115. // vertex for uv have aliased position, not for UV
  40116. var vertices_unalias_id = [
  40117. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  40118. // vertex alias
  40119. 0,
  40120. 2,
  40121. 3,
  40122. 3,
  40123. 3,
  40124. 4,
  40125. 7,
  40126. 8,
  40127. 9,
  40128. 9,
  40129. 10,
  40130. 11 // 23: B + 12
  40131. ];
  40132. // uv as integer step (not pixels !)
  40133. var ico_vertexuv = [
  40134. 5, 1, 3, 1, 6, 4, 0, 0,
  40135. 5, 3, 4, 2, 2, 2, 4, 0,
  40136. 2, 0, 1, 1, 6, 0, 6, 2,
  40137. // vertex alias (for same vertex on different faces)
  40138. 0, 4,
  40139. 3, 3,
  40140. 4, 4,
  40141. 3, 1,
  40142. 4, 2,
  40143. 4, 4,
  40144. 0, 2,
  40145. 1, 1,
  40146. 2, 2,
  40147. 3, 3,
  40148. 1, 3,
  40149. 2, 4 // 23: B + 12
  40150. ];
  40151. // Vertices[0, 1, ...9, A, B] : position on UV plane
  40152. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  40153. // First island of uv mapping
  40154. // v = 4h 3+ 2
  40155. // v = 3h 9+ 4
  40156. // v = 2h 9+ 5 B
  40157. // v = 1h 9 1 0
  40158. // v = 0h 3 8 7 A
  40159. // u = 0 1 2 3 4 5 6 *a
  40160. // Second island of uv mapping
  40161. // v = 4h 0+ B+ 4+
  40162. // v = 3h A+ 2+
  40163. // v = 2h 7+ 6 3+
  40164. // v = 1h 8+ 3+
  40165. // v = 0h
  40166. // u = 0 1 2 3 4 5 6 *a
  40167. // Face layout on texture UV mapping
  40168. // ============
  40169. // \ 4 /\ 16 / ======
  40170. // \ / \ / /\ 11 /
  40171. // \/ 7 \/ / \ /
  40172. // ======= / 10 \/
  40173. // /\ 17 /\ =======
  40174. // / \ / \ \ 15 /\
  40175. // / 8 \/ 12 \ \ / \
  40176. // ============ \/ 6 \
  40177. // \ 18 /\ ============
  40178. // \ / \ \ 5 /\ 0 /
  40179. // \/ 13 \ \ / \ /
  40180. // ======= \/ 1 \/
  40181. // =============
  40182. // /\ 19 /\ 2 /\
  40183. // / \ / \ / \
  40184. // / 14 \/ 9 \/ 3 \
  40185. // ===================
  40186. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  40187. var ustep = 138 / 1024;
  40188. var vstep = 239 / 1024;
  40189. var uoffset = 60 / 1024;
  40190. var voffset = 26 / 1024;
  40191. // Second island should have margin, not to touch the first island
  40192. // avoid any borderline artefact in pixel rounding
  40193. var island_u_offset = -40 / 1024;
  40194. var island_v_offset = +20 / 1024;
  40195. // face is either island 0 or 1 :
  40196. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  40197. var island = [
  40198. 0, 0, 0, 0, 1,
  40199. 0, 0, 1, 1, 0,
  40200. 0, 0, 1, 1, 0,
  40201. 0, 1, 1, 1, 0 // 15 - 19
  40202. ];
  40203. var indices = new Array();
  40204. var positions = new Array();
  40205. var normals = new Array();
  40206. var uvs = new Array();
  40207. var current_indice = 0;
  40208. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  40209. var face_vertex_pos = new Array(3);
  40210. var face_vertex_uv = new Array(3);
  40211. var v012;
  40212. for (v012 = 0; v012 < 3; v012++) {
  40213. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  40214. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  40215. }
  40216. // create all with normals
  40217. for (var face = 0; face < 20; face++) {
  40218. // 3 vertex per face
  40219. for (v012 = 0; v012 < 3; v012++) {
  40220. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  40221. var v_id = ico_indices[3 * face + v012];
  40222. // vertex have 3D position (x,y,z)
  40223. 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]);
  40224. // Normalize to get normal, then scale to radius
  40225. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  40226. // uv Coordinates from vertex ID
  40227. 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);
  40228. }
  40229. // Subdivide the face (interpolate pos, norm, uv)
  40230. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  40231. // - norm is linear interpolation of vertex corner normal
  40232. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  40233. // - uv is linear interpolation
  40234. //
  40235. // Topology is as below for sub-divide by 2
  40236. // vertex shown as v0,v1,v2
  40237. // interp index is i1 to progress in range [v0,v1[
  40238. // interp index is i2 to progress in range [v0,v2[
  40239. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  40240. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40241. //
  40242. //
  40243. // i2 v2
  40244. // ^ ^
  40245. // / / \
  40246. // / / \
  40247. // / / \
  40248. // / / (0,1) \
  40249. // / #---------\
  40250. // / / \ (0,0)'/ \
  40251. // / / \ / \
  40252. // / / \ / \
  40253. // / / (0,0) \ / (1,0) \
  40254. // / #---------#---------\
  40255. // v0 v1
  40256. //
  40257. // --------------------> i1
  40258. //
  40259. // interp of (i1,i2):
  40260. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40261. // along i1 : lerp(x0,x1, i1/(S-i2))
  40262. //
  40263. // centroid of triangle is needed to get help normal computation
  40264. // (c1,c2) are used for centroid location
  40265. var interp_vertex = function (i1, i2, c1, c2) {
  40266. // vertex is interpolated from
  40267. // - face_vertex_pos[0..2]
  40268. // - face_vertex_uv[0..2]
  40269. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40270. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40271. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40272. pos_interp.normalize();
  40273. var vertex_normal;
  40274. if (flat) {
  40275. // in flat mode, recalculate normal as face centroid normal
  40276. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40277. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40278. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40279. }
  40280. else {
  40281. // in smooth mode, recalculate normal from each single vertex position
  40282. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40283. }
  40284. // Vertex normal need correction due to X,Y,Z radius scaling
  40285. vertex_normal.x /= radiusX;
  40286. vertex_normal.y /= radiusY;
  40287. vertex_normal.z /= radiusZ;
  40288. vertex_normal.normalize();
  40289. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40290. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40291. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40292. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40293. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40294. uvs.push(uv_interp.x, uv_interp.y);
  40295. // push each vertex has member of a face
  40296. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40297. indices.push(current_indice);
  40298. current_indice++;
  40299. };
  40300. for (var i2 = 0; i2 < subdivisions; i2++) {
  40301. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40302. // face : (i1,i2) for /\ :
  40303. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40304. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40305. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40306. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40307. if (i1 + i2 + 1 < subdivisions) {
  40308. // face : (i1,i2)' for \/ :
  40309. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40310. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40311. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40312. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40313. }
  40314. }
  40315. }
  40316. }
  40317. // Sides
  40318. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40319. // Result
  40320. var vertexData = new VertexData();
  40321. vertexData.indices = indices;
  40322. vertexData.positions = positions;
  40323. vertexData.normals = normals;
  40324. vertexData.uvs = uvs;
  40325. return vertexData;
  40326. };
  40327. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40328. /**
  40329. * Creates the VertexData for a Polyhedron
  40330. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40331. * * type provided types are:
  40332. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40333. * * 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)
  40334. * * size the size of the IcoSphere, optional default 1
  40335. * * sizeX allows stretching in the x direction, optional, default size
  40336. * * sizeY allows stretching in the y direction, optional, default size
  40337. * * sizeZ allows stretching in the z direction, optional, default size
  40338. * * 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
  40339. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40340. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40341. * * flat when true creates a flat shaded mesh, optional, default true
  40342. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40343. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40344. * * 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)
  40345. * * 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)
  40346. * @returns the VertexData of the Polyhedron
  40347. */
  40348. VertexData.CreatePolyhedron = function (options) {
  40349. // provided polyhedron types :
  40350. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40351. // 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)
  40352. var polyhedra = [];
  40353. 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]] };
  40354. 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]] };
  40355. polyhedra[2] = {
  40356. 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]],
  40357. 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]]
  40358. };
  40359. polyhedra[3] = {
  40360. 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]],
  40361. 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]]
  40362. };
  40363. polyhedra[4] = {
  40364. 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]],
  40365. 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]]
  40366. };
  40367. 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]] };
  40368. 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]] };
  40369. 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]] };
  40370. 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]] };
  40371. 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]] };
  40372. 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]] };
  40373. 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]] };
  40374. 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]] };
  40375. 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]] };
  40376. polyhedra[14] = {
  40377. 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]],
  40378. 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]]
  40379. };
  40380. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40381. var size = options.size;
  40382. var sizeX = options.sizeX || size || 1;
  40383. var sizeY = options.sizeY || size || 1;
  40384. var sizeZ = options.sizeZ || size || 1;
  40385. var data = options.custom || polyhedra[type];
  40386. var nbfaces = data.face.length;
  40387. var faceUV = options.faceUV || new Array(nbfaces);
  40388. var faceColors = options.faceColors;
  40389. var flat = (options.flat === undefined) ? true : options.flat;
  40390. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40391. var positions = new Array();
  40392. var indices = new Array();
  40393. var normals = new Array();
  40394. var uvs = new Array();
  40395. var colors = new Array();
  40396. var index = 0;
  40397. var faceIdx = 0; // face cursor in the array "indexes"
  40398. var indexes = new Array();
  40399. var i = 0;
  40400. var f = 0;
  40401. var u, v, ang, x, y, tmp;
  40402. // default face colors and UV if undefined
  40403. if (flat) {
  40404. for (f = 0; f < nbfaces; f++) {
  40405. if (faceColors && faceColors[f] === undefined) {
  40406. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40407. }
  40408. if (faceUV && faceUV[f] === undefined) {
  40409. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40410. }
  40411. }
  40412. }
  40413. if (!flat) {
  40414. for (i = 0; i < data.vertex.length; i++) {
  40415. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40416. uvs.push(0, 0);
  40417. }
  40418. for (f = 0; f < nbfaces; f++) {
  40419. for (i = 0; i < data.face[f].length - 2; i++) {
  40420. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40421. }
  40422. }
  40423. }
  40424. else {
  40425. for (f = 0; f < nbfaces; f++) {
  40426. var fl = data.face[f].length; // number of vertices of the current face
  40427. ang = 2 * Math.PI / fl;
  40428. x = 0.5 * Math.tan(ang / 2);
  40429. y = 0.5;
  40430. // positions, uvs, colors
  40431. for (i = 0; i < fl; i++) {
  40432. // positions
  40433. 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);
  40434. indexes.push(index);
  40435. index++;
  40436. // uvs
  40437. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40438. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40439. uvs.push(u, v);
  40440. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40441. y = x * Math.sin(ang) + y * Math.cos(ang);
  40442. x = tmp;
  40443. // colors
  40444. if (faceColors) {
  40445. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40446. }
  40447. }
  40448. // indices from indexes
  40449. for (i = 0; i < fl - 2; i++) {
  40450. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40451. }
  40452. faceIdx += fl;
  40453. }
  40454. }
  40455. VertexData.ComputeNormals(positions, indices, normals);
  40456. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40457. var vertexData = new VertexData();
  40458. vertexData.positions = positions;
  40459. vertexData.indices = indices;
  40460. vertexData.normals = normals;
  40461. vertexData.uvs = uvs;
  40462. if (faceColors && flat) {
  40463. vertexData.colors = colors;
  40464. }
  40465. return vertexData;
  40466. };
  40467. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40468. /**
  40469. * Creates the VertexData for a TorusKnot
  40470. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40471. * * radius the radius of the torus knot, optional, default 2
  40472. * * tube the thickness of the tube, optional, default 0.5
  40473. * * radialSegments the number of sides on each tube segments, optional, default 32
  40474. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40475. * * p the number of windings around the z axis, optional, default 2
  40476. * * q the number of windings around the x axis, optional, default 3
  40477. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40478. * * 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)
  40479. * * 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)
  40480. * @returns the VertexData of the Torus Knot
  40481. */
  40482. VertexData.CreateTorusKnot = function (options) {
  40483. var indices = new Array();
  40484. var positions = new Array();
  40485. var normals = new Array();
  40486. var uvs = new Array();
  40487. var radius = options.radius || 2;
  40488. var tube = options.tube || 0.5;
  40489. var radialSegments = options.radialSegments || 32;
  40490. var tubularSegments = options.tubularSegments || 32;
  40491. var p = options.p || 2;
  40492. var q = options.q || 3;
  40493. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40494. // Helper
  40495. var getPos = function (angle) {
  40496. var cu = Math.cos(angle);
  40497. var su = Math.sin(angle);
  40498. var quOverP = q / p * angle;
  40499. var cs = Math.cos(quOverP);
  40500. var tx = radius * (2 + cs) * 0.5 * cu;
  40501. var ty = radius * (2 + cs) * su * 0.5;
  40502. var tz = radius * Math.sin(quOverP) * 0.5;
  40503. return new BABYLON.Vector3(tx, ty, tz);
  40504. };
  40505. // Vertices
  40506. var i;
  40507. var j;
  40508. for (i = 0; i <= radialSegments; i++) {
  40509. var modI = i % radialSegments;
  40510. var u = modI / radialSegments * 2 * p * Math.PI;
  40511. var p1 = getPos(u);
  40512. var p2 = getPos(u + 0.01);
  40513. var tang = p2.subtract(p1);
  40514. var n = p2.add(p1);
  40515. var bitan = BABYLON.Vector3.Cross(tang, n);
  40516. n = BABYLON.Vector3.Cross(bitan, tang);
  40517. bitan.normalize();
  40518. n.normalize();
  40519. for (j = 0; j < tubularSegments; j++) {
  40520. var modJ = j % tubularSegments;
  40521. var v = modJ / tubularSegments * 2 * Math.PI;
  40522. var cx = -tube * Math.cos(v);
  40523. var cy = tube * Math.sin(v);
  40524. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40525. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40526. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40527. uvs.push(i / radialSegments);
  40528. uvs.push(j / tubularSegments);
  40529. }
  40530. }
  40531. for (i = 0; i < radialSegments; i++) {
  40532. for (j = 0; j < tubularSegments; j++) {
  40533. var jNext = (j + 1) % tubularSegments;
  40534. var a = i * tubularSegments + j;
  40535. var b = (i + 1) * tubularSegments + j;
  40536. var c = (i + 1) * tubularSegments + jNext;
  40537. var d = i * tubularSegments + jNext;
  40538. indices.push(d);
  40539. indices.push(b);
  40540. indices.push(a);
  40541. indices.push(d);
  40542. indices.push(c);
  40543. indices.push(b);
  40544. }
  40545. }
  40546. // Normals
  40547. VertexData.ComputeNormals(positions, indices, normals);
  40548. // Sides
  40549. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40550. // Result
  40551. var vertexData = new VertexData();
  40552. vertexData.indices = indices;
  40553. vertexData.positions = positions;
  40554. vertexData.normals = normals;
  40555. vertexData.uvs = uvs;
  40556. return vertexData;
  40557. };
  40558. // Tools
  40559. /**
  40560. * Compute normals for given positions and indices
  40561. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40562. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40563. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40564. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40565. * * facetNormals : optional array of facet normals (vector3)
  40566. * * facetPositions : optional array of facet positions (vector3)
  40567. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40568. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40569. * * bInfo : optional bounding info, required for facetPartitioning computation
  40570. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40571. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40572. * * useRightHandedSystem: optional boolean to for right handed system computation
  40573. * * depthSort : optional boolean to enable the facet depth sort computation
  40574. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40575. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40576. */
  40577. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40578. // temporary scalar variables
  40579. var index = 0; // facet index
  40580. var p1p2x = 0.0; // p1p2 vector x coordinate
  40581. var p1p2y = 0.0; // p1p2 vector y coordinate
  40582. var p1p2z = 0.0; // p1p2 vector z coordinate
  40583. var p3p2x = 0.0; // p3p2 vector x coordinate
  40584. var p3p2y = 0.0; // p3p2 vector y coordinate
  40585. var p3p2z = 0.0; // p3p2 vector z coordinate
  40586. var faceNormalx = 0.0; // facet normal x coordinate
  40587. var faceNormaly = 0.0; // facet normal y coordinate
  40588. var faceNormalz = 0.0; // facet normal z coordinate
  40589. var length = 0.0; // facet normal length before normalization
  40590. var v1x = 0; // vector1 x index in the positions array
  40591. var v1y = 0; // vector1 y index in the positions array
  40592. var v1z = 0; // vector1 z index in the positions array
  40593. var v2x = 0; // vector2 x index in the positions array
  40594. var v2y = 0; // vector2 y index in the positions array
  40595. var v2z = 0; // vector2 z index in the positions array
  40596. var v3x = 0; // vector3 x index in the positions array
  40597. var v3y = 0; // vector3 y index in the positions array
  40598. var v3z = 0; // vector3 z index in the positions array
  40599. var computeFacetNormals = false;
  40600. var computeFacetPositions = false;
  40601. var computeFacetPartitioning = false;
  40602. var computeDepthSort = false;
  40603. var faceNormalSign = 1;
  40604. var ratio = 0;
  40605. var distanceTo = null;
  40606. if (options) {
  40607. computeFacetNormals = (options.facetNormals) ? true : false;
  40608. computeFacetPositions = (options.facetPositions) ? true : false;
  40609. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40610. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40611. ratio = options.ratio || 0;
  40612. computeDepthSort = (options.depthSort) ? true : false;
  40613. distanceTo = (options.distanceTo);
  40614. if (computeDepthSort) {
  40615. if (distanceTo === undefined) {
  40616. distanceTo = BABYLON.Vector3.Zero();
  40617. }
  40618. var depthSortedFacets = options.depthSortedFacets;
  40619. }
  40620. }
  40621. // facetPartitioning reinit if needed
  40622. var xSubRatio = 0;
  40623. var ySubRatio = 0;
  40624. var zSubRatio = 0;
  40625. var subSq = 0;
  40626. if (computeFacetPartitioning && options && options.bbSize) {
  40627. var ox = 0; // X partitioning index for facet position
  40628. var oy = 0; // Y partinioning index for facet position
  40629. var oz = 0; // Z partinioning index for facet position
  40630. var b1x = 0; // X partitioning index for facet v1 vertex
  40631. var b1y = 0; // Y partitioning index for facet v1 vertex
  40632. var b1z = 0; // z partitioning index for facet v1 vertex
  40633. var b2x = 0; // X partitioning index for facet v2 vertex
  40634. var b2y = 0; // Y partitioning index for facet v2 vertex
  40635. var b2z = 0; // Z partitioning index for facet v2 vertex
  40636. var b3x = 0; // X partitioning index for facet v3 vertex
  40637. var b3y = 0; // Y partitioning index for facet v3 vertex
  40638. var b3z = 0; // Z partitioning index for facet v3 vertex
  40639. var block_idx_o = 0; // facet barycenter block index
  40640. var block_idx_v1 = 0; // v1 vertex block index
  40641. var block_idx_v2 = 0; // v2 vertex block index
  40642. var block_idx_v3 = 0; // v3 vertex block index
  40643. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40644. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40645. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40646. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40647. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40648. subSq = options.subDiv.max * options.subDiv.max;
  40649. options.facetPartitioning.length = 0;
  40650. }
  40651. // reset the normals
  40652. for (index = 0; index < positions.length; index++) {
  40653. normals[index] = 0.0;
  40654. }
  40655. // Loop : 1 indice triplet = 1 facet
  40656. var nbFaces = (indices.length / 3) | 0;
  40657. for (index = 0; index < nbFaces; index++) {
  40658. // get the indexes of the coordinates of each vertex of the facet
  40659. v1x = indices[index * 3] * 3;
  40660. v1y = v1x + 1;
  40661. v1z = v1x + 2;
  40662. v2x = indices[index * 3 + 1] * 3;
  40663. v2y = v2x + 1;
  40664. v2z = v2x + 2;
  40665. v3x = indices[index * 3 + 2] * 3;
  40666. v3y = v3x + 1;
  40667. v3z = v3x + 2;
  40668. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40669. p1p2y = positions[v1y] - positions[v2y];
  40670. p1p2z = positions[v1z] - positions[v2z];
  40671. p3p2x = positions[v3x] - positions[v2x];
  40672. p3p2y = positions[v3y] - positions[v2y];
  40673. p3p2z = positions[v3z] - positions[v2z];
  40674. // compute the face normal with the cross product
  40675. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40676. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40677. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40678. // normalize this normal and store it in the array facetData
  40679. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40680. length = (length === 0) ? 1.0 : length;
  40681. faceNormalx /= length;
  40682. faceNormaly /= length;
  40683. faceNormalz /= length;
  40684. if (computeFacetNormals && options) {
  40685. options.facetNormals[index].x = faceNormalx;
  40686. options.facetNormals[index].y = faceNormaly;
  40687. options.facetNormals[index].z = faceNormalz;
  40688. }
  40689. if (computeFacetPositions && options) {
  40690. // compute and the facet barycenter coordinates in the array facetPositions
  40691. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40692. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40693. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40694. }
  40695. if (computeFacetPartitioning && options) {
  40696. // store the facet indexes in arrays in the main facetPartitioning array :
  40697. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40698. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40699. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40700. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40701. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40702. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40703. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40704. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40705. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40706. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40707. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40708. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40709. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40710. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40711. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40712. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40713. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40714. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40715. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40716. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40717. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40718. // push each facet index in each block containing the vertex
  40719. options.facetPartitioning[block_idx_v1].push(index);
  40720. if (block_idx_v2 != block_idx_v1) {
  40721. options.facetPartitioning[block_idx_v2].push(index);
  40722. }
  40723. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40724. options.facetPartitioning[block_idx_v3].push(index);
  40725. }
  40726. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40727. options.facetPartitioning[block_idx_o].push(index);
  40728. }
  40729. }
  40730. if (computeDepthSort && options && options.facetPositions) {
  40731. var dsf = depthSortedFacets[index];
  40732. dsf.ind = index * 3;
  40733. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40734. }
  40735. // compute the normals anyway
  40736. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40737. normals[v1y] += faceNormaly;
  40738. normals[v1z] += faceNormalz;
  40739. normals[v2x] += faceNormalx;
  40740. normals[v2y] += faceNormaly;
  40741. normals[v2z] += faceNormalz;
  40742. normals[v3x] += faceNormalx;
  40743. normals[v3y] += faceNormaly;
  40744. normals[v3z] += faceNormalz;
  40745. }
  40746. // last normalization of each normal
  40747. for (index = 0; index < normals.length / 3; index++) {
  40748. faceNormalx = normals[index * 3];
  40749. faceNormaly = normals[index * 3 + 1];
  40750. faceNormalz = normals[index * 3 + 2];
  40751. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40752. length = (length === 0) ? 1.0 : length;
  40753. faceNormalx /= length;
  40754. faceNormaly /= length;
  40755. faceNormalz /= length;
  40756. normals[index * 3] = faceNormalx;
  40757. normals[index * 3 + 1] = faceNormaly;
  40758. normals[index * 3 + 2] = faceNormalz;
  40759. }
  40760. };
  40761. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40762. var li = indices.length;
  40763. var ln = normals.length;
  40764. var i;
  40765. var n;
  40766. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40767. switch (sideOrientation) {
  40768. case BABYLON.Mesh.FRONTSIDE:
  40769. // nothing changed
  40770. break;
  40771. case BABYLON.Mesh.BACKSIDE:
  40772. var tmp;
  40773. // indices
  40774. for (i = 0; i < li; i += 3) {
  40775. tmp = indices[i];
  40776. indices[i] = indices[i + 2];
  40777. indices[i + 2] = tmp;
  40778. }
  40779. // normals
  40780. for (n = 0; n < ln; n++) {
  40781. normals[n] = -normals[n];
  40782. }
  40783. break;
  40784. case BABYLON.Mesh.DOUBLESIDE:
  40785. // positions
  40786. var lp = positions.length;
  40787. var l = lp / 3;
  40788. for (var p = 0; p < lp; p++) {
  40789. positions[lp + p] = positions[p];
  40790. }
  40791. // indices
  40792. for (i = 0; i < li; i += 3) {
  40793. indices[i + li] = indices[i + 2] + l;
  40794. indices[i + 1 + li] = indices[i + 1] + l;
  40795. indices[i + 2 + li] = indices[i] + l;
  40796. }
  40797. // normals
  40798. for (n = 0; n < ln; n++) {
  40799. normals[ln + n] = -normals[n];
  40800. }
  40801. // uvs
  40802. var lu = uvs.length;
  40803. var u = 0;
  40804. for (u = 0; u < lu; u++) {
  40805. uvs[u + lu] = uvs[u];
  40806. }
  40807. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40808. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40809. u = 0;
  40810. for (i = 0; i < lu / 2; i++) {
  40811. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40812. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40813. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40814. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40815. u += 2;
  40816. }
  40817. break;
  40818. }
  40819. };
  40820. /**
  40821. * Applies VertexData created from the imported parameters to the geometry
  40822. * @param parsedVertexData the parsed data from an imported file
  40823. * @param geometry the geometry to apply the VertexData to
  40824. */
  40825. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40826. var vertexData = new VertexData();
  40827. // positions
  40828. var positions = parsedVertexData.positions;
  40829. if (positions) {
  40830. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40831. }
  40832. // normals
  40833. var normals = parsedVertexData.normals;
  40834. if (normals) {
  40835. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40836. }
  40837. // tangents
  40838. var tangents = parsedVertexData.tangents;
  40839. if (tangents) {
  40840. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40841. }
  40842. // uvs
  40843. var uvs = parsedVertexData.uvs;
  40844. if (uvs) {
  40845. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40846. }
  40847. // uv2s
  40848. var uv2s = parsedVertexData.uv2s;
  40849. if (uv2s) {
  40850. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40851. }
  40852. // uv3s
  40853. var uv3s = parsedVertexData.uv3s;
  40854. if (uv3s) {
  40855. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40856. }
  40857. // uv4s
  40858. var uv4s = parsedVertexData.uv4s;
  40859. if (uv4s) {
  40860. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40861. }
  40862. // uv5s
  40863. var uv5s = parsedVertexData.uv5s;
  40864. if (uv5s) {
  40865. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40866. }
  40867. // uv6s
  40868. var uv6s = parsedVertexData.uv6s;
  40869. if (uv6s) {
  40870. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40871. }
  40872. // colors
  40873. var colors = parsedVertexData.colors;
  40874. if (colors) {
  40875. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40876. }
  40877. // matricesIndices
  40878. var matricesIndices = parsedVertexData.matricesIndices;
  40879. if (matricesIndices) {
  40880. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40881. }
  40882. // matricesWeights
  40883. var matricesWeights = parsedVertexData.matricesWeights;
  40884. if (matricesWeights) {
  40885. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40886. }
  40887. // indices
  40888. var indices = parsedVertexData.indices;
  40889. if (indices) {
  40890. vertexData.indices = indices;
  40891. }
  40892. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40893. };
  40894. return VertexData;
  40895. }());
  40896. BABYLON.VertexData = VertexData;
  40897. })(BABYLON || (BABYLON = {}));
  40898. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40899. var BABYLON;
  40900. (function (BABYLON) {
  40901. /**
  40902. * Class used to store geometry data (vertex buffers + index buffer)
  40903. */
  40904. var Geometry = /** @class */ (function () {
  40905. /**
  40906. * Creates a new geometry
  40907. * @param id defines the unique ID
  40908. * @param scene defines the hosting scene
  40909. * @param vertexData defines the VertexData used to get geometry data
  40910. * @param updatable defines if geometry must be updatable (false by default)
  40911. * @param mesh defines the mesh that will be associated with the geometry
  40912. */
  40913. function Geometry(id, scene, vertexData, updatable, mesh) {
  40914. if (updatable === void 0) { updatable = false; }
  40915. if (mesh === void 0) { mesh = null; }
  40916. /**
  40917. * Gets the delay loading state of the geometry (none by default which means not delayed)
  40918. */
  40919. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  40920. this._totalVertices = 0;
  40921. this._isDisposed = false;
  40922. this._indexBufferIsUpdatable = false;
  40923. this.id = id;
  40924. this.uniqueId = scene.getUniqueId();
  40925. this._engine = scene.getEngine();
  40926. this._meshes = [];
  40927. this._scene = scene;
  40928. //Init vertex buffer cache
  40929. this._vertexBuffers = {};
  40930. this._indices = [];
  40931. this._updatable = updatable;
  40932. // vertexData
  40933. if (vertexData) {
  40934. this.setAllVerticesData(vertexData, updatable);
  40935. }
  40936. else {
  40937. this._totalVertices = 0;
  40938. this._indices = [];
  40939. }
  40940. if (this._engine.getCaps().vertexArrayObject) {
  40941. this._vertexArrayObjects = {};
  40942. }
  40943. // applyToMesh
  40944. if (mesh) {
  40945. this.applyToMesh(mesh);
  40946. mesh.computeWorldMatrix(true);
  40947. }
  40948. }
  40949. Object.defineProperty(Geometry.prototype, "boundingBias", {
  40950. /**
  40951. * 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
  40952. */
  40953. get: function () {
  40954. return this._boundingBias;
  40955. },
  40956. /**
  40957. * 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
  40958. */
  40959. set: function (value) {
  40960. if (this._boundingBias) {
  40961. this._boundingBias.copyFrom(value);
  40962. }
  40963. else {
  40964. this._boundingBias = value.clone();
  40965. }
  40966. this._updateBoundingInfo(true, null);
  40967. },
  40968. enumerable: true,
  40969. configurable: true
  40970. });
  40971. /**
  40972. * Static function used to attach a new empty geometry to a mesh
  40973. * @param mesh defines the mesh to attach the geometry to
  40974. * @returns the new Geometry
  40975. */
  40976. Geometry.CreateGeometryForMesh = function (mesh) {
  40977. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  40978. geometry.applyToMesh(mesh);
  40979. return geometry;
  40980. };
  40981. Object.defineProperty(Geometry.prototype, "extend", {
  40982. /**
  40983. * Gets the current extend of the geometry
  40984. */
  40985. get: function () {
  40986. return this._extend;
  40987. },
  40988. enumerable: true,
  40989. configurable: true
  40990. });
  40991. /**
  40992. * Gets the hosting scene
  40993. * @returns the hosting Scene
  40994. */
  40995. Geometry.prototype.getScene = function () {
  40996. return this._scene;
  40997. };
  40998. /**
  40999. * Gets the hosting engine
  41000. * @returns the hosting Engine
  41001. */
  41002. Geometry.prototype.getEngine = function () {
  41003. return this._engine;
  41004. };
  41005. /**
  41006. * Defines if the geometry is ready to use
  41007. * @returns true if the geometry is ready to be used
  41008. */
  41009. Geometry.prototype.isReady = function () {
  41010. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  41011. };
  41012. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  41013. /**
  41014. * Gets a value indicating that the geometry should not be serialized
  41015. */
  41016. get: function () {
  41017. for (var index = 0; index < this._meshes.length; index++) {
  41018. if (!this._meshes[index].doNotSerialize) {
  41019. return false;
  41020. }
  41021. }
  41022. return true;
  41023. },
  41024. enumerable: true,
  41025. configurable: true
  41026. });
  41027. /** @hidden */
  41028. Geometry.prototype._rebuild = function () {
  41029. if (this._vertexArrayObjects) {
  41030. this._vertexArrayObjects = {};
  41031. }
  41032. // Index buffer
  41033. if (this._meshes.length !== 0 && this._indices) {
  41034. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41035. }
  41036. // Vertex buffers
  41037. for (var key in this._vertexBuffers) {
  41038. var vertexBuffer = this._vertexBuffers[key];
  41039. vertexBuffer._rebuild();
  41040. }
  41041. };
  41042. /**
  41043. * Affects all geometry data in one call
  41044. * @param vertexData defines the geometry data
  41045. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  41046. */
  41047. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41048. vertexData.applyToGeometry(this, updatable);
  41049. this.notifyUpdate();
  41050. };
  41051. /**
  41052. * Set specific vertex data
  41053. * @param kind defines the data kind (Position, normal, etc...)
  41054. * @param data defines the vertex data to use
  41055. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  41056. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  41057. */
  41058. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  41059. if (updatable === void 0) { updatable = false; }
  41060. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  41061. this.setVerticesBuffer(buffer);
  41062. };
  41063. /**
  41064. * Removes a specific vertex data
  41065. * @param kind defines the data kind (Position, normal, etc...)
  41066. */
  41067. Geometry.prototype.removeVerticesData = function (kind) {
  41068. if (this._vertexBuffers[kind]) {
  41069. this._vertexBuffers[kind].dispose();
  41070. delete this._vertexBuffers[kind];
  41071. }
  41072. };
  41073. /**
  41074. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  41075. * @param buffer defines the vertex buffer to use
  41076. * @param totalVertices defines the total number of vertices for position kind (could be null)
  41077. */
  41078. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  41079. if (totalVertices === void 0) { totalVertices = null; }
  41080. var kind = buffer.getKind();
  41081. if (this._vertexBuffers[kind]) {
  41082. this._vertexBuffers[kind].dispose();
  41083. }
  41084. this._vertexBuffers[kind] = buffer;
  41085. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41086. var data = buffer.getData();
  41087. if (totalVertices != null) {
  41088. this._totalVertices = totalVertices;
  41089. }
  41090. else {
  41091. if (data != null) {
  41092. this._totalVertices = data.length / (buffer.byteStride / 4);
  41093. }
  41094. }
  41095. this._updateExtend(data);
  41096. this._resetPointsArrayCache();
  41097. var meshes = this._meshes;
  41098. var numOfMeshes = meshes.length;
  41099. for (var index = 0; index < numOfMeshes; index++) {
  41100. var mesh = meshes[index];
  41101. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41102. mesh._createGlobalSubMesh(false);
  41103. mesh.computeWorldMatrix(true);
  41104. }
  41105. }
  41106. this.notifyUpdate(kind);
  41107. if (this._vertexArrayObjects) {
  41108. this._disposeVertexArrayObjects();
  41109. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  41110. }
  41111. };
  41112. /**
  41113. * Update a specific vertex buffer
  41114. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  41115. * It will do nothing if the buffer is not updatable
  41116. * @param kind defines the data kind (Position, normal, etc...)
  41117. * @param data defines the data to use
  41118. * @param offset defines the offset in the target buffer where to store the data
  41119. * @param useBytes set to true if the offset is in bytes
  41120. */
  41121. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  41122. if (useBytes === void 0) { useBytes = false; }
  41123. var vertexBuffer = this.getVertexBuffer(kind);
  41124. if (!vertexBuffer) {
  41125. return;
  41126. }
  41127. vertexBuffer.updateDirectly(data, offset, useBytes);
  41128. this.notifyUpdate(kind);
  41129. };
  41130. /**
  41131. * Update a specific vertex buffer
  41132. * This function will create a new buffer if the current one is not updatable
  41133. * @param kind defines the data kind (Position, normal, etc...)
  41134. * @param data defines the data to use
  41135. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  41136. */
  41137. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  41138. if (updateExtends === void 0) { updateExtends = false; }
  41139. var vertexBuffer = this.getVertexBuffer(kind);
  41140. if (!vertexBuffer) {
  41141. return;
  41142. }
  41143. vertexBuffer.update(data);
  41144. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41145. this._updateBoundingInfo(updateExtends, data);
  41146. }
  41147. this.notifyUpdate(kind);
  41148. };
  41149. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  41150. if (updateExtends) {
  41151. this._updateExtend(data);
  41152. }
  41153. this._resetPointsArrayCache();
  41154. if (updateExtends) {
  41155. var meshes = this._meshes;
  41156. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  41157. var mesh = meshes_1[_i];
  41158. if (mesh._boundingInfo) {
  41159. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  41160. }
  41161. else {
  41162. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41163. }
  41164. var subMeshes = mesh.subMeshes;
  41165. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  41166. var subMesh = subMeshes_1[_a];
  41167. subMesh.refreshBoundingInfo();
  41168. }
  41169. }
  41170. }
  41171. };
  41172. /** @hidden */
  41173. Geometry.prototype._bind = function (effect, indexToBind) {
  41174. if (!effect) {
  41175. return;
  41176. }
  41177. if (indexToBind === undefined) {
  41178. indexToBind = this._indexBuffer;
  41179. }
  41180. var vbs = this.getVertexBuffers();
  41181. if (!vbs) {
  41182. return;
  41183. }
  41184. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  41185. this._engine.bindBuffers(vbs, indexToBind, effect);
  41186. return;
  41187. }
  41188. // Using VAO
  41189. if (!this._vertexArrayObjects[effect.key]) {
  41190. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  41191. }
  41192. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  41193. };
  41194. /**
  41195. * Gets total number of vertices
  41196. * @returns the total number of vertices
  41197. */
  41198. Geometry.prototype.getTotalVertices = function () {
  41199. if (!this.isReady()) {
  41200. return 0;
  41201. }
  41202. return this._totalVertices;
  41203. };
  41204. /**
  41205. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  41206. * @param kind defines the data kind (Position, normal, etc...)
  41207. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41208. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41209. * @returns a float array containing vertex data
  41210. */
  41211. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  41212. var vertexBuffer = this.getVertexBuffer(kind);
  41213. if (!vertexBuffer) {
  41214. return null;
  41215. }
  41216. var data = vertexBuffer.getData();
  41217. if (!data) {
  41218. return null;
  41219. }
  41220. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  41221. var count = this._totalVertices * vertexBuffer.getSize();
  41222. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  41223. var copy_1 = [];
  41224. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  41225. return copy_1;
  41226. }
  41227. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  41228. if (data instanceof Array) {
  41229. var offset = vertexBuffer.byteOffset / 4;
  41230. return BABYLON.Tools.Slice(data, offset, offset + count);
  41231. }
  41232. else if (data instanceof ArrayBuffer) {
  41233. return new Float32Array(data, vertexBuffer.byteOffset, count);
  41234. }
  41235. else {
  41236. var offset = data.byteOffset + vertexBuffer.byteOffset;
  41237. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41238. var result = new Float32Array(count);
  41239. var source = new Float32Array(data.buffer, offset, count);
  41240. result.set(source);
  41241. return result;
  41242. }
  41243. return new Float32Array(data.buffer, offset, count);
  41244. }
  41245. }
  41246. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41247. return BABYLON.Tools.Slice(data);
  41248. }
  41249. return data;
  41250. };
  41251. /**
  41252. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  41253. * @param kind defines the data kind (Position, normal, etc...)
  41254. * @returns true if the vertex buffer with the specified kind is updatable
  41255. */
  41256. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  41257. var vb = this._vertexBuffers[kind];
  41258. if (!vb) {
  41259. return false;
  41260. }
  41261. return vb.isUpdatable();
  41262. };
  41263. /**
  41264. * Gets a specific vertex buffer
  41265. * @param kind defines the data kind (Position, normal, etc...)
  41266. * @returns a VertexBuffer
  41267. */
  41268. Geometry.prototype.getVertexBuffer = function (kind) {
  41269. if (!this.isReady()) {
  41270. return null;
  41271. }
  41272. return this._vertexBuffers[kind];
  41273. };
  41274. /**
  41275. * Returns all vertex buffers
  41276. * @return an object holding all vertex buffers indexed by kind
  41277. */
  41278. Geometry.prototype.getVertexBuffers = function () {
  41279. if (!this.isReady()) {
  41280. return null;
  41281. }
  41282. return this._vertexBuffers;
  41283. };
  41284. /**
  41285. * Gets a boolean indicating if specific vertex buffer is present
  41286. * @param kind defines the data kind (Position, normal, etc...)
  41287. * @returns true if data is present
  41288. */
  41289. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41290. if (!this._vertexBuffers) {
  41291. if (this._delayInfo) {
  41292. return this._delayInfo.indexOf(kind) !== -1;
  41293. }
  41294. return false;
  41295. }
  41296. return this._vertexBuffers[kind] !== undefined;
  41297. };
  41298. /**
  41299. * Gets a list of all attached data kinds (Position, normal, etc...)
  41300. * @returns a list of string containing all kinds
  41301. */
  41302. Geometry.prototype.getVerticesDataKinds = function () {
  41303. var result = [];
  41304. var kind;
  41305. if (!this._vertexBuffers && this._delayInfo) {
  41306. for (kind in this._delayInfo) {
  41307. result.push(kind);
  41308. }
  41309. }
  41310. else {
  41311. for (kind in this._vertexBuffers) {
  41312. result.push(kind);
  41313. }
  41314. }
  41315. return result;
  41316. };
  41317. /**
  41318. * Update index buffer
  41319. * @param indices defines the indices to store in the index buffer
  41320. * @param offset defines the offset in the target buffer where to store the data
  41321. */
  41322. Geometry.prototype.updateIndices = function (indices, offset) {
  41323. if (!this._indexBuffer) {
  41324. return;
  41325. }
  41326. if (!this._indexBufferIsUpdatable) {
  41327. this.setIndices(indices, null, true);
  41328. }
  41329. else {
  41330. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41331. }
  41332. };
  41333. /**
  41334. * Creates a new index buffer
  41335. * @param indices defines the indices to store in the index buffer
  41336. * @param totalVertices defines the total number of vertices (could be null)
  41337. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41338. */
  41339. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41340. if (totalVertices === void 0) { totalVertices = null; }
  41341. if (updatable === void 0) { updatable = false; }
  41342. if (this._indexBuffer) {
  41343. this._engine._releaseBuffer(this._indexBuffer);
  41344. }
  41345. this._disposeVertexArrayObjects();
  41346. this._indices = indices;
  41347. this._indexBufferIsUpdatable = updatable;
  41348. if (this._meshes.length !== 0 && this._indices) {
  41349. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41350. }
  41351. if (totalVertices != undefined) { // including null and undefined
  41352. this._totalVertices = totalVertices;
  41353. }
  41354. var meshes = this._meshes;
  41355. var numOfMeshes = meshes.length;
  41356. for (var index = 0; index < numOfMeshes; index++) {
  41357. meshes[index]._createGlobalSubMesh(true);
  41358. }
  41359. this.notifyUpdate();
  41360. };
  41361. /**
  41362. * Return the total number of indices
  41363. * @returns the total number of indices
  41364. */
  41365. Geometry.prototype.getTotalIndices = function () {
  41366. if (!this.isReady()) {
  41367. return 0;
  41368. }
  41369. return this._indices.length;
  41370. };
  41371. /**
  41372. * Gets the index buffer array
  41373. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41374. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41375. * @returns the index buffer array
  41376. */
  41377. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41378. if (!this.isReady()) {
  41379. return null;
  41380. }
  41381. var orig = this._indices;
  41382. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41383. return orig;
  41384. }
  41385. else {
  41386. var len = orig.length;
  41387. var copy = [];
  41388. for (var i = 0; i < len; i++) {
  41389. copy.push(orig[i]);
  41390. }
  41391. return copy;
  41392. }
  41393. };
  41394. /**
  41395. * Gets the index buffer
  41396. * @return the index buffer
  41397. */
  41398. Geometry.prototype.getIndexBuffer = function () {
  41399. if (!this.isReady()) {
  41400. return null;
  41401. }
  41402. return this._indexBuffer;
  41403. };
  41404. /** @hidden */
  41405. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41406. if (effect === void 0) { effect = null; }
  41407. if (!effect || !this._vertexArrayObjects) {
  41408. return;
  41409. }
  41410. if (this._vertexArrayObjects[effect.key]) {
  41411. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41412. delete this._vertexArrayObjects[effect.key];
  41413. }
  41414. };
  41415. /**
  41416. * Release the associated resources for a specific mesh
  41417. * @param mesh defines the source mesh
  41418. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41419. */
  41420. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41421. var meshes = this._meshes;
  41422. var index = meshes.indexOf(mesh);
  41423. if (index === -1) {
  41424. return;
  41425. }
  41426. meshes.splice(index, 1);
  41427. mesh._geometry = null;
  41428. if (meshes.length === 0 && shouldDispose) {
  41429. this.dispose();
  41430. }
  41431. };
  41432. /**
  41433. * Apply current geometry to a given mesh
  41434. * @param mesh defines the mesh to apply geometry to
  41435. */
  41436. Geometry.prototype.applyToMesh = function (mesh) {
  41437. if (mesh._geometry === this) {
  41438. return;
  41439. }
  41440. var previousGeometry = mesh._geometry;
  41441. if (previousGeometry) {
  41442. previousGeometry.releaseForMesh(mesh);
  41443. }
  41444. var meshes = this._meshes;
  41445. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41446. mesh._geometry = this;
  41447. this._scene.pushGeometry(this);
  41448. meshes.push(mesh);
  41449. if (this.isReady()) {
  41450. this._applyToMesh(mesh);
  41451. }
  41452. else {
  41453. mesh._boundingInfo = this._boundingInfo;
  41454. }
  41455. };
  41456. Geometry.prototype._updateExtend = function (data) {
  41457. if (data === void 0) { data = null; }
  41458. if (!data) {
  41459. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41460. }
  41461. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41462. };
  41463. Geometry.prototype._applyToMesh = function (mesh) {
  41464. var numOfMeshes = this._meshes.length;
  41465. // vertexBuffers
  41466. for (var kind in this._vertexBuffers) {
  41467. if (numOfMeshes === 1) {
  41468. this._vertexBuffers[kind].create();
  41469. }
  41470. var buffer = this._vertexBuffers[kind].getBuffer();
  41471. if (buffer) {
  41472. buffer.references = numOfMeshes;
  41473. }
  41474. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41475. if (!this._extend) {
  41476. this._updateExtend();
  41477. }
  41478. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41479. mesh._createGlobalSubMesh(false);
  41480. //bounding info was just created again, world matrix should be applied again.
  41481. mesh._updateBoundingInfo();
  41482. }
  41483. }
  41484. // indexBuffer
  41485. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41486. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41487. }
  41488. if (this._indexBuffer) {
  41489. this._indexBuffer.references = numOfMeshes;
  41490. }
  41491. // morphTargets
  41492. mesh._syncGeometryWithMorphTargetManager();
  41493. // instances
  41494. mesh.synchronizeInstances();
  41495. };
  41496. Geometry.prototype.notifyUpdate = function (kind) {
  41497. if (this.onGeometryUpdated) {
  41498. this.onGeometryUpdated(this, kind);
  41499. }
  41500. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41501. var mesh = _a[_i];
  41502. mesh._markSubMeshesAsAttributesDirty();
  41503. }
  41504. };
  41505. /**
  41506. * Load the geometry if it was flagged as delay loaded
  41507. * @param scene defines the hosting scene
  41508. * @param onLoaded defines a callback called when the geometry is loaded
  41509. */
  41510. Geometry.prototype.load = function (scene, onLoaded) {
  41511. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41512. return;
  41513. }
  41514. if (this.isReady()) {
  41515. if (onLoaded) {
  41516. onLoaded();
  41517. }
  41518. return;
  41519. }
  41520. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41521. this._queueLoad(scene, onLoaded);
  41522. };
  41523. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41524. var _this = this;
  41525. if (!this.delayLoadingFile) {
  41526. return;
  41527. }
  41528. scene._addPendingData(this);
  41529. scene._loadFile(this.delayLoadingFile, function (data) {
  41530. if (!_this._delayLoadingFunction) {
  41531. return;
  41532. }
  41533. _this._delayLoadingFunction(JSON.parse(data), _this);
  41534. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41535. _this._delayInfo = [];
  41536. scene._removePendingData(_this);
  41537. var meshes = _this._meshes;
  41538. var numOfMeshes = meshes.length;
  41539. for (var index = 0; index < numOfMeshes; index++) {
  41540. _this._applyToMesh(meshes[index]);
  41541. }
  41542. if (onLoaded) {
  41543. onLoaded();
  41544. }
  41545. }, undefined, true);
  41546. };
  41547. /**
  41548. * Invert the geometry to move from a right handed system to a left handed one.
  41549. */
  41550. Geometry.prototype.toLeftHanded = function () {
  41551. // Flip faces
  41552. var tIndices = this.getIndices(false);
  41553. if (tIndices != null && tIndices.length > 0) {
  41554. for (var i = 0; i < tIndices.length; i += 3) {
  41555. var tTemp = tIndices[i + 0];
  41556. tIndices[i + 0] = tIndices[i + 2];
  41557. tIndices[i + 2] = tTemp;
  41558. }
  41559. this.setIndices(tIndices);
  41560. }
  41561. // Negate position.z
  41562. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41563. if (tPositions != null && tPositions.length > 0) {
  41564. for (var i = 0; i < tPositions.length; i += 3) {
  41565. tPositions[i + 2] = -tPositions[i + 2];
  41566. }
  41567. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41568. }
  41569. // Negate normal.z
  41570. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41571. if (tNormals != null && tNormals.length > 0) {
  41572. for (var i = 0; i < tNormals.length; i += 3) {
  41573. tNormals[i + 2] = -tNormals[i + 2];
  41574. }
  41575. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41576. }
  41577. };
  41578. // Cache
  41579. /** @hidden */
  41580. Geometry.prototype._resetPointsArrayCache = function () {
  41581. this._positions = null;
  41582. };
  41583. /** @hidden */
  41584. Geometry.prototype._generatePointsArray = function () {
  41585. if (this._positions) {
  41586. return true;
  41587. }
  41588. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41589. if (!data || data.length === 0) {
  41590. return false;
  41591. }
  41592. this._positions = [];
  41593. for (var index = 0; index < data.length; index += 3) {
  41594. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41595. }
  41596. return true;
  41597. };
  41598. /**
  41599. * Gets a value indicating if the geometry is disposed
  41600. * @returns true if the geometry was disposed
  41601. */
  41602. Geometry.prototype.isDisposed = function () {
  41603. return this._isDisposed;
  41604. };
  41605. Geometry.prototype._disposeVertexArrayObjects = function () {
  41606. if (this._vertexArrayObjects) {
  41607. for (var kind in this._vertexArrayObjects) {
  41608. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41609. }
  41610. this._vertexArrayObjects = {};
  41611. }
  41612. };
  41613. /**
  41614. * Free all associated resources
  41615. */
  41616. Geometry.prototype.dispose = function () {
  41617. var meshes = this._meshes;
  41618. var numOfMeshes = meshes.length;
  41619. var index;
  41620. for (index = 0; index < numOfMeshes; index++) {
  41621. this.releaseForMesh(meshes[index]);
  41622. }
  41623. this._meshes = [];
  41624. this._disposeVertexArrayObjects();
  41625. for (var kind in this._vertexBuffers) {
  41626. this._vertexBuffers[kind].dispose();
  41627. }
  41628. this._vertexBuffers = {};
  41629. this._totalVertices = 0;
  41630. if (this._indexBuffer) {
  41631. this._engine._releaseBuffer(this._indexBuffer);
  41632. }
  41633. this._indexBuffer = null;
  41634. this._indices = [];
  41635. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41636. this.delayLoadingFile = null;
  41637. this._delayLoadingFunction = null;
  41638. this._delayInfo = [];
  41639. this._boundingInfo = null;
  41640. this._scene.removeGeometry(this);
  41641. this._isDisposed = true;
  41642. };
  41643. /**
  41644. * Clone the current geometry into a new geometry
  41645. * @param id defines the unique ID of the new geometry
  41646. * @returns a new geometry object
  41647. */
  41648. Geometry.prototype.copy = function (id) {
  41649. var vertexData = new BABYLON.VertexData();
  41650. vertexData.indices = [];
  41651. var indices = this.getIndices();
  41652. if (indices) {
  41653. for (var index = 0; index < indices.length; index++) {
  41654. vertexData.indices.push(indices[index]);
  41655. }
  41656. }
  41657. var updatable = false;
  41658. var stopChecking = false;
  41659. var kind;
  41660. for (kind in this._vertexBuffers) {
  41661. // using slice() to make a copy of the array and not just reference it
  41662. var data = this.getVerticesData(kind);
  41663. if (data instanceof Float32Array) {
  41664. vertexData.set(new Float32Array(data), kind);
  41665. }
  41666. else {
  41667. vertexData.set(data.slice(0), kind);
  41668. }
  41669. if (!stopChecking) {
  41670. var vb = this.getVertexBuffer(kind);
  41671. if (vb) {
  41672. updatable = vb.isUpdatable();
  41673. stopChecking = !updatable;
  41674. }
  41675. }
  41676. }
  41677. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41678. geometry.delayLoadState = this.delayLoadState;
  41679. geometry.delayLoadingFile = this.delayLoadingFile;
  41680. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41681. for (kind in this._delayInfo) {
  41682. geometry._delayInfo = geometry._delayInfo || [];
  41683. geometry._delayInfo.push(kind);
  41684. }
  41685. // Bounding info
  41686. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41687. return geometry;
  41688. };
  41689. /**
  41690. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41691. * @return a JSON representation of the current geometry data (without the vertices data)
  41692. */
  41693. Geometry.prototype.serialize = function () {
  41694. var serializationObject = {};
  41695. serializationObject.id = this.id;
  41696. serializationObject.updatable = this._updatable;
  41697. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41698. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41699. }
  41700. return serializationObject;
  41701. };
  41702. Geometry.prototype.toNumberArray = function (origin) {
  41703. if (Array.isArray(origin)) {
  41704. return origin;
  41705. }
  41706. else {
  41707. return Array.prototype.slice.call(origin);
  41708. }
  41709. };
  41710. /**
  41711. * Serialize all vertices data into a JSON oject
  41712. * @returns a JSON representation of the current geometry data
  41713. */
  41714. Geometry.prototype.serializeVerticeData = function () {
  41715. var serializationObject = this.serialize();
  41716. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41717. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41718. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41719. serializationObject.positions._updatable = true;
  41720. }
  41721. }
  41722. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41723. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41724. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41725. serializationObject.normals._updatable = true;
  41726. }
  41727. }
  41728. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41729. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41730. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41731. serializationObject.tangets._updatable = true;
  41732. }
  41733. }
  41734. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41735. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41736. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41737. serializationObject.uvs._updatable = true;
  41738. }
  41739. }
  41740. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41741. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41742. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41743. serializationObject.uv2s._updatable = true;
  41744. }
  41745. }
  41746. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41747. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41748. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41749. serializationObject.uv3s._updatable = true;
  41750. }
  41751. }
  41752. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41753. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41754. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41755. serializationObject.uv4s._updatable = true;
  41756. }
  41757. }
  41758. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41759. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41760. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41761. serializationObject.uv5s._updatable = true;
  41762. }
  41763. }
  41764. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41765. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41766. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41767. serializationObject.uv6s._updatable = true;
  41768. }
  41769. }
  41770. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41771. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41772. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41773. serializationObject.colors._updatable = true;
  41774. }
  41775. }
  41776. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41777. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41778. serializationObject.matricesIndices._isExpanded = true;
  41779. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41780. serializationObject.matricesIndices._updatable = true;
  41781. }
  41782. }
  41783. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41784. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41785. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41786. serializationObject.matricesWeights._updatable = true;
  41787. }
  41788. }
  41789. serializationObject.indices = this.toNumberArray(this.getIndices());
  41790. return serializationObject;
  41791. };
  41792. // Statics
  41793. /**
  41794. * Extracts a clone of a mesh geometry
  41795. * @param mesh defines the source mesh
  41796. * @param id defines the unique ID of the new geometry object
  41797. * @returns the new geometry object
  41798. */
  41799. Geometry.ExtractFromMesh = function (mesh, id) {
  41800. var geometry = mesh._geometry;
  41801. if (!geometry) {
  41802. return null;
  41803. }
  41804. return geometry.copy(id);
  41805. };
  41806. /**
  41807. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41808. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41809. * Be aware Math.random() could cause collisions, but:
  41810. * "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"
  41811. * @returns a string containing a new GUID
  41812. */
  41813. Geometry.RandomId = function () {
  41814. return BABYLON.Tools.RandomId();
  41815. };
  41816. /** @hidden */
  41817. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41818. var scene = mesh.getScene();
  41819. // Geometry
  41820. var geometryId = parsedGeometry.geometryId;
  41821. if (geometryId) {
  41822. var geometry = scene.getGeometryByID(geometryId);
  41823. if (geometry) {
  41824. geometry.applyToMesh(mesh);
  41825. }
  41826. }
  41827. else if (parsedGeometry instanceof ArrayBuffer) {
  41828. var binaryInfo = mesh._binaryInfo;
  41829. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41830. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41831. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41832. }
  41833. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41834. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41835. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41836. }
  41837. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41838. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41839. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41840. }
  41841. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41842. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41843. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41844. }
  41845. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41846. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41847. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41848. }
  41849. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41850. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41851. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41852. }
  41853. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41854. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41855. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41856. }
  41857. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41858. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41859. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41860. }
  41861. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41862. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41863. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41864. }
  41865. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41866. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41867. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41868. }
  41869. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41870. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41871. var floatIndices = [];
  41872. for (var i = 0; i < matricesIndicesData.length; i++) {
  41873. var index = matricesIndicesData[i];
  41874. floatIndices.push(index & 0x000000FF);
  41875. floatIndices.push((index & 0x0000FF00) >> 8);
  41876. floatIndices.push((index & 0x00FF0000) >> 16);
  41877. floatIndices.push(index >> 24);
  41878. }
  41879. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41880. }
  41881. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41882. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41883. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41884. }
  41885. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41886. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41887. mesh.setIndices(indicesData, null);
  41888. }
  41889. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41890. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41891. mesh.subMeshes = [];
  41892. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41893. var materialIndex = subMeshesData[(i * 5) + 0];
  41894. var verticesStart = subMeshesData[(i * 5) + 1];
  41895. var verticesCount = subMeshesData[(i * 5) + 2];
  41896. var indexStart = subMeshesData[(i * 5) + 3];
  41897. var indexCount = subMeshesData[(i * 5) + 4];
  41898. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41899. }
  41900. }
  41901. }
  41902. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41903. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41904. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41905. if (parsedGeometry.tangents) {
  41906. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41907. }
  41908. if (parsedGeometry.uvs) {
  41909. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41910. }
  41911. if (parsedGeometry.uvs2) {
  41912. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  41913. }
  41914. if (parsedGeometry.uvs3) {
  41915. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  41916. }
  41917. if (parsedGeometry.uvs4) {
  41918. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  41919. }
  41920. if (parsedGeometry.uvs5) {
  41921. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  41922. }
  41923. if (parsedGeometry.uvs6) {
  41924. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  41925. }
  41926. if (parsedGeometry.colors) {
  41927. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  41928. }
  41929. if (parsedGeometry.matricesIndices) {
  41930. if (!parsedGeometry.matricesIndices._isExpanded) {
  41931. var floatIndices = [];
  41932. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  41933. var matricesIndex = parsedGeometry.matricesIndices[i];
  41934. floatIndices.push(matricesIndex & 0x000000FF);
  41935. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41936. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41937. floatIndices.push(matricesIndex >> 24);
  41938. }
  41939. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  41940. }
  41941. else {
  41942. delete parsedGeometry.matricesIndices._isExpanded;
  41943. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  41944. }
  41945. }
  41946. if (parsedGeometry.matricesIndicesExtra) {
  41947. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  41948. var floatIndices = [];
  41949. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  41950. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  41951. floatIndices.push(matricesIndex & 0x000000FF);
  41952. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41953. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41954. floatIndices.push(matricesIndex >> 24);
  41955. }
  41956. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  41957. }
  41958. else {
  41959. delete parsedGeometry.matricesIndices._isExpanded;
  41960. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  41961. }
  41962. }
  41963. if (parsedGeometry.matricesWeights) {
  41964. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  41965. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  41966. }
  41967. if (parsedGeometry.matricesWeightsExtra) {
  41968. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  41969. }
  41970. mesh.setIndices(parsedGeometry.indices, null);
  41971. }
  41972. // SubMeshes
  41973. if (parsedGeometry.subMeshes) {
  41974. mesh.subMeshes = [];
  41975. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  41976. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  41977. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  41978. }
  41979. }
  41980. // Flat shading
  41981. if (mesh._shouldGenerateFlatShading) {
  41982. mesh.convertToFlatShadedMesh();
  41983. delete mesh._shouldGenerateFlatShading;
  41984. }
  41985. // Update
  41986. mesh.computeWorldMatrix(true);
  41987. scene.onMeshImportedObservable.notifyObservers(mesh);
  41988. };
  41989. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  41990. var epsilon = 1e-3;
  41991. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  41992. return;
  41993. }
  41994. var noInfluenceBoneIndex = 0.0;
  41995. if (parsedGeometry.skeletonId > -1) {
  41996. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  41997. if (!skeleton) {
  41998. return;
  41999. }
  42000. noInfluenceBoneIndex = skeleton.bones.length;
  42001. }
  42002. else {
  42003. return;
  42004. }
  42005. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  42006. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42007. var matricesWeights = parsedGeometry.matricesWeights;
  42008. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  42009. var influencers = parsedGeometry.numBoneInfluencer;
  42010. var size = matricesWeights.length;
  42011. for (var i = 0; i < size; i += 4) {
  42012. var weight = 0.0;
  42013. var firstZeroWeight = -1;
  42014. for (var j = 0; j < 4; j++) {
  42015. var w = matricesWeights[i + j];
  42016. weight += w;
  42017. if (w < epsilon && firstZeroWeight < 0) {
  42018. firstZeroWeight = j;
  42019. }
  42020. }
  42021. if (matricesWeightsExtra) {
  42022. for (var j = 0; j < 4; j++) {
  42023. var w = matricesWeightsExtra[i + j];
  42024. weight += w;
  42025. if (w < epsilon && firstZeroWeight < 0) {
  42026. firstZeroWeight = j + 4;
  42027. }
  42028. }
  42029. }
  42030. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  42031. firstZeroWeight = influencers - 1;
  42032. }
  42033. if (weight > epsilon) {
  42034. var mweight = 1.0 / weight;
  42035. for (var j = 0; j < 4; j++) {
  42036. matricesWeights[i + j] *= mweight;
  42037. }
  42038. if (matricesWeightsExtra) {
  42039. for (var j = 0; j < 4; j++) {
  42040. matricesWeightsExtra[i + j] *= mweight;
  42041. }
  42042. }
  42043. }
  42044. else {
  42045. if (firstZeroWeight >= 4) {
  42046. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  42047. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  42048. }
  42049. else {
  42050. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  42051. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  42052. }
  42053. }
  42054. }
  42055. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  42056. if (parsedGeometry.matricesWeightsExtra) {
  42057. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  42058. }
  42059. };
  42060. /**
  42061. * Create a new geometry from persisted data (Using .babylon file format)
  42062. * @param parsedVertexData defines the persisted data
  42063. * @param scene defines the hosting scene
  42064. * @param rootUrl defines the root url to use to load assets (like delayed data)
  42065. * @returns the new geometry object
  42066. */
  42067. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  42068. if (scene.getGeometryByID(parsedVertexData.id)) {
  42069. return null; // null since geometry could be something else than a box...
  42070. }
  42071. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  42072. if (BABYLON.Tags) {
  42073. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  42074. }
  42075. if (parsedVertexData.delayLoadingFile) {
  42076. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  42077. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  42078. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  42079. geometry._delayInfo = [];
  42080. if (parsedVertexData.hasUVs) {
  42081. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  42082. }
  42083. if (parsedVertexData.hasUVs2) {
  42084. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  42085. }
  42086. if (parsedVertexData.hasUVs3) {
  42087. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  42088. }
  42089. if (parsedVertexData.hasUVs4) {
  42090. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  42091. }
  42092. if (parsedVertexData.hasUVs5) {
  42093. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  42094. }
  42095. if (parsedVertexData.hasUVs6) {
  42096. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  42097. }
  42098. if (parsedVertexData.hasColors) {
  42099. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  42100. }
  42101. if (parsedVertexData.hasMatricesIndices) {
  42102. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42103. }
  42104. if (parsedVertexData.hasMatricesWeights) {
  42105. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42106. }
  42107. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  42108. }
  42109. else {
  42110. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  42111. }
  42112. scene.pushGeometry(geometry, true);
  42113. return geometry;
  42114. };
  42115. return Geometry;
  42116. }());
  42117. BABYLON.Geometry = Geometry;
  42118. // Primitives
  42119. /// Abstract class
  42120. /**
  42121. * Abstract class used to provide common services for all typed geometries
  42122. * @hidden
  42123. */
  42124. var _PrimitiveGeometry = /** @class */ (function (_super) {
  42125. __extends(_PrimitiveGeometry, _super);
  42126. /**
  42127. * Creates a new typed geometry
  42128. * @param id defines the unique ID of the geometry
  42129. * @param scene defines the hosting scene
  42130. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42131. * @param mesh defines the hosting mesh (can be null)
  42132. */
  42133. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  42134. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  42135. if (mesh === void 0) { mesh = null; }
  42136. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  42137. _this._canBeRegenerated = _canBeRegenerated;
  42138. _this._beingRegenerated = true;
  42139. _this.regenerate();
  42140. _this._beingRegenerated = false;
  42141. return _this;
  42142. }
  42143. /**
  42144. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  42145. * @returns true if the geometry can be regenerated
  42146. */
  42147. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  42148. return this._canBeRegenerated;
  42149. };
  42150. /**
  42151. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  42152. */
  42153. _PrimitiveGeometry.prototype.regenerate = function () {
  42154. if (!this._canBeRegenerated) {
  42155. return;
  42156. }
  42157. this._beingRegenerated = true;
  42158. this.setAllVerticesData(this._regenerateVertexData(), false);
  42159. this._beingRegenerated = false;
  42160. };
  42161. /**
  42162. * Clone the geometry
  42163. * @param id defines the unique ID of the new geometry
  42164. * @returns the new geometry
  42165. */
  42166. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  42167. return _super.prototype.copy.call(this, id);
  42168. };
  42169. // overrides
  42170. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  42171. if (!this._beingRegenerated) {
  42172. return;
  42173. }
  42174. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  42175. };
  42176. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  42177. if (!this._beingRegenerated) {
  42178. return;
  42179. }
  42180. _super.prototype.setVerticesData.call(this, kind, data, false);
  42181. };
  42182. // to override
  42183. /** @hidden */
  42184. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  42185. throw new Error("Abstract method");
  42186. };
  42187. _PrimitiveGeometry.prototype.copy = function (id) {
  42188. throw new Error("Must be overriden in sub-classes.");
  42189. };
  42190. _PrimitiveGeometry.prototype.serialize = function () {
  42191. var serializationObject = _super.prototype.serialize.call(this);
  42192. serializationObject.canBeRegenerated = this.canBeRegenerated();
  42193. return serializationObject;
  42194. };
  42195. return _PrimitiveGeometry;
  42196. }(Geometry));
  42197. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  42198. /**
  42199. * Creates a ribbon geometry
  42200. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  42201. */
  42202. var RibbonGeometry = /** @class */ (function (_super) {
  42203. __extends(RibbonGeometry, _super);
  42204. /**
  42205. * Creates a ribbon geometry
  42206. * @param id defines the unique ID of the geometry
  42207. * @param scene defines the hosting scene
  42208. * @param pathArray defines the array of paths to use
  42209. * @param closeArray defines if the last path and the first path must be joined
  42210. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  42211. * @param offset defines the offset between points
  42212. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42213. * @param mesh defines the hosting mesh (can be null)
  42214. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42215. */
  42216. function RibbonGeometry(id, scene,
  42217. /**
  42218. * Defines the array of paths to use
  42219. */
  42220. pathArray,
  42221. /**
  42222. * Defines if the last and first points of each path in your pathArray must be joined
  42223. */
  42224. closeArray,
  42225. /**
  42226. * Defines if the last and first points of each path in your pathArray must be joined
  42227. */
  42228. closePath,
  42229. /**
  42230. * Defines the offset between points
  42231. */
  42232. offset, canBeRegenerated, mesh,
  42233. /**
  42234. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42235. */
  42236. side) {
  42237. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42238. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42239. _this.pathArray = pathArray;
  42240. _this.closeArray = closeArray;
  42241. _this.closePath = closePath;
  42242. _this.offset = offset;
  42243. _this.side = side;
  42244. return _this;
  42245. }
  42246. /** @hidden */
  42247. RibbonGeometry.prototype._regenerateVertexData = function () {
  42248. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  42249. };
  42250. RibbonGeometry.prototype.copy = function (id) {
  42251. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  42252. };
  42253. return RibbonGeometry;
  42254. }(_PrimitiveGeometry));
  42255. BABYLON.RibbonGeometry = RibbonGeometry;
  42256. /**
  42257. * Creates a box geometry
  42258. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42259. */
  42260. var BoxGeometry = /** @class */ (function (_super) {
  42261. __extends(BoxGeometry, _super);
  42262. /**
  42263. * Creates a box geometry
  42264. * @param id defines the unique ID of the geometry
  42265. * @param scene defines the hosting scene
  42266. * @param size defines the zise of the box (width, height and depth are the same)
  42267. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42268. * @param mesh defines the hosting mesh (can be null)
  42269. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42270. */
  42271. function BoxGeometry(id, scene,
  42272. /**
  42273. * Defines the zise of the box (width, height and depth are the same)
  42274. */
  42275. size, canBeRegenerated, mesh,
  42276. /**
  42277. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42278. */
  42279. side) {
  42280. if (mesh === void 0) { mesh = null; }
  42281. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42282. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42283. _this.size = size;
  42284. _this.side = side;
  42285. return _this;
  42286. }
  42287. /** @hidden */
  42288. BoxGeometry.prototype._regenerateVertexData = function () {
  42289. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42290. };
  42291. BoxGeometry.prototype.copy = function (id) {
  42292. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42293. };
  42294. BoxGeometry.prototype.serialize = function () {
  42295. var serializationObject = _super.prototype.serialize.call(this);
  42296. serializationObject.size = this.size;
  42297. return serializationObject;
  42298. };
  42299. BoxGeometry.Parse = function (parsedBox, scene) {
  42300. if (scene.getGeometryByID(parsedBox.id)) {
  42301. return null; // null since geometry could be something else than a box...
  42302. }
  42303. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42304. if (BABYLON.Tags) {
  42305. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42306. }
  42307. scene.pushGeometry(box, true);
  42308. return box;
  42309. };
  42310. return BoxGeometry;
  42311. }(_PrimitiveGeometry));
  42312. BABYLON.BoxGeometry = BoxGeometry;
  42313. /**
  42314. * Creates a sphere geometry
  42315. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42316. */
  42317. var SphereGeometry = /** @class */ (function (_super) {
  42318. __extends(SphereGeometry, _super);
  42319. /**
  42320. * Create a new sphere geometry
  42321. * @param id defines the unique ID of the geometry
  42322. * @param scene defines the hosting scene
  42323. * @param segments defines the number of segments to use to create the sphere
  42324. * @param diameter defines the diameter of the sphere
  42325. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42326. * @param mesh defines the hosting mesh (can be null)
  42327. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42328. */
  42329. function SphereGeometry(id, scene,
  42330. /**
  42331. * Defines the number of segments to use to create the sphere
  42332. */
  42333. segments,
  42334. /**
  42335. * Defines the diameter of the sphere
  42336. */
  42337. diameter, canBeRegenerated, mesh,
  42338. /**
  42339. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42340. */
  42341. side) {
  42342. if (mesh === void 0) { mesh = null; }
  42343. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42344. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42345. _this.segments = segments;
  42346. _this.diameter = diameter;
  42347. _this.side = side;
  42348. return _this;
  42349. }
  42350. /** @hidden */
  42351. SphereGeometry.prototype._regenerateVertexData = function () {
  42352. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42353. };
  42354. SphereGeometry.prototype.copy = function (id) {
  42355. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42356. };
  42357. SphereGeometry.prototype.serialize = function () {
  42358. var serializationObject = _super.prototype.serialize.call(this);
  42359. serializationObject.segments = this.segments;
  42360. serializationObject.diameter = this.diameter;
  42361. return serializationObject;
  42362. };
  42363. SphereGeometry.Parse = function (parsedSphere, scene) {
  42364. if (scene.getGeometryByID(parsedSphere.id)) {
  42365. return null; // null since geometry could be something else than a sphere...
  42366. }
  42367. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42368. if (BABYLON.Tags) {
  42369. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42370. }
  42371. scene.pushGeometry(sphere, true);
  42372. return sphere;
  42373. };
  42374. return SphereGeometry;
  42375. }(_PrimitiveGeometry));
  42376. BABYLON.SphereGeometry = SphereGeometry;
  42377. /**
  42378. * Creates a disc geometry
  42379. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42380. */
  42381. var DiscGeometry = /** @class */ (function (_super) {
  42382. __extends(DiscGeometry, _super);
  42383. /**
  42384. * Creates a new disc geometry
  42385. * @param id defines the unique ID of the geometry
  42386. * @param scene defines the hosting scene
  42387. * @param radius defines the radius of the disc
  42388. * @param tessellation defines the tesselation factor to apply to the disc
  42389. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42390. * @param mesh defines the hosting mesh (can be null)
  42391. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42392. */
  42393. function DiscGeometry(id, scene,
  42394. /**
  42395. * Defines the radius of the disc
  42396. */
  42397. radius,
  42398. /**
  42399. * Defines the tesselation factor to apply to the disc
  42400. */
  42401. tessellation, canBeRegenerated, mesh,
  42402. /**
  42403. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42404. */
  42405. side) {
  42406. if (mesh === void 0) { mesh = null; }
  42407. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42408. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42409. _this.radius = radius;
  42410. _this.tessellation = tessellation;
  42411. _this.side = side;
  42412. return _this;
  42413. }
  42414. /** @hidden */
  42415. DiscGeometry.prototype._regenerateVertexData = function () {
  42416. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42417. };
  42418. DiscGeometry.prototype.copy = function (id) {
  42419. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42420. };
  42421. return DiscGeometry;
  42422. }(_PrimitiveGeometry));
  42423. BABYLON.DiscGeometry = DiscGeometry;
  42424. /**
  42425. * Creates a new cylinder geometry
  42426. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42427. */
  42428. var CylinderGeometry = /** @class */ (function (_super) {
  42429. __extends(CylinderGeometry, _super);
  42430. /**
  42431. * Creates a new cylinder geometry
  42432. * @param id defines the unique ID of the geometry
  42433. * @param scene defines the hosting scene
  42434. * @param height defines the height of the cylinder
  42435. * @param diameterTop defines the diameter of the cylinder's top cap
  42436. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42437. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42438. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42439. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42440. * @param mesh defines the hosting mesh (can be null)
  42441. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42442. */
  42443. function CylinderGeometry(id, scene,
  42444. /**
  42445. * Defines the height of the cylinder
  42446. */
  42447. height,
  42448. /**
  42449. * Defines the diameter of the cylinder's top cap
  42450. */
  42451. diameterTop,
  42452. /**
  42453. * Defines the diameter of the cylinder's bottom cap
  42454. */
  42455. diameterBottom,
  42456. /**
  42457. * Defines the tessellation factor to apply to the cylinder
  42458. */
  42459. tessellation,
  42460. /**
  42461. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42462. */
  42463. subdivisions, canBeRegenerated, mesh,
  42464. /**
  42465. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42466. */
  42467. side) {
  42468. if (subdivisions === void 0) { subdivisions = 1; }
  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.height = height;
  42473. _this.diameterTop = diameterTop;
  42474. _this.diameterBottom = diameterBottom;
  42475. _this.tessellation = tessellation;
  42476. _this.subdivisions = subdivisions;
  42477. _this.side = side;
  42478. return _this;
  42479. }
  42480. /** @hidden */
  42481. CylinderGeometry.prototype._regenerateVertexData = function () {
  42482. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42483. };
  42484. CylinderGeometry.prototype.copy = function (id) {
  42485. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42486. };
  42487. CylinderGeometry.prototype.serialize = function () {
  42488. var serializationObject = _super.prototype.serialize.call(this);
  42489. serializationObject.height = this.height;
  42490. serializationObject.diameterTop = this.diameterTop;
  42491. serializationObject.diameterBottom = this.diameterBottom;
  42492. serializationObject.tessellation = this.tessellation;
  42493. return serializationObject;
  42494. };
  42495. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42496. if (scene.getGeometryByID(parsedCylinder.id)) {
  42497. return null; // null since geometry could be something else than a cylinder...
  42498. }
  42499. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42500. if (BABYLON.Tags) {
  42501. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42502. }
  42503. scene.pushGeometry(cylinder, true);
  42504. return cylinder;
  42505. };
  42506. return CylinderGeometry;
  42507. }(_PrimitiveGeometry));
  42508. BABYLON.CylinderGeometry = CylinderGeometry;
  42509. /**
  42510. * Creates a new torus geometry
  42511. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42512. */
  42513. var TorusGeometry = /** @class */ (function (_super) {
  42514. __extends(TorusGeometry, _super);
  42515. /**
  42516. * Creates a new torus geometry
  42517. * @param id defines the unique ID of the geometry
  42518. * @param scene defines the hosting scene
  42519. * @param diameter defines the diameter of the torus
  42520. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42521. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42522. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42523. * @param mesh defines the hosting mesh (can be null)
  42524. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42525. */
  42526. function TorusGeometry(id, scene,
  42527. /**
  42528. * Defines the diameter of the torus
  42529. */
  42530. diameter,
  42531. /**
  42532. * Defines the thickness of the torus (ie. internal diameter)
  42533. */
  42534. thickness,
  42535. /**
  42536. * Defines the tesselation factor to apply to the torus
  42537. */
  42538. tessellation, canBeRegenerated, mesh,
  42539. /**
  42540. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42541. */
  42542. side) {
  42543. if (mesh === void 0) { mesh = null; }
  42544. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42545. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42546. _this.diameter = diameter;
  42547. _this.thickness = thickness;
  42548. _this.tessellation = tessellation;
  42549. _this.side = side;
  42550. return _this;
  42551. }
  42552. /** @hidden */
  42553. TorusGeometry.prototype._regenerateVertexData = function () {
  42554. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42555. };
  42556. TorusGeometry.prototype.copy = function (id) {
  42557. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42558. };
  42559. TorusGeometry.prototype.serialize = function () {
  42560. var serializationObject = _super.prototype.serialize.call(this);
  42561. serializationObject.diameter = this.diameter;
  42562. serializationObject.thickness = this.thickness;
  42563. serializationObject.tessellation = this.tessellation;
  42564. return serializationObject;
  42565. };
  42566. TorusGeometry.Parse = function (parsedTorus, scene) {
  42567. if (scene.getGeometryByID(parsedTorus.id)) {
  42568. return null; // null since geometry could be something else than a torus...
  42569. }
  42570. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42571. if (BABYLON.Tags) {
  42572. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42573. }
  42574. scene.pushGeometry(torus, true);
  42575. return torus;
  42576. };
  42577. return TorusGeometry;
  42578. }(_PrimitiveGeometry));
  42579. BABYLON.TorusGeometry = TorusGeometry;
  42580. /**
  42581. * Creates a new ground geometry
  42582. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42583. */
  42584. var GroundGeometry = /** @class */ (function (_super) {
  42585. __extends(GroundGeometry, _super);
  42586. /**
  42587. * Creates a new ground geometry
  42588. * @param id defines the unique ID of the geometry
  42589. * @param scene defines the hosting scene
  42590. * @param width defines the width of the ground
  42591. * @param height defines the height of the ground
  42592. * @param subdivisions defines the subdivisions to apply to the ground
  42593. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42594. * @param mesh defines the hosting mesh (can be null)
  42595. */
  42596. function GroundGeometry(id, scene,
  42597. /**
  42598. * Defines the width of the ground
  42599. */
  42600. width,
  42601. /**
  42602. * Defines the height of the ground
  42603. */
  42604. height,
  42605. /**
  42606. * Defines the subdivisions to apply to the ground
  42607. */
  42608. subdivisions, canBeRegenerated, mesh) {
  42609. if (mesh === void 0) { mesh = null; }
  42610. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42611. _this.width = width;
  42612. _this.height = height;
  42613. _this.subdivisions = subdivisions;
  42614. return _this;
  42615. }
  42616. /** @hidden */
  42617. GroundGeometry.prototype._regenerateVertexData = function () {
  42618. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42619. };
  42620. GroundGeometry.prototype.copy = function (id) {
  42621. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42622. };
  42623. GroundGeometry.prototype.serialize = function () {
  42624. var serializationObject = _super.prototype.serialize.call(this);
  42625. serializationObject.width = this.width;
  42626. serializationObject.height = this.height;
  42627. serializationObject.subdivisions = this.subdivisions;
  42628. return serializationObject;
  42629. };
  42630. GroundGeometry.Parse = function (parsedGround, scene) {
  42631. if (scene.getGeometryByID(parsedGround.id)) {
  42632. return null; // null since geometry could be something else than a ground...
  42633. }
  42634. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42635. if (BABYLON.Tags) {
  42636. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42637. }
  42638. scene.pushGeometry(ground, true);
  42639. return ground;
  42640. };
  42641. return GroundGeometry;
  42642. }(_PrimitiveGeometry));
  42643. BABYLON.GroundGeometry = GroundGeometry;
  42644. /**
  42645. * Creates a tiled ground geometry
  42646. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42647. */
  42648. var TiledGroundGeometry = /** @class */ (function (_super) {
  42649. __extends(TiledGroundGeometry, _super);
  42650. /**
  42651. * Creates a tiled ground geometry
  42652. * @param id defines the unique ID of the geometry
  42653. * @param scene defines the hosting scene
  42654. * @param xmin defines the minimum value on X axis
  42655. * @param zmin defines the minimum value on Z axis
  42656. * @param xmax defines the maximum value on X axis
  42657. * @param zmax defines the maximum value on Z axis
  42658. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42659. * @param precision defines the precision to use when computing the tiles
  42660. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42661. * @param mesh defines the hosting mesh (can be null)
  42662. */
  42663. function TiledGroundGeometry(id, scene,
  42664. /**
  42665. * Defines the minimum value on X axis
  42666. */
  42667. xmin,
  42668. /**
  42669. * Defines the minimum value on Z axis
  42670. */
  42671. zmin,
  42672. /**
  42673. * Defines the maximum value on X axis
  42674. */
  42675. xmax,
  42676. /**
  42677. * Defines the maximum value on Z axis
  42678. */
  42679. zmax,
  42680. /**
  42681. * Defines the subdivisions to apply to the ground
  42682. */
  42683. subdivisions,
  42684. /**
  42685. * Defines the precision to use when computing the tiles
  42686. */
  42687. precision, canBeRegenerated, mesh) {
  42688. if (mesh === void 0) { mesh = null; }
  42689. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42690. _this.xmin = xmin;
  42691. _this.zmin = zmin;
  42692. _this.xmax = xmax;
  42693. _this.zmax = zmax;
  42694. _this.subdivisions = subdivisions;
  42695. _this.precision = precision;
  42696. return _this;
  42697. }
  42698. /** @hidden */
  42699. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42700. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42701. };
  42702. TiledGroundGeometry.prototype.copy = function (id) {
  42703. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42704. };
  42705. return TiledGroundGeometry;
  42706. }(_PrimitiveGeometry));
  42707. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42708. /**
  42709. * Creates a plane geometry
  42710. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42711. */
  42712. var PlaneGeometry = /** @class */ (function (_super) {
  42713. __extends(PlaneGeometry, _super);
  42714. /**
  42715. * Creates a plane geometry
  42716. * @param id defines the unique ID of the geometry
  42717. * @param scene defines the hosting scene
  42718. * @param size defines the size of the plane (width === height)
  42719. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42720. * @param mesh defines the hosting mesh (can be null)
  42721. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42722. */
  42723. function PlaneGeometry(id, scene,
  42724. /**
  42725. * Defines the size of the plane (width === height)
  42726. */
  42727. size, canBeRegenerated, mesh,
  42728. /**
  42729. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42730. */
  42731. side) {
  42732. if (mesh === void 0) { mesh = null; }
  42733. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42734. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42735. _this.size = size;
  42736. _this.side = side;
  42737. return _this;
  42738. }
  42739. /** @hidden */
  42740. PlaneGeometry.prototype._regenerateVertexData = function () {
  42741. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42742. };
  42743. PlaneGeometry.prototype.copy = function (id) {
  42744. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42745. };
  42746. PlaneGeometry.prototype.serialize = function () {
  42747. var serializationObject = _super.prototype.serialize.call(this);
  42748. serializationObject.size = this.size;
  42749. return serializationObject;
  42750. };
  42751. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42752. if (scene.getGeometryByID(parsedPlane.id)) {
  42753. return null; // null since geometry could be something else than a ground...
  42754. }
  42755. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42756. if (BABYLON.Tags) {
  42757. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42758. }
  42759. scene.pushGeometry(plane, true);
  42760. return plane;
  42761. };
  42762. return PlaneGeometry;
  42763. }(_PrimitiveGeometry));
  42764. BABYLON.PlaneGeometry = PlaneGeometry;
  42765. /**
  42766. * Creates a torus knot geometry
  42767. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42768. */
  42769. var TorusKnotGeometry = /** @class */ (function (_super) {
  42770. __extends(TorusKnotGeometry, _super);
  42771. /**
  42772. * Creates a torus knot geometry
  42773. * @param id defines the unique ID of the geometry
  42774. * @param scene defines the hosting scene
  42775. * @param radius defines the radius of the torus knot
  42776. * @param tube defines the thickness of the torus knot tube
  42777. * @param radialSegments defines the number of radial segments
  42778. * @param tubularSegments defines the number of tubular segments
  42779. * @param p defines the first number of windings
  42780. * @param q defines the second number of windings
  42781. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42782. * @param mesh defines the hosting mesh (can be null)
  42783. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42784. */
  42785. function TorusKnotGeometry(id, scene,
  42786. /**
  42787. * Defines the radius of the torus knot
  42788. */
  42789. radius,
  42790. /**
  42791. * Defines the thickness of the torus knot tube
  42792. */
  42793. tube,
  42794. /**
  42795. * Defines the number of radial segments
  42796. */
  42797. radialSegments,
  42798. /**
  42799. * Defines the number of tubular segments
  42800. */
  42801. tubularSegments,
  42802. /**
  42803. * Defines the first number of windings
  42804. */
  42805. p,
  42806. /**
  42807. * Defines the second number of windings
  42808. */
  42809. q, canBeRegenerated, mesh,
  42810. /**
  42811. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42812. */
  42813. side) {
  42814. if (mesh === void 0) { mesh = null; }
  42815. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42816. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42817. _this.radius = radius;
  42818. _this.tube = tube;
  42819. _this.radialSegments = radialSegments;
  42820. _this.tubularSegments = tubularSegments;
  42821. _this.p = p;
  42822. _this.q = q;
  42823. _this.side = side;
  42824. return _this;
  42825. }
  42826. /** @hidden */
  42827. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42828. 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 });
  42829. };
  42830. TorusKnotGeometry.prototype.copy = function (id) {
  42831. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42832. };
  42833. TorusKnotGeometry.prototype.serialize = function () {
  42834. var serializationObject = _super.prototype.serialize.call(this);
  42835. serializationObject.radius = this.radius;
  42836. serializationObject.tube = this.tube;
  42837. serializationObject.radialSegments = this.radialSegments;
  42838. serializationObject.tubularSegments = this.tubularSegments;
  42839. serializationObject.p = this.p;
  42840. serializationObject.q = this.q;
  42841. return serializationObject;
  42842. };
  42843. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42844. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42845. return null; // null since geometry could be something else than a ground...
  42846. }
  42847. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42848. if (BABYLON.Tags) {
  42849. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42850. }
  42851. scene.pushGeometry(torusKnot, true);
  42852. return torusKnot;
  42853. };
  42854. return TorusKnotGeometry;
  42855. }(_PrimitiveGeometry));
  42856. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42857. //}
  42858. })(BABYLON || (BABYLON = {}));
  42859. //# sourceMappingURL=babylon.geometry.js.map
  42860. var BABYLON;
  42861. (function (BABYLON) {
  42862. /**
  42863. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42864. */
  42865. var PerformanceMonitor = /** @class */ (function () {
  42866. /**
  42867. * constructor
  42868. * @param frameSampleSize The number of samples required to saturate the sliding window
  42869. */
  42870. function PerformanceMonitor(frameSampleSize) {
  42871. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42872. this._enabled = true;
  42873. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42874. }
  42875. /**
  42876. * Samples current frame
  42877. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42878. */
  42879. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42880. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42881. if (!this._enabled) {
  42882. return;
  42883. }
  42884. if (this._lastFrameTimeMs != null) {
  42885. var dt = timeMs - this._lastFrameTimeMs;
  42886. this._rollingFrameTime.add(dt);
  42887. }
  42888. this._lastFrameTimeMs = timeMs;
  42889. };
  42890. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42891. /**
  42892. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42893. */
  42894. get: function () {
  42895. return this._rollingFrameTime.average;
  42896. },
  42897. enumerable: true,
  42898. configurable: true
  42899. });
  42900. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42901. /**
  42902. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42903. */
  42904. get: function () {
  42905. return this._rollingFrameTime.variance;
  42906. },
  42907. enumerable: true,
  42908. configurable: true
  42909. });
  42910. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  42911. /**
  42912. * Returns the frame time of the most recent frame
  42913. */
  42914. get: function () {
  42915. return this._rollingFrameTime.history(0);
  42916. },
  42917. enumerable: true,
  42918. configurable: true
  42919. });
  42920. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  42921. /**
  42922. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  42923. */
  42924. get: function () {
  42925. return 1000.0 / this._rollingFrameTime.average;
  42926. },
  42927. enumerable: true,
  42928. configurable: true
  42929. });
  42930. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  42931. /**
  42932. * Returns the average framerate in frames per second using the most recent frame time
  42933. */
  42934. get: function () {
  42935. var history = this._rollingFrameTime.history(0);
  42936. if (history === 0) {
  42937. return 0;
  42938. }
  42939. return 1000.0 / history;
  42940. },
  42941. enumerable: true,
  42942. configurable: true
  42943. });
  42944. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  42945. /**
  42946. * Returns true if enough samples have been taken to completely fill the sliding window
  42947. */
  42948. get: function () {
  42949. return this._rollingFrameTime.isSaturated();
  42950. },
  42951. enumerable: true,
  42952. configurable: true
  42953. });
  42954. /**
  42955. * Enables contributions to the sliding window sample set
  42956. */
  42957. PerformanceMonitor.prototype.enable = function () {
  42958. this._enabled = true;
  42959. };
  42960. /**
  42961. * Disables contributions to the sliding window sample set
  42962. * Samples will not be interpolated over the disabled period
  42963. */
  42964. PerformanceMonitor.prototype.disable = function () {
  42965. this._enabled = false;
  42966. //clear last sample to avoid interpolating over the disabled period when next enabled
  42967. this._lastFrameTimeMs = null;
  42968. };
  42969. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  42970. /**
  42971. * Returns true if sampling is enabled
  42972. */
  42973. get: function () {
  42974. return this._enabled;
  42975. },
  42976. enumerable: true,
  42977. configurable: true
  42978. });
  42979. /**
  42980. * Resets performance monitor
  42981. */
  42982. PerformanceMonitor.prototype.reset = function () {
  42983. //clear last sample to avoid interpolating over the disabled period when next enabled
  42984. this._lastFrameTimeMs = null;
  42985. //wipe record
  42986. this._rollingFrameTime.reset();
  42987. };
  42988. return PerformanceMonitor;
  42989. }());
  42990. BABYLON.PerformanceMonitor = PerformanceMonitor;
  42991. /**
  42992. * RollingAverage
  42993. *
  42994. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  42995. */
  42996. var RollingAverage = /** @class */ (function () {
  42997. /**
  42998. * constructor
  42999. * @param length The number of samples required to saturate the sliding window
  43000. */
  43001. function RollingAverage(length) {
  43002. this._samples = new Array(length);
  43003. this.reset();
  43004. }
  43005. /**
  43006. * Adds a sample to the sample set
  43007. * @param v The sample value
  43008. */
  43009. RollingAverage.prototype.add = function (v) {
  43010. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  43011. var delta;
  43012. //we need to check if we've already wrapped round
  43013. if (this.isSaturated()) {
  43014. //remove bottom of stack from mean
  43015. var bottomValue = this._samples[this._pos];
  43016. delta = bottomValue - this.average;
  43017. this.average -= delta / (this._sampleCount - 1);
  43018. this._m2 -= delta * (bottomValue - this.average);
  43019. }
  43020. else {
  43021. this._sampleCount++;
  43022. }
  43023. //add new value to mean
  43024. delta = v - this.average;
  43025. this.average += delta / (this._sampleCount);
  43026. this._m2 += delta * (v - this.average);
  43027. //set the new variance
  43028. this.variance = this._m2 / (this._sampleCount - 1);
  43029. this._samples[this._pos] = v;
  43030. this._pos++;
  43031. this._pos %= this._samples.length; //positive wrap around
  43032. };
  43033. /**
  43034. * Returns previously added values or null if outside of history or outside the sliding window domain
  43035. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  43036. * @return Value previously recorded with add() or null if outside of range
  43037. */
  43038. RollingAverage.prototype.history = function (i) {
  43039. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  43040. return 0;
  43041. }
  43042. var i0 = this._wrapPosition(this._pos - 1.0);
  43043. return this._samples[this._wrapPosition(i0 - i)];
  43044. };
  43045. /**
  43046. * Returns true if enough samples have been taken to completely fill the sliding window
  43047. * @return true if sample-set saturated
  43048. */
  43049. RollingAverage.prototype.isSaturated = function () {
  43050. return this._sampleCount >= this._samples.length;
  43051. };
  43052. /**
  43053. * Resets the rolling average (equivalent to 0 samples taken so far)
  43054. */
  43055. RollingAverage.prototype.reset = function () {
  43056. this.average = 0;
  43057. this.variance = 0;
  43058. this._sampleCount = 0;
  43059. this._pos = 0;
  43060. this._m2 = 0;
  43061. };
  43062. /**
  43063. * Wraps a value around the sample range boundaries
  43064. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  43065. * @return Wrapped position in sample range
  43066. */
  43067. RollingAverage.prototype._wrapPosition = function (i) {
  43068. var max = this._samples.length;
  43069. return ((i % max) + max) % max;
  43070. };
  43071. return RollingAverage;
  43072. }());
  43073. BABYLON.RollingAverage = RollingAverage;
  43074. })(BABYLON || (BABYLON = {}));
  43075. //# sourceMappingURL=babylon.performanceMonitor.js.map
  43076. var BABYLON;
  43077. (function (BABYLON) {
  43078. /**
  43079. * "Static Class" containing the most commonly used helper while dealing with material for
  43080. * rendering purpose.
  43081. *
  43082. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  43083. *
  43084. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  43085. */
  43086. var MaterialHelper = /** @class */ (function () {
  43087. function MaterialHelper() {
  43088. }
  43089. /**
  43090. * Bind the current view position to an effect.
  43091. * @param effect The effect to be bound
  43092. * @param scene The scene the eyes position is used from
  43093. */
  43094. MaterialHelper.BindEyePosition = function (effect, scene) {
  43095. if (scene._forcedViewPosition) {
  43096. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  43097. return;
  43098. }
  43099. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  43100. };
  43101. /**
  43102. * Helps preparing the defines values about the UVs in used in the effect.
  43103. * UVs are shared as much as we can accross channels in the shaders.
  43104. * @param texture The texture we are preparing the UVs for
  43105. * @param defines The defines to update
  43106. * @param key The channel key "diffuse", "specular"... used in the shader
  43107. */
  43108. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  43109. defines._needUVs = true;
  43110. defines[key] = true;
  43111. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  43112. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  43113. if (texture.coordinatesIndex === 0) {
  43114. defines["MAINUV1"] = true;
  43115. }
  43116. else {
  43117. defines["MAINUV2"] = true;
  43118. }
  43119. }
  43120. else {
  43121. defines[key + "DIRECTUV"] = 0;
  43122. }
  43123. };
  43124. /**
  43125. * Binds a texture matrix value to its corrsponding uniform
  43126. * @param texture The texture to bind the matrix for
  43127. * @param uniformBuffer The uniform buffer receivin the data
  43128. * @param key The channel key "diffuse", "specular"... used in the shader
  43129. */
  43130. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  43131. var matrix = texture.getTextureMatrix();
  43132. if (!matrix.isIdentityAs3x2()) {
  43133. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  43134. }
  43135. };
  43136. /**
  43137. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  43138. * @param mesh defines the current mesh
  43139. * @param scene defines the current scene
  43140. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  43141. * @param pointsCloud defines if point cloud rendering has to be turned on
  43142. * @param fogEnabled defines if fog has to be turned on
  43143. * @param alphaTest defines if alpha testing has to be turned on
  43144. * @param defines defines the current list of defines
  43145. */
  43146. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  43147. if (defines._areMiscDirty) {
  43148. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  43149. defines["POINTSIZE"] = pointsCloud;
  43150. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  43151. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  43152. defines["ALPHATEST"] = alphaTest;
  43153. }
  43154. };
  43155. /**
  43156. * Helper used to prepare the list of defines associated with frame values for shader compilation
  43157. * @param scene defines the current scene
  43158. * @param engine defines the current engine
  43159. * @param defines specifies the list of active defines
  43160. * @param useInstances defines if instances have to be turned on
  43161. * @param useClipPlane defines if clip plane have to be turned on
  43162. */
  43163. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  43164. if (useClipPlane === void 0) { useClipPlane = null; }
  43165. var changed = false;
  43166. var useClipPlane1 = false;
  43167. var useClipPlane2 = false;
  43168. var useClipPlane3 = false;
  43169. var useClipPlane4 = false;
  43170. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  43171. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  43172. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  43173. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  43174. if (defines["CLIPPLANE"] !== useClipPlane1) {
  43175. defines["CLIPPLANE"] = useClipPlane1;
  43176. changed = true;
  43177. }
  43178. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  43179. defines["CLIPPLANE2"] = useClipPlane2;
  43180. changed = true;
  43181. }
  43182. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  43183. defines["CLIPPLANE3"] = useClipPlane3;
  43184. changed = true;
  43185. }
  43186. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  43187. defines["CLIPPLANE4"] = useClipPlane4;
  43188. changed = true;
  43189. }
  43190. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  43191. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  43192. changed = true;
  43193. }
  43194. if (defines["INSTANCES"] !== useInstances) {
  43195. defines["INSTANCES"] = useInstances;
  43196. changed = true;
  43197. }
  43198. if (changed) {
  43199. defines.markAsUnprocessed();
  43200. }
  43201. };
  43202. /**
  43203. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  43204. * @param mesh The mesh containing the geometry data we will draw
  43205. * @param defines The defines to update
  43206. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  43207. * @param useBones Precise whether bones should be used or not (override mesh info)
  43208. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  43209. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  43210. * @returns false if defines are considered not dirty and have not been checked
  43211. */
  43212. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  43213. if (useMorphTargets === void 0) { useMorphTargets = false; }
  43214. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  43215. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  43216. return false;
  43217. }
  43218. defines._normals = defines._needNormals;
  43219. defines._uvs = defines._needUVs;
  43220. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  43221. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  43222. defines["TANGENT"] = true;
  43223. }
  43224. if (defines._needUVs) {
  43225. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  43226. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  43227. }
  43228. else {
  43229. defines["UV1"] = false;
  43230. defines["UV2"] = false;
  43231. }
  43232. if (useVertexColor) {
  43233. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  43234. defines["VERTEXCOLOR"] = hasVertexColors;
  43235. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  43236. }
  43237. if (useBones) {
  43238. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43239. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  43240. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  43241. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  43242. defines["BONETEXTURE"] = true;
  43243. }
  43244. else {
  43245. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  43246. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  43247. }
  43248. }
  43249. else {
  43250. defines["NUM_BONE_INFLUENCERS"] = 0;
  43251. defines["BonesPerMesh"] = 0;
  43252. }
  43253. }
  43254. if (useMorphTargets) {
  43255. var manager = mesh.morphTargetManager;
  43256. if (manager) {
  43257. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  43258. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43259. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43260. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43261. }
  43262. else {
  43263. defines["MORPHTARGETS_TANGENT"] = false;
  43264. defines["MORPHTARGETS_NORMAL"] = false;
  43265. defines["MORPHTARGETS"] = false;
  43266. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43267. }
  43268. }
  43269. return true;
  43270. };
  43271. /**
  43272. * Prepares the defines related to the light information passed in parameter
  43273. * @param scene The scene we are intending to draw
  43274. * @param mesh The mesh the effect is compiling for
  43275. * @param defines The defines to update
  43276. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43277. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43278. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43279. * @returns true if normals will be required for the rest of the effect
  43280. */
  43281. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43282. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43283. if (disableLighting === void 0) { disableLighting = false; }
  43284. if (!defines._areLightsDirty) {
  43285. return defines._needNormals;
  43286. }
  43287. var lightIndex = 0;
  43288. var needNormals = false;
  43289. var needRebuild = false;
  43290. var lightmapMode = false;
  43291. var shadowEnabled = false;
  43292. var specularEnabled = false;
  43293. if (scene.lightsEnabled && !disableLighting) {
  43294. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43295. var light = _a[_i];
  43296. needNormals = true;
  43297. if (defines["LIGHT" + lightIndex] === undefined) {
  43298. needRebuild = true;
  43299. }
  43300. defines["LIGHT" + lightIndex] = true;
  43301. defines["SPOTLIGHT" + lightIndex] = false;
  43302. defines["HEMILIGHT" + lightIndex] = false;
  43303. defines["POINTLIGHT" + lightIndex] = false;
  43304. defines["DIRLIGHT" + lightIndex] = false;
  43305. light.prepareLightSpecificDefines(defines, lightIndex);
  43306. // FallOff.
  43307. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43308. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43309. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43310. switch (light.falloffType) {
  43311. case BABYLON.Light.FALLOFF_GLTF:
  43312. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43313. break;
  43314. case BABYLON.Light.FALLOFF_PHYSICAL:
  43315. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43316. break;
  43317. case BABYLON.Light.FALLOFF_STANDARD:
  43318. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43319. break;
  43320. }
  43321. // Specular
  43322. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43323. specularEnabled = true;
  43324. }
  43325. // Shadows
  43326. defines["SHADOW" + lightIndex] = false;
  43327. defines["SHADOWPCF" + lightIndex] = false;
  43328. defines["SHADOWPCSS" + lightIndex] = false;
  43329. defines["SHADOWPOISSON" + lightIndex] = false;
  43330. defines["SHADOWESM" + lightIndex] = false;
  43331. defines["SHADOWCUBE" + lightIndex] = false;
  43332. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43333. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43334. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43335. var shadowGenerator = light.getShadowGenerator();
  43336. if (shadowGenerator) {
  43337. var shadowMap = shadowGenerator.getShadowMap();
  43338. if (shadowMap) {
  43339. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43340. shadowEnabled = true;
  43341. shadowGenerator.prepareDefines(defines, lightIndex);
  43342. }
  43343. }
  43344. }
  43345. }
  43346. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43347. lightmapMode = true;
  43348. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43349. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43350. }
  43351. else {
  43352. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43353. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43354. }
  43355. lightIndex++;
  43356. if (lightIndex === maxSimultaneousLights) {
  43357. break;
  43358. }
  43359. }
  43360. }
  43361. defines["SPECULARTERM"] = specularEnabled;
  43362. defines["SHADOWS"] = shadowEnabled;
  43363. // Resetting all other lights if any
  43364. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43365. if (defines["LIGHT" + index] !== undefined) {
  43366. defines["LIGHT" + index] = false;
  43367. defines["HEMILIGHT" + lightIndex] = false;
  43368. defines["POINTLIGHT" + lightIndex] = false;
  43369. defines["DIRLIGHT" + lightIndex] = false;
  43370. defines["SPOTLIGHT" + lightIndex] = false;
  43371. defines["SHADOW" + lightIndex] = false;
  43372. }
  43373. }
  43374. var caps = scene.getEngine().getCaps();
  43375. if (defines["SHADOWFLOAT"] === undefined) {
  43376. needRebuild = true;
  43377. }
  43378. defines["SHADOWFLOAT"] = shadowEnabled &&
  43379. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43380. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43381. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43382. if (needRebuild) {
  43383. defines.rebuild();
  43384. }
  43385. return needNormals;
  43386. };
  43387. /**
  43388. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43389. * that won t be acctive due to defines being turned off.
  43390. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43391. * @param samplersList The samplers list
  43392. * @param defines The defines helping in the list generation
  43393. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43394. */
  43395. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43396. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43397. var uniformsList;
  43398. var uniformBuffersList = null;
  43399. if (uniformsListOrOptions.uniformsNames) {
  43400. var options = uniformsListOrOptions;
  43401. uniformsList = options.uniformsNames;
  43402. uniformBuffersList = options.uniformBuffersNames;
  43403. samplersList = options.samplers;
  43404. defines = options.defines;
  43405. maxSimultaneousLights = options.maxSimultaneousLights;
  43406. }
  43407. else {
  43408. uniformsList = uniformsListOrOptions;
  43409. if (!samplersList) {
  43410. samplersList = [];
  43411. }
  43412. }
  43413. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43414. if (!defines["LIGHT" + lightIndex]) {
  43415. break;
  43416. }
  43417. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43418. if (uniformBuffersList) {
  43419. uniformBuffersList.push("Light" + lightIndex);
  43420. }
  43421. samplersList.push("shadowSampler" + lightIndex);
  43422. samplersList.push("depthSampler" + lightIndex);
  43423. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43424. samplersList.push("projectionLightSampler" + lightIndex);
  43425. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43426. }
  43427. }
  43428. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43429. uniformsList.push("morphTargetInfluences");
  43430. }
  43431. };
  43432. /**
  43433. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43434. * @param defines The defines to update while falling back
  43435. * @param fallbacks The authorized effect fallbacks
  43436. * @param maxSimultaneousLights The maximum number of lights allowed
  43437. * @param rank the current rank of the Effect
  43438. * @returns The newly affected rank
  43439. */
  43440. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43441. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43442. if (rank === void 0) { rank = 0; }
  43443. var lightFallbackRank = 0;
  43444. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43445. if (!defines["LIGHT" + lightIndex]) {
  43446. break;
  43447. }
  43448. if (lightIndex > 0) {
  43449. lightFallbackRank = rank + lightIndex;
  43450. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43451. }
  43452. if (!defines["SHADOWS"]) {
  43453. if (defines["SHADOW" + lightIndex]) {
  43454. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43455. }
  43456. if (defines["SHADOWPCF" + lightIndex]) {
  43457. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43458. }
  43459. if (defines["SHADOWPCSS" + lightIndex]) {
  43460. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43461. }
  43462. if (defines["SHADOWPOISSON" + lightIndex]) {
  43463. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43464. }
  43465. if (defines["SHADOWESM" + lightIndex]) {
  43466. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43467. }
  43468. }
  43469. }
  43470. return lightFallbackRank++;
  43471. };
  43472. /**
  43473. * Prepares the list of attributes required for morph targets according to the effect defines.
  43474. * @param attribs The current list of supported attribs
  43475. * @param mesh The mesh to prepare the morph targets attributes for
  43476. * @param defines The current Defines of the effect
  43477. */
  43478. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43479. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43480. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43481. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43482. var manager = mesh.morphTargetManager;
  43483. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43484. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43485. for (var index = 0; index < influencers; index++) {
  43486. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43487. if (normal) {
  43488. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43489. }
  43490. if (tangent) {
  43491. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43492. }
  43493. if (attribs.length > maxAttributesCount) {
  43494. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43495. }
  43496. }
  43497. }
  43498. };
  43499. /**
  43500. * Prepares the list of attributes required for bones according to the effect defines.
  43501. * @param attribs The current list of supported attribs
  43502. * @param mesh The mesh to prepare the bones attributes for
  43503. * @param defines The current Defines of the effect
  43504. * @param fallbacks The current efffect fallback strategy
  43505. */
  43506. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43507. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43508. fallbacks.addCPUSkinningFallback(0, mesh);
  43509. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43510. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43511. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43512. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43513. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43514. }
  43515. }
  43516. };
  43517. /**
  43518. * Prepares the list of attributes required for instances according to the effect defines.
  43519. * @param attribs The current list of supported attribs
  43520. * @param defines The current Defines of the effect
  43521. */
  43522. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43523. if (defines["INSTANCES"]) {
  43524. attribs.push("world0");
  43525. attribs.push("world1");
  43526. attribs.push("world2");
  43527. attribs.push("world3");
  43528. }
  43529. };
  43530. /**
  43531. * Binds the light shadow information to the effect for the given mesh.
  43532. * @param light The light containing the generator
  43533. * @param scene The scene the lights belongs to
  43534. * @param mesh The mesh we are binding the information to render
  43535. * @param lightIndex The light index in the effect used to render the mesh
  43536. * @param effect The effect we are binding the data to
  43537. */
  43538. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43539. if (light.shadowEnabled && mesh.receiveShadows) {
  43540. var shadowGenerator = light.getShadowGenerator();
  43541. if (shadowGenerator) {
  43542. shadowGenerator.bindShadowLight(lightIndex, effect);
  43543. }
  43544. }
  43545. };
  43546. /**
  43547. * Binds the light information to the effect.
  43548. * @param light The light containing the generator
  43549. * @param effect The effect we are binding the data to
  43550. * @param lightIndex The light index in the effect used to render
  43551. */
  43552. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43553. light.transferToEffect(effect, lightIndex + "");
  43554. };
  43555. /**
  43556. * Binds the lights information from the scene to the effect for the given mesh.
  43557. * @param scene The scene the lights belongs to
  43558. * @param mesh The mesh we are binding the information to render
  43559. * @param effect The effect we are binding the data to
  43560. * @param defines The generated defines for the effect
  43561. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43562. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43563. */
  43564. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43565. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43566. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43567. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43568. for (var i = 0; i < len; i++) {
  43569. var light = mesh._lightSources[i];
  43570. var iAsString = i.toString();
  43571. var scaledIntensity = light.getScaledIntensity();
  43572. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43573. MaterialHelper.BindLightProperties(light, effect, i);
  43574. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43575. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43576. if (defines["SPECULARTERM"]) {
  43577. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43578. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43579. }
  43580. // Shadows
  43581. if (scene.shadowsEnabled) {
  43582. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43583. }
  43584. light._uniformBuffer.update();
  43585. }
  43586. };
  43587. /**
  43588. * Binds the fog information from the scene to the effect for the given mesh.
  43589. * @param scene The scene the lights belongs to
  43590. * @param mesh The mesh we are binding the information to render
  43591. * @param effect The effect we are binding the data to
  43592. * @param linearSpace Defines if the fog effect is applied in linear space
  43593. */
  43594. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43595. if (linearSpace === void 0) { linearSpace = false; }
  43596. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43597. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43598. // Convert fog color to linear space if used in a linear space computed shader.
  43599. if (linearSpace) {
  43600. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43601. effect.setColor3("vFogColor", this._tempFogColor);
  43602. }
  43603. else {
  43604. effect.setColor3("vFogColor", scene.fogColor);
  43605. }
  43606. }
  43607. };
  43608. /**
  43609. * Binds the bones information from the mesh to the effect.
  43610. * @param mesh The mesh we are binding the information to render
  43611. * @param effect The effect we are binding the data to
  43612. */
  43613. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43614. if (!effect || !mesh) {
  43615. return;
  43616. }
  43617. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43618. mesh.computeBonesUsingShaders = false;
  43619. }
  43620. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43621. var skeleton = mesh.skeleton;
  43622. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43623. var boneTexture = skeleton.getTransformMatrixTexture();
  43624. effect.setTexture("boneSampler", boneTexture);
  43625. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43626. }
  43627. else {
  43628. var matrices = skeleton.getTransformMatrices(mesh);
  43629. if (matrices) {
  43630. effect.setMatrices("mBones", matrices);
  43631. }
  43632. }
  43633. }
  43634. };
  43635. /**
  43636. * Binds the morph targets information from the mesh to the effect.
  43637. * @param abstractMesh The mesh we are binding the information to render
  43638. * @param effect The effect we are binding the data to
  43639. */
  43640. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43641. var manager = abstractMesh.morphTargetManager;
  43642. if (!abstractMesh || !manager) {
  43643. return;
  43644. }
  43645. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43646. };
  43647. /**
  43648. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43649. * @param defines The generated defines used in the effect
  43650. * @param effect The effect we are binding the data to
  43651. * @param scene The scene we are willing to render with logarithmic scale for
  43652. */
  43653. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43654. if (defines["LOGARITHMICDEPTH"]) {
  43655. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43656. }
  43657. };
  43658. /**
  43659. * Binds the clip plane information from the scene to the effect.
  43660. * @param scene The scene the clip plane information are extracted from
  43661. * @param effect The effect we are binding the data to
  43662. */
  43663. MaterialHelper.BindClipPlane = function (effect, scene) {
  43664. if (scene.clipPlane) {
  43665. var clipPlane = scene.clipPlane;
  43666. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43667. }
  43668. if (scene.clipPlane2) {
  43669. var clipPlane = scene.clipPlane2;
  43670. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43671. }
  43672. if (scene.clipPlane3) {
  43673. var clipPlane = scene.clipPlane3;
  43674. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43675. }
  43676. if (scene.clipPlane4) {
  43677. var clipPlane = scene.clipPlane4;
  43678. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43679. }
  43680. };
  43681. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43682. return MaterialHelper;
  43683. }());
  43684. BABYLON.MaterialHelper = MaterialHelper;
  43685. })(BABYLON || (BABYLON = {}));
  43686. //# sourceMappingURL=babylon.materialHelper.js.map
  43687. var BABYLON;
  43688. (function (BABYLON) {
  43689. /**
  43690. * Base class of materials working in push mode in babylon JS
  43691. * @hidden
  43692. */
  43693. var PushMaterial = /** @class */ (function (_super) {
  43694. __extends(PushMaterial, _super);
  43695. function PushMaterial(name, scene) {
  43696. var _this = _super.call(this, name, scene) || this;
  43697. _this._normalMatrix = new BABYLON.Matrix();
  43698. /**
  43699. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43700. * This means that the material can keep using a previous shader while a new one is being compiled.
  43701. * This is mostly used when shader parallel compilation is supported (true by default)
  43702. */
  43703. _this.allowShaderHotSwapping = true;
  43704. _this._storeEffectOnSubMeshes = true;
  43705. return _this;
  43706. }
  43707. PushMaterial.prototype.getEffect = function () {
  43708. return this._activeEffect;
  43709. };
  43710. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43711. if (!mesh) {
  43712. return false;
  43713. }
  43714. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43715. return true;
  43716. }
  43717. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43718. };
  43719. /**
  43720. * Binds the given world matrix to the active effect
  43721. *
  43722. * @param world the matrix to bind
  43723. */
  43724. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43725. this._activeEffect.setMatrix("world", world);
  43726. };
  43727. /**
  43728. * Binds the given normal matrix to the active effect
  43729. *
  43730. * @param normalMatrix the matrix to bind
  43731. */
  43732. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43733. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43734. };
  43735. PushMaterial.prototype.bind = function (world, mesh) {
  43736. if (!mesh) {
  43737. return;
  43738. }
  43739. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43740. };
  43741. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43742. if (effect === void 0) { effect = null; }
  43743. _super.prototype._afterBind.call(this, mesh);
  43744. this.getScene()._cachedEffect = effect;
  43745. };
  43746. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43747. if (visibility === void 0) { visibility = 1; }
  43748. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43749. };
  43750. return PushMaterial;
  43751. }(BABYLON.Material));
  43752. BABYLON.PushMaterial = PushMaterial;
  43753. })(BABYLON || (BABYLON = {}));
  43754. //# sourceMappingURL=babylon.pushMaterial.js.map
  43755. var BABYLON;
  43756. (function (BABYLON) {
  43757. /** @hidden */
  43758. var StandardMaterialDefines = /** @class */ (function (_super) {
  43759. __extends(StandardMaterialDefines, _super);
  43760. function StandardMaterialDefines() {
  43761. var _this = _super.call(this) || this;
  43762. _this.MAINUV1 = false;
  43763. _this.MAINUV2 = false;
  43764. _this.DIFFUSE = false;
  43765. _this.DIFFUSEDIRECTUV = 0;
  43766. _this.AMBIENT = false;
  43767. _this.AMBIENTDIRECTUV = 0;
  43768. _this.OPACITY = false;
  43769. _this.OPACITYDIRECTUV = 0;
  43770. _this.OPACITYRGB = false;
  43771. _this.REFLECTION = false;
  43772. _this.EMISSIVE = false;
  43773. _this.EMISSIVEDIRECTUV = 0;
  43774. _this.SPECULAR = false;
  43775. _this.SPECULARDIRECTUV = 0;
  43776. _this.BUMP = false;
  43777. _this.BUMPDIRECTUV = 0;
  43778. _this.PARALLAX = false;
  43779. _this.PARALLAXOCCLUSION = false;
  43780. _this.SPECULAROVERALPHA = false;
  43781. _this.CLIPPLANE = false;
  43782. _this.CLIPPLANE2 = false;
  43783. _this.CLIPPLANE3 = false;
  43784. _this.CLIPPLANE4 = false;
  43785. _this.ALPHATEST = false;
  43786. _this.DEPTHPREPASS = false;
  43787. _this.ALPHAFROMDIFFUSE = false;
  43788. _this.POINTSIZE = false;
  43789. _this.FOG = false;
  43790. _this.SPECULARTERM = false;
  43791. _this.DIFFUSEFRESNEL = false;
  43792. _this.OPACITYFRESNEL = false;
  43793. _this.REFLECTIONFRESNEL = false;
  43794. _this.REFRACTIONFRESNEL = false;
  43795. _this.EMISSIVEFRESNEL = false;
  43796. _this.FRESNEL = false;
  43797. _this.NORMAL = false;
  43798. _this.UV1 = false;
  43799. _this.UV2 = false;
  43800. _this.VERTEXCOLOR = false;
  43801. _this.VERTEXALPHA = false;
  43802. _this.NUM_BONE_INFLUENCERS = 0;
  43803. _this.BonesPerMesh = 0;
  43804. _this.BONETEXTURE = false;
  43805. _this.INSTANCES = false;
  43806. _this.GLOSSINESS = false;
  43807. _this.ROUGHNESS = false;
  43808. _this.EMISSIVEASILLUMINATION = false;
  43809. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43810. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43811. _this.LIGHTMAP = false;
  43812. _this.LIGHTMAPDIRECTUV = 0;
  43813. _this.OBJECTSPACE_NORMALMAP = false;
  43814. _this.USELIGHTMAPASSHADOWMAP = false;
  43815. _this.REFLECTIONMAP_3D = false;
  43816. _this.REFLECTIONMAP_SPHERICAL = false;
  43817. _this.REFLECTIONMAP_PLANAR = false;
  43818. _this.REFLECTIONMAP_CUBIC = false;
  43819. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43820. _this.REFLECTIONMAP_PROJECTION = false;
  43821. _this.REFLECTIONMAP_SKYBOX = false;
  43822. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43823. _this.REFLECTIONMAP_EXPLICIT = false;
  43824. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43825. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43826. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43827. _this.INVERTCUBICMAP = false;
  43828. _this.LOGARITHMICDEPTH = false;
  43829. _this.REFRACTION = false;
  43830. _this.REFRACTIONMAP_3D = false;
  43831. _this.REFLECTIONOVERALPHA = false;
  43832. _this.TWOSIDEDLIGHTING = false;
  43833. _this.SHADOWFLOAT = false;
  43834. _this.MORPHTARGETS = false;
  43835. _this.MORPHTARGETS_NORMAL = false;
  43836. _this.MORPHTARGETS_TANGENT = false;
  43837. _this.NUM_MORPH_INFLUENCERS = 0;
  43838. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43839. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43840. _this.IMAGEPROCESSING = false;
  43841. _this.VIGNETTE = false;
  43842. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43843. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43844. _this.TONEMAPPING = false;
  43845. _this.TONEMAPPING_ACES = false;
  43846. _this.CONTRAST = false;
  43847. _this.COLORCURVES = false;
  43848. _this.COLORGRADING = false;
  43849. _this.COLORGRADING3D = false;
  43850. _this.SAMPLER3DGREENDEPTH = false;
  43851. _this.SAMPLER3DBGRMAP = false;
  43852. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43853. /**
  43854. * If the reflection texture on this material is in linear color space
  43855. * @hidden
  43856. */
  43857. _this.IS_REFLECTION_LINEAR = false;
  43858. /**
  43859. * If the refraction texture on this material is in linear color space
  43860. * @hidden
  43861. */
  43862. _this.IS_REFRACTION_LINEAR = false;
  43863. _this.EXPOSURE = false;
  43864. _this.rebuild();
  43865. return _this;
  43866. }
  43867. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43868. var modes = [
  43869. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43870. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43871. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43872. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43873. ];
  43874. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43875. var mode = modes_1[_i];
  43876. this[mode] = (mode === modeToEnable);
  43877. }
  43878. };
  43879. return StandardMaterialDefines;
  43880. }(BABYLON.MaterialDefines));
  43881. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43882. /**
  43883. * This is the default material used in Babylon. It is the best trade off between quality
  43884. * and performances.
  43885. * @see http://doc.babylonjs.com/babylon101/materials
  43886. */
  43887. var StandardMaterial = /** @class */ (function (_super) {
  43888. __extends(StandardMaterial, _super);
  43889. /**
  43890. * Instantiates a new standard material.
  43891. * This is the default material used in Babylon. It is the best trade off between quality
  43892. * and performances.
  43893. * @see http://doc.babylonjs.com/babylon101/materials
  43894. * @param name Define the name of the material in the scene
  43895. * @param scene Define the scene the material belong to
  43896. */
  43897. function StandardMaterial(name, scene) {
  43898. var _this = _super.call(this, name, scene) || this;
  43899. /**
  43900. * The color of the material lit by the environmental background lighting.
  43901. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43902. */
  43903. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43904. /**
  43905. * The basic color of the material as viewed under a light.
  43906. */
  43907. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43908. /**
  43909. * Define how the color and intensity of the highlight given by the light in the material.
  43910. */
  43911. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  43912. /**
  43913. * Define the color of the material as if self lit.
  43914. * This will be mixed in the final result even in the absence of light.
  43915. */
  43916. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  43917. /**
  43918. * Defines how sharp are the highlights in the material.
  43919. * The bigger the value the sharper giving a more glossy feeling to the result.
  43920. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  43921. */
  43922. _this.specularPower = 64;
  43923. _this._useAlphaFromDiffuseTexture = false;
  43924. _this._useEmissiveAsIllumination = false;
  43925. _this._linkEmissiveWithDiffuse = false;
  43926. _this._useSpecularOverAlpha = false;
  43927. _this._useReflectionOverAlpha = false;
  43928. _this._disableLighting = false;
  43929. _this._useObjectSpaceNormalMap = false;
  43930. _this._useParallax = false;
  43931. _this._useParallaxOcclusion = false;
  43932. /**
  43933. * 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.
  43934. */
  43935. _this.parallaxScaleBias = 0.05;
  43936. _this._roughness = 0;
  43937. /**
  43938. * In case of refraction, define the value of the indice of refraction.
  43939. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43940. */
  43941. _this.indexOfRefraction = 0.98;
  43942. /**
  43943. * Invert the refraction texture alongside the y axis.
  43944. * It can be useful with procedural textures or probe for instance.
  43945. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43946. */
  43947. _this.invertRefractionY = true;
  43948. /**
  43949. * Defines the alpha limits in alpha test mode.
  43950. */
  43951. _this.alphaCutOff = 0.4;
  43952. _this._useLightmapAsShadowmap = false;
  43953. _this._useReflectionFresnelFromSpecular = false;
  43954. _this._useGlossinessFromSpecularMapAlpha = false;
  43955. _this._maxSimultaneousLights = 4;
  43956. _this._invertNormalMapX = false;
  43957. _this._invertNormalMapY = false;
  43958. _this._twoSidedLighting = false;
  43959. _this._renderTargets = new BABYLON.SmartArray(16);
  43960. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  43961. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  43962. // Setup the default processing configuration to the scene.
  43963. _this._attachImageProcessingConfiguration(null);
  43964. _this.getRenderTargetTextures = function () {
  43965. _this._renderTargets.reset();
  43966. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  43967. _this._renderTargets.push(_this._reflectionTexture);
  43968. }
  43969. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  43970. _this._renderTargets.push(_this._refractionTexture);
  43971. }
  43972. return _this._renderTargets;
  43973. };
  43974. return _this;
  43975. }
  43976. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  43977. /**
  43978. * Gets the image processing configuration used either in this material.
  43979. */
  43980. get: function () {
  43981. return this._imageProcessingConfiguration;
  43982. },
  43983. /**
  43984. * Sets the Default image processing configuration used either in the this material.
  43985. *
  43986. * If sets to null, the scene one is in use.
  43987. */
  43988. set: function (value) {
  43989. this._attachImageProcessingConfiguration(value);
  43990. // Ensure the effect will be rebuilt.
  43991. this._markAllSubMeshesAsTexturesDirty();
  43992. },
  43993. enumerable: true,
  43994. configurable: true
  43995. });
  43996. /**
  43997. * Attaches a new image processing configuration to the Standard Material.
  43998. * @param configuration
  43999. */
  44000. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  44001. var _this = this;
  44002. if (configuration === this._imageProcessingConfiguration) {
  44003. return;
  44004. }
  44005. // Detaches observer.
  44006. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44007. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44008. }
  44009. // Pick the scene configuration if needed.
  44010. if (!configuration) {
  44011. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  44012. }
  44013. else {
  44014. this._imageProcessingConfiguration = configuration;
  44015. }
  44016. // Attaches observer.
  44017. if (this._imageProcessingConfiguration) {
  44018. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  44019. _this._markAllSubMeshesAsImageProcessingDirty();
  44020. });
  44021. }
  44022. };
  44023. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  44024. /**
  44025. * Gets wether the color curves effect is enabled.
  44026. */
  44027. get: function () {
  44028. return this.imageProcessingConfiguration.colorCurvesEnabled;
  44029. },
  44030. /**
  44031. * Sets wether the color curves effect is enabled.
  44032. */
  44033. set: function (value) {
  44034. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  44035. },
  44036. enumerable: true,
  44037. configurable: true
  44038. });
  44039. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  44040. /**
  44041. * Gets wether the color grading effect is enabled.
  44042. */
  44043. get: function () {
  44044. return this.imageProcessingConfiguration.colorGradingEnabled;
  44045. },
  44046. /**
  44047. * Gets wether the color grading effect is enabled.
  44048. */
  44049. set: function (value) {
  44050. this.imageProcessingConfiguration.colorGradingEnabled = value;
  44051. },
  44052. enumerable: true,
  44053. configurable: true
  44054. });
  44055. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  44056. /**
  44057. * Gets wether tonemapping is enabled or not.
  44058. */
  44059. get: function () {
  44060. return this._imageProcessingConfiguration.toneMappingEnabled;
  44061. },
  44062. /**
  44063. * Sets wether tonemapping is enabled or not
  44064. */
  44065. set: function (value) {
  44066. this._imageProcessingConfiguration.toneMappingEnabled = value;
  44067. },
  44068. enumerable: true,
  44069. configurable: true
  44070. });
  44071. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  44072. /**
  44073. * The camera exposure used on this material.
  44074. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44075. * This corresponds to a photographic exposure.
  44076. */
  44077. get: function () {
  44078. return this._imageProcessingConfiguration.exposure;
  44079. },
  44080. /**
  44081. * The camera exposure used on this material.
  44082. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44083. * This corresponds to a photographic exposure.
  44084. */
  44085. set: function (value) {
  44086. this._imageProcessingConfiguration.exposure = value;
  44087. },
  44088. enumerable: true,
  44089. configurable: true
  44090. });
  44091. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  44092. /**
  44093. * Gets The camera contrast used on this material.
  44094. */
  44095. get: function () {
  44096. return this._imageProcessingConfiguration.contrast;
  44097. },
  44098. /**
  44099. * Sets The camera contrast used on this material.
  44100. */
  44101. set: function (value) {
  44102. this._imageProcessingConfiguration.contrast = value;
  44103. },
  44104. enumerable: true,
  44105. configurable: true
  44106. });
  44107. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  44108. /**
  44109. * Gets the Color Grading 2D Lookup Texture.
  44110. */
  44111. get: function () {
  44112. return this._imageProcessingConfiguration.colorGradingTexture;
  44113. },
  44114. /**
  44115. * Sets the Color Grading 2D Lookup Texture.
  44116. */
  44117. set: function (value) {
  44118. this._imageProcessingConfiguration.colorGradingTexture = value;
  44119. },
  44120. enumerable: true,
  44121. configurable: true
  44122. });
  44123. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  44124. /**
  44125. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44126. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44127. * 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;
  44128. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44129. */
  44130. get: function () {
  44131. return this._imageProcessingConfiguration.colorCurves;
  44132. },
  44133. /**
  44134. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44135. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44136. * 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;
  44137. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44138. */
  44139. set: function (value) {
  44140. this._imageProcessingConfiguration.colorCurves = value;
  44141. },
  44142. enumerable: true,
  44143. configurable: true
  44144. });
  44145. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  44146. /**
  44147. * Gets a boolean indicating that current material needs to register RTT
  44148. */
  44149. get: function () {
  44150. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44151. return true;
  44152. }
  44153. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44154. return true;
  44155. }
  44156. return false;
  44157. },
  44158. enumerable: true,
  44159. configurable: true
  44160. });
  44161. /**
  44162. * Gets the current class name of the material e.g. "StandardMaterial"
  44163. * Mainly use in serialization.
  44164. * @returns the class name
  44165. */
  44166. StandardMaterial.prototype.getClassName = function () {
  44167. return "StandardMaterial";
  44168. };
  44169. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  44170. /**
  44171. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  44172. * You can try switching to logarithmic depth.
  44173. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  44174. */
  44175. get: function () {
  44176. return this._useLogarithmicDepth;
  44177. },
  44178. set: function (value) {
  44179. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  44180. this._markAllSubMeshesAsMiscDirty();
  44181. },
  44182. enumerable: true,
  44183. configurable: true
  44184. });
  44185. /**
  44186. * Specifies if the material will require alpha blending
  44187. * @returns a boolean specifying if alpha blending is needed
  44188. */
  44189. StandardMaterial.prototype.needAlphaBlending = function () {
  44190. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  44191. };
  44192. /**
  44193. * Specifies if this material should be rendered in alpha test mode
  44194. * @returns a boolean specifying if an alpha test is needed.
  44195. */
  44196. StandardMaterial.prototype.needAlphaTesting = function () {
  44197. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  44198. };
  44199. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  44200. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  44201. };
  44202. /**
  44203. * Get the texture used for alpha test purpose.
  44204. * @returns the diffuse texture in case of the standard material.
  44205. */
  44206. StandardMaterial.prototype.getAlphaTestTexture = function () {
  44207. return this._diffuseTexture;
  44208. };
  44209. /**
  44210. * Get if the submesh is ready to be used and all its information available.
  44211. * Child classes can use it to update shaders
  44212. * @param mesh defines the mesh to check
  44213. * @param subMesh defines which submesh to check
  44214. * @param useInstances specifies that instances should be used
  44215. * @returns a boolean indicating that the submesh is ready or not
  44216. */
  44217. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  44218. if (useInstances === void 0) { useInstances = false; }
  44219. if (subMesh.effect && this.isFrozen) {
  44220. if (this._wasPreviouslyReady) {
  44221. return true;
  44222. }
  44223. }
  44224. if (!subMesh._materialDefines) {
  44225. subMesh._materialDefines = new StandardMaterialDefines();
  44226. }
  44227. var scene = this.getScene();
  44228. var defines = subMesh._materialDefines;
  44229. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  44230. if (defines._renderId === scene.getRenderId()) {
  44231. return true;
  44232. }
  44233. }
  44234. var engine = scene.getEngine();
  44235. // Lights
  44236. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44237. // Textures
  44238. if (defines._areTexturesDirty) {
  44239. defines._needUVs = false;
  44240. defines.MAINUV1 = false;
  44241. defines.MAINUV2 = false;
  44242. if (scene.texturesEnabled) {
  44243. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44244. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  44245. return false;
  44246. }
  44247. else {
  44248. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  44249. }
  44250. }
  44251. else {
  44252. defines.DIFFUSE = false;
  44253. }
  44254. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44255. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44256. return false;
  44257. }
  44258. else {
  44259. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44260. }
  44261. }
  44262. else {
  44263. defines.AMBIENT = false;
  44264. }
  44265. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44266. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44267. return false;
  44268. }
  44269. else {
  44270. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44271. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44272. }
  44273. }
  44274. else {
  44275. defines.OPACITY = false;
  44276. }
  44277. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44278. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44279. return false;
  44280. }
  44281. else {
  44282. defines._needNormals = true;
  44283. defines.REFLECTION = true;
  44284. defines.ROUGHNESS = (this._roughness > 0);
  44285. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44286. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44287. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44288. switch (this._reflectionTexture.coordinatesMode) {
  44289. case BABYLON.Texture.EXPLICIT_MODE:
  44290. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44291. break;
  44292. case BABYLON.Texture.PLANAR_MODE:
  44293. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44294. break;
  44295. case BABYLON.Texture.PROJECTION_MODE:
  44296. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44297. break;
  44298. case BABYLON.Texture.SKYBOX_MODE:
  44299. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44300. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44301. break;
  44302. case BABYLON.Texture.SPHERICAL_MODE:
  44303. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44304. break;
  44305. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44306. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44307. break;
  44308. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44309. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44310. break;
  44311. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44312. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44313. break;
  44314. case BABYLON.Texture.CUBIC_MODE:
  44315. case BABYLON.Texture.INVCUBIC_MODE:
  44316. default:
  44317. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44318. break;
  44319. }
  44320. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44321. }
  44322. }
  44323. else {
  44324. defines.REFLECTION = false;
  44325. }
  44326. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44327. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44328. return false;
  44329. }
  44330. else {
  44331. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44332. }
  44333. }
  44334. else {
  44335. defines.EMISSIVE = false;
  44336. }
  44337. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44338. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44339. return false;
  44340. }
  44341. else {
  44342. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44343. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44344. }
  44345. }
  44346. else {
  44347. defines.LIGHTMAP = false;
  44348. }
  44349. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44350. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44351. return false;
  44352. }
  44353. else {
  44354. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44355. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44356. }
  44357. }
  44358. else {
  44359. defines.SPECULAR = false;
  44360. }
  44361. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44362. // Bump texure can not be not blocking.
  44363. if (!this._bumpTexture.isReady()) {
  44364. return false;
  44365. }
  44366. else {
  44367. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44368. defines.PARALLAX = this._useParallax;
  44369. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44370. }
  44371. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44372. }
  44373. else {
  44374. defines.BUMP = false;
  44375. }
  44376. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44377. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44378. return false;
  44379. }
  44380. else {
  44381. defines._needUVs = true;
  44382. defines.REFRACTION = true;
  44383. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44384. }
  44385. }
  44386. else {
  44387. defines.REFRACTION = false;
  44388. }
  44389. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44390. }
  44391. else {
  44392. defines.DIFFUSE = false;
  44393. defines.AMBIENT = false;
  44394. defines.OPACITY = false;
  44395. defines.REFLECTION = false;
  44396. defines.EMISSIVE = false;
  44397. defines.LIGHTMAP = false;
  44398. defines.BUMP = false;
  44399. defines.REFRACTION = false;
  44400. }
  44401. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44402. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44403. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44404. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44405. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44406. }
  44407. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44408. if (!this._imageProcessingConfiguration.isReady()) {
  44409. return false;
  44410. }
  44411. this._imageProcessingConfiguration.prepareDefines(defines);
  44412. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44413. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44414. }
  44415. if (defines._areFresnelDirty) {
  44416. if (StandardMaterial.FresnelEnabled) {
  44417. // Fresnel
  44418. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44419. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44420. this._reflectionFresnelParameters) {
  44421. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44422. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44423. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44424. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44425. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44426. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44427. defines._needNormals = true;
  44428. defines.FRESNEL = true;
  44429. }
  44430. }
  44431. else {
  44432. defines.FRESNEL = false;
  44433. }
  44434. }
  44435. // Misc.
  44436. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44437. // Attribs
  44438. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44439. // Values that need to be evaluated on every frame
  44440. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44441. // Get correct effect
  44442. if (defines.isDirty) {
  44443. defines.markAsProcessed();
  44444. // Fallbacks
  44445. var fallbacks = new BABYLON.EffectFallbacks();
  44446. if (defines.REFLECTION) {
  44447. fallbacks.addFallback(0, "REFLECTION");
  44448. }
  44449. if (defines.SPECULAR) {
  44450. fallbacks.addFallback(0, "SPECULAR");
  44451. }
  44452. if (defines.BUMP) {
  44453. fallbacks.addFallback(0, "BUMP");
  44454. }
  44455. if (defines.PARALLAX) {
  44456. fallbacks.addFallback(1, "PARALLAX");
  44457. }
  44458. if (defines.PARALLAXOCCLUSION) {
  44459. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44460. }
  44461. if (defines.SPECULAROVERALPHA) {
  44462. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44463. }
  44464. if (defines.FOG) {
  44465. fallbacks.addFallback(1, "FOG");
  44466. }
  44467. if (defines.POINTSIZE) {
  44468. fallbacks.addFallback(0, "POINTSIZE");
  44469. }
  44470. if (defines.LOGARITHMICDEPTH) {
  44471. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44472. }
  44473. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44474. if (defines.SPECULARTERM) {
  44475. fallbacks.addFallback(0, "SPECULARTERM");
  44476. }
  44477. if (defines.DIFFUSEFRESNEL) {
  44478. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44479. }
  44480. if (defines.OPACITYFRESNEL) {
  44481. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44482. }
  44483. if (defines.REFLECTIONFRESNEL) {
  44484. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44485. }
  44486. if (defines.EMISSIVEFRESNEL) {
  44487. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44488. }
  44489. if (defines.FRESNEL) {
  44490. fallbacks.addFallback(4, "FRESNEL");
  44491. }
  44492. //Attributes
  44493. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44494. if (defines.NORMAL) {
  44495. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44496. }
  44497. if (defines.UV1) {
  44498. attribs.push(BABYLON.VertexBuffer.UVKind);
  44499. }
  44500. if (defines.UV2) {
  44501. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44502. }
  44503. if (defines.VERTEXCOLOR) {
  44504. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44505. }
  44506. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44507. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44508. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44509. var shaderName = "default";
  44510. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44511. "vFogInfos", "vFogColor", "pointSize",
  44512. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44513. "mBones",
  44514. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44515. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44516. "vReflectionPosition", "vReflectionSize",
  44517. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44518. ];
  44519. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44520. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44521. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44522. var uniformBuffers = ["Material", "Scene"];
  44523. if (BABYLON.ImageProcessingConfiguration) {
  44524. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44525. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44526. }
  44527. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44528. uniformsNames: uniforms,
  44529. uniformBuffersNames: uniformBuffers,
  44530. samplers: samplers,
  44531. defines: defines,
  44532. maxSimultaneousLights: this._maxSimultaneousLights
  44533. });
  44534. if (this.customShaderNameResolve) {
  44535. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44536. }
  44537. var join = defines.toString();
  44538. var previousEffect = subMesh.effect;
  44539. var effect = scene.getEngine().createEffect(shaderName, {
  44540. attributes: attribs,
  44541. uniformsNames: uniforms,
  44542. uniformBuffersNames: uniformBuffers,
  44543. samplers: samplers,
  44544. defines: join,
  44545. fallbacks: fallbacks,
  44546. onCompiled: this.onCompiled,
  44547. onError: this.onError,
  44548. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44549. }, engine);
  44550. if (effect) {
  44551. // Use previous effect while new one is compiling
  44552. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44553. effect = previousEffect;
  44554. defines.markAsUnprocessed();
  44555. }
  44556. else {
  44557. scene.resetCachedMaterial();
  44558. subMesh.setEffect(effect, defines);
  44559. this.buildUniformLayout();
  44560. }
  44561. }
  44562. }
  44563. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44564. return false;
  44565. }
  44566. defines._renderId = scene.getRenderId();
  44567. this._wasPreviouslyReady = true;
  44568. return true;
  44569. };
  44570. /**
  44571. * Builds the material UBO layouts.
  44572. * Used internally during the effect preparation.
  44573. */
  44574. StandardMaterial.prototype.buildUniformLayout = function () {
  44575. // Order is important !
  44576. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44577. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44578. this._uniformBuffer.addUniform("opacityParts", 4);
  44579. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44580. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44581. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44582. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44583. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44584. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44585. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44586. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44587. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44588. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44589. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44590. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44591. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44592. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44593. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44594. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44595. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44596. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44597. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44598. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44599. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44600. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44601. this._uniformBuffer.addUniform("specularMatrix", 16);
  44602. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44603. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44604. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44605. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44606. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44607. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44608. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44609. this._uniformBuffer.addUniform("pointSize", 1);
  44610. this._uniformBuffer.create();
  44611. };
  44612. /**
  44613. * Unbinds the material from the mesh
  44614. */
  44615. StandardMaterial.prototype.unbind = function () {
  44616. if (this._activeEffect) {
  44617. var needFlag = false;
  44618. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44619. this._activeEffect.setTexture("reflection2DSampler", null);
  44620. needFlag = true;
  44621. }
  44622. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44623. this._activeEffect.setTexture("refraction2DSampler", null);
  44624. needFlag = true;
  44625. }
  44626. if (needFlag) {
  44627. this._markAllSubMeshesAsTexturesDirty();
  44628. }
  44629. }
  44630. _super.prototype.unbind.call(this);
  44631. };
  44632. /**
  44633. * Binds the submesh to this material by preparing the effect and shader to draw
  44634. * @param world defines the world transformation matrix
  44635. * @param mesh defines the mesh containing the submesh
  44636. * @param subMesh defines the submesh to bind the material to
  44637. */
  44638. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44639. var scene = this.getScene();
  44640. var defines = subMesh._materialDefines;
  44641. if (!defines) {
  44642. return;
  44643. }
  44644. var effect = subMesh.effect;
  44645. if (!effect) {
  44646. return;
  44647. }
  44648. this._activeEffect = effect;
  44649. // Matrices
  44650. this.bindOnlyWorldMatrix(world);
  44651. // Normal Matrix
  44652. if (defines.OBJECTSPACE_NORMALMAP) {
  44653. world.toNormalMatrix(this._normalMatrix);
  44654. this.bindOnlyNormalMatrix(this._normalMatrix);
  44655. }
  44656. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44657. // Bones
  44658. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44659. if (mustRebind) {
  44660. this._uniformBuffer.bindToEffect(effect, "Material");
  44661. this.bindViewProjection(effect);
  44662. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44663. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44664. // Fresnel
  44665. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44666. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44667. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44668. }
  44669. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44670. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44671. }
  44672. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44673. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44674. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44675. }
  44676. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44677. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44678. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44679. }
  44680. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44681. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44682. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44683. }
  44684. }
  44685. // Textures
  44686. if (scene.texturesEnabled) {
  44687. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44688. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44689. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44690. if (this._diffuseTexture.hasAlpha) {
  44691. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44692. }
  44693. }
  44694. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44695. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44696. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44697. }
  44698. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44699. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44700. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44701. }
  44702. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44703. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44704. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44705. if (this._reflectionTexture.boundingBoxSize) {
  44706. var cubeTexture = this._reflectionTexture;
  44707. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44708. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44709. }
  44710. }
  44711. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44712. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44713. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44714. }
  44715. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44716. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44717. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44718. }
  44719. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44720. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44721. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44722. }
  44723. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44724. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44725. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44726. if (scene._mirroredCameraPosition) {
  44727. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44728. }
  44729. else {
  44730. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44731. }
  44732. }
  44733. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44734. var depth = 1.0;
  44735. if (!this._refractionTexture.isCube) {
  44736. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44737. if (this._refractionTexture.depth) {
  44738. depth = this._refractionTexture.depth;
  44739. }
  44740. }
  44741. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44742. }
  44743. }
  44744. // Point size
  44745. if (this.pointsCloud) {
  44746. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44747. }
  44748. if (defines.SPECULARTERM) {
  44749. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44750. }
  44751. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44752. // Diffuse
  44753. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44754. }
  44755. // Textures
  44756. if (scene.texturesEnabled) {
  44757. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44758. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44759. }
  44760. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44761. effect.setTexture("ambientSampler", this._ambientTexture);
  44762. }
  44763. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44764. effect.setTexture("opacitySampler", this._opacityTexture);
  44765. }
  44766. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44767. if (this._reflectionTexture.isCube) {
  44768. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44769. }
  44770. else {
  44771. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44772. }
  44773. }
  44774. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44775. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44776. }
  44777. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44778. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44779. }
  44780. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44781. effect.setTexture("specularSampler", this._specularTexture);
  44782. }
  44783. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44784. effect.setTexture("bumpSampler", this._bumpTexture);
  44785. }
  44786. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44787. var depth = 1.0;
  44788. if (this._refractionTexture.isCube) {
  44789. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44790. }
  44791. else {
  44792. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44793. }
  44794. }
  44795. }
  44796. // Clip plane
  44797. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44798. // Colors
  44799. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44800. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44801. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44802. }
  44803. if (mustRebind || !this.isFrozen) {
  44804. // Lights
  44805. if (scene.lightsEnabled && !this._disableLighting) {
  44806. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44807. }
  44808. // View
  44809. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44810. this.bindView(effect);
  44811. }
  44812. // Fog
  44813. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44814. // Morph targets
  44815. if (defines.NUM_MORPH_INFLUENCERS) {
  44816. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44817. }
  44818. // Log. depth
  44819. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44820. // image processing
  44821. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44822. this._imageProcessingConfiguration.bind(this._activeEffect);
  44823. }
  44824. }
  44825. this._uniformBuffer.update();
  44826. this._afterBind(mesh, this._activeEffect);
  44827. };
  44828. /**
  44829. * Get the list of animatables in the material.
  44830. * @returns the list of animatables object used in the material
  44831. */
  44832. StandardMaterial.prototype.getAnimatables = function () {
  44833. var results = [];
  44834. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44835. results.push(this._diffuseTexture);
  44836. }
  44837. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44838. results.push(this._ambientTexture);
  44839. }
  44840. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44841. results.push(this._opacityTexture);
  44842. }
  44843. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44844. results.push(this._reflectionTexture);
  44845. }
  44846. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44847. results.push(this._emissiveTexture);
  44848. }
  44849. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44850. results.push(this._specularTexture);
  44851. }
  44852. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44853. results.push(this._bumpTexture);
  44854. }
  44855. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44856. results.push(this._lightmapTexture);
  44857. }
  44858. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44859. results.push(this._refractionTexture);
  44860. }
  44861. return results;
  44862. };
  44863. /**
  44864. * Gets the active textures from the material
  44865. * @returns an array of textures
  44866. */
  44867. StandardMaterial.prototype.getActiveTextures = function () {
  44868. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44869. if (this._diffuseTexture) {
  44870. activeTextures.push(this._diffuseTexture);
  44871. }
  44872. if (this._ambientTexture) {
  44873. activeTextures.push(this._ambientTexture);
  44874. }
  44875. if (this._opacityTexture) {
  44876. activeTextures.push(this._opacityTexture);
  44877. }
  44878. if (this._reflectionTexture) {
  44879. activeTextures.push(this._reflectionTexture);
  44880. }
  44881. if (this._emissiveTexture) {
  44882. activeTextures.push(this._emissiveTexture);
  44883. }
  44884. if (this._specularTexture) {
  44885. activeTextures.push(this._specularTexture);
  44886. }
  44887. if (this._bumpTexture) {
  44888. activeTextures.push(this._bumpTexture);
  44889. }
  44890. if (this._lightmapTexture) {
  44891. activeTextures.push(this._lightmapTexture);
  44892. }
  44893. if (this._refractionTexture) {
  44894. activeTextures.push(this._refractionTexture);
  44895. }
  44896. return activeTextures;
  44897. };
  44898. /**
  44899. * Specifies if the material uses a texture
  44900. * @param texture defines the texture to check against the material
  44901. * @returns a boolean specifying if the material uses the texture
  44902. */
  44903. StandardMaterial.prototype.hasTexture = function (texture) {
  44904. if (_super.prototype.hasTexture.call(this, texture)) {
  44905. return true;
  44906. }
  44907. if (this._diffuseTexture === texture) {
  44908. return true;
  44909. }
  44910. if (this._ambientTexture === texture) {
  44911. return true;
  44912. }
  44913. if (this._opacityTexture === texture) {
  44914. return true;
  44915. }
  44916. if (this._reflectionTexture === texture) {
  44917. return true;
  44918. }
  44919. if (this._emissiveTexture === texture) {
  44920. return true;
  44921. }
  44922. if (this._specularTexture === texture) {
  44923. return true;
  44924. }
  44925. if (this._bumpTexture === texture) {
  44926. return true;
  44927. }
  44928. if (this._lightmapTexture === texture) {
  44929. return true;
  44930. }
  44931. if (this._refractionTexture === texture) {
  44932. return true;
  44933. }
  44934. return false;
  44935. };
  44936. /**
  44937. * Disposes the material
  44938. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  44939. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  44940. */
  44941. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  44942. if (forceDisposeTextures) {
  44943. if (this._diffuseTexture) {
  44944. this._diffuseTexture.dispose();
  44945. }
  44946. if (this._ambientTexture) {
  44947. this._ambientTexture.dispose();
  44948. }
  44949. if (this._opacityTexture) {
  44950. this._opacityTexture.dispose();
  44951. }
  44952. if (this._reflectionTexture) {
  44953. this._reflectionTexture.dispose();
  44954. }
  44955. if (this._emissiveTexture) {
  44956. this._emissiveTexture.dispose();
  44957. }
  44958. if (this._specularTexture) {
  44959. this._specularTexture.dispose();
  44960. }
  44961. if (this._bumpTexture) {
  44962. this._bumpTexture.dispose();
  44963. }
  44964. if (this._lightmapTexture) {
  44965. this._lightmapTexture.dispose();
  44966. }
  44967. if (this._refractionTexture) {
  44968. this._refractionTexture.dispose();
  44969. }
  44970. }
  44971. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44972. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44973. }
  44974. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  44975. };
  44976. /**
  44977. * Makes a duplicate of the material, and gives it a new name
  44978. * @param name defines the new name for the duplicated material
  44979. * @returns the cloned material
  44980. */
  44981. StandardMaterial.prototype.clone = function (name) {
  44982. var _this = this;
  44983. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  44984. result.name = name;
  44985. result.id = name;
  44986. return result;
  44987. };
  44988. /**
  44989. * Serializes this material in a JSON representation
  44990. * @returns the serialized material object
  44991. */
  44992. StandardMaterial.prototype.serialize = function () {
  44993. return BABYLON.SerializationHelper.Serialize(this);
  44994. };
  44995. /**
  44996. * Creates a standard material from parsed material data
  44997. * @param source defines the JSON represnetation of the material
  44998. * @param scene defines the hosting scene
  44999. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  45000. * @returns a new material
  45001. */
  45002. StandardMaterial.Parse = function (source, scene, rootUrl) {
  45003. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  45004. };
  45005. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  45006. /**
  45007. * Are diffuse textures enabled in the application.
  45008. */
  45009. get: function () {
  45010. return StandardMaterial._DiffuseTextureEnabled;
  45011. },
  45012. set: function (value) {
  45013. if (StandardMaterial._DiffuseTextureEnabled === value) {
  45014. return;
  45015. }
  45016. StandardMaterial._DiffuseTextureEnabled = value;
  45017. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45018. },
  45019. enumerable: true,
  45020. configurable: true
  45021. });
  45022. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  45023. /**
  45024. * Are ambient textures enabled in the application.
  45025. */
  45026. get: function () {
  45027. return StandardMaterial._AmbientTextureEnabled;
  45028. },
  45029. set: function (value) {
  45030. if (StandardMaterial._AmbientTextureEnabled === value) {
  45031. return;
  45032. }
  45033. StandardMaterial._AmbientTextureEnabled = value;
  45034. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45035. },
  45036. enumerable: true,
  45037. configurable: true
  45038. });
  45039. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  45040. /**
  45041. * Are opacity textures enabled in the application.
  45042. */
  45043. get: function () {
  45044. return StandardMaterial._OpacityTextureEnabled;
  45045. },
  45046. set: function (value) {
  45047. if (StandardMaterial._OpacityTextureEnabled === value) {
  45048. return;
  45049. }
  45050. StandardMaterial._OpacityTextureEnabled = value;
  45051. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45052. },
  45053. enumerable: true,
  45054. configurable: true
  45055. });
  45056. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  45057. /**
  45058. * Are reflection textures enabled in the application.
  45059. */
  45060. get: function () {
  45061. return StandardMaterial._ReflectionTextureEnabled;
  45062. },
  45063. set: function (value) {
  45064. if (StandardMaterial._ReflectionTextureEnabled === value) {
  45065. return;
  45066. }
  45067. StandardMaterial._ReflectionTextureEnabled = value;
  45068. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45069. },
  45070. enumerable: true,
  45071. configurable: true
  45072. });
  45073. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  45074. /**
  45075. * Are emissive textures enabled in the application.
  45076. */
  45077. get: function () {
  45078. return StandardMaterial._EmissiveTextureEnabled;
  45079. },
  45080. set: function (value) {
  45081. if (StandardMaterial._EmissiveTextureEnabled === value) {
  45082. return;
  45083. }
  45084. StandardMaterial._EmissiveTextureEnabled = value;
  45085. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45086. },
  45087. enumerable: true,
  45088. configurable: true
  45089. });
  45090. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  45091. /**
  45092. * Are specular textures enabled in the application.
  45093. */
  45094. get: function () {
  45095. return StandardMaterial._SpecularTextureEnabled;
  45096. },
  45097. set: function (value) {
  45098. if (StandardMaterial._SpecularTextureEnabled === value) {
  45099. return;
  45100. }
  45101. StandardMaterial._SpecularTextureEnabled = value;
  45102. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45103. },
  45104. enumerable: true,
  45105. configurable: true
  45106. });
  45107. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  45108. /**
  45109. * Are bump textures enabled in the application.
  45110. */
  45111. get: function () {
  45112. return StandardMaterial._BumpTextureEnabled;
  45113. },
  45114. set: function (value) {
  45115. if (StandardMaterial._BumpTextureEnabled === value) {
  45116. return;
  45117. }
  45118. StandardMaterial._BumpTextureEnabled = value;
  45119. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45120. },
  45121. enumerable: true,
  45122. configurable: true
  45123. });
  45124. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  45125. /**
  45126. * Are lightmap textures enabled in the application.
  45127. */
  45128. get: function () {
  45129. return StandardMaterial._LightmapTextureEnabled;
  45130. },
  45131. set: function (value) {
  45132. if (StandardMaterial._LightmapTextureEnabled === value) {
  45133. return;
  45134. }
  45135. StandardMaterial._LightmapTextureEnabled = value;
  45136. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45137. },
  45138. enumerable: true,
  45139. configurable: true
  45140. });
  45141. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  45142. /**
  45143. * Are refraction textures enabled in the application.
  45144. */
  45145. get: function () {
  45146. return StandardMaterial._RefractionTextureEnabled;
  45147. },
  45148. set: function (value) {
  45149. if (StandardMaterial._RefractionTextureEnabled === value) {
  45150. return;
  45151. }
  45152. StandardMaterial._RefractionTextureEnabled = value;
  45153. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45154. },
  45155. enumerable: true,
  45156. configurable: true
  45157. });
  45158. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  45159. /**
  45160. * Are color grading textures enabled in the application.
  45161. */
  45162. get: function () {
  45163. return StandardMaterial._ColorGradingTextureEnabled;
  45164. },
  45165. set: function (value) {
  45166. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  45167. return;
  45168. }
  45169. StandardMaterial._ColorGradingTextureEnabled = value;
  45170. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45171. },
  45172. enumerable: true,
  45173. configurable: true
  45174. });
  45175. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  45176. /**
  45177. * Are fresnels enabled in the application.
  45178. */
  45179. get: function () {
  45180. return StandardMaterial._FresnelEnabled;
  45181. },
  45182. set: function (value) {
  45183. if (StandardMaterial._FresnelEnabled === value) {
  45184. return;
  45185. }
  45186. StandardMaterial._FresnelEnabled = value;
  45187. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  45188. },
  45189. enumerable: true,
  45190. configurable: true
  45191. });
  45192. // Flags used to enable or disable a type of texture for all Standard Materials
  45193. StandardMaterial._DiffuseTextureEnabled = true;
  45194. StandardMaterial._AmbientTextureEnabled = true;
  45195. StandardMaterial._OpacityTextureEnabled = true;
  45196. StandardMaterial._ReflectionTextureEnabled = true;
  45197. StandardMaterial._EmissiveTextureEnabled = true;
  45198. StandardMaterial._SpecularTextureEnabled = true;
  45199. StandardMaterial._BumpTextureEnabled = true;
  45200. StandardMaterial._LightmapTextureEnabled = true;
  45201. StandardMaterial._RefractionTextureEnabled = true;
  45202. StandardMaterial._ColorGradingTextureEnabled = true;
  45203. StandardMaterial._FresnelEnabled = true;
  45204. __decorate([
  45205. BABYLON.serializeAsTexture("diffuseTexture")
  45206. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  45207. __decorate([
  45208. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45209. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  45210. __decorate([
  45211. BABYLON.serializeAsTexture("ambientTexture")
  45212. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  45213. __decorate([
  45214. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45215. ], StandardMaterial.prototype, "ambientTexture", void 0);
  45216. __decorate([
  45217. BABYLON.serializeAsTexture("opacityTexture")
  45218. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  45219. __decorate([
  45220. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45221. ], StandardMaterial.prototype, "opacityTexture", void 0);
  45222. __decorate([
  45223. BABYLON.serializeAsTexture("reflectionTexture")
  45224. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  45225. __decorate([
  45226. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45227. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  45228. __decorate([
  45229. BABYLON.serializeAsTexture("emissiveTexture")
  45230. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  45231. __decorate([
  45232. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45233. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  45234. __decorate([
  45235. BABYLON.serializeAsTexture("specularTexture")
  45236. ], StandardMaterial.prototype, "_specularTexture", void 0);
  45237. __decorate([
  45238. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45239. ], StandardMaterial.prototype, "specularTexture", void 0);
  45240. __decorate([
  45241. BABYLON.serializeAsTexture("bumpTexture")
  45242. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  45243. __decorate([
  45244. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45245. ], StandardMaterial.prototype, "bumpTexture", void 0);
  45246. __decorate([
  45247. BABYLON.serializeAsTexture("lightmapTexture")
  45248. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  45249. __decorate([
  45250. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45251. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  45252. __decorate([
  45253. BABYLON.serializeAsTexture("refractionTexture")
  45254. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  45255. __decorate([
  45256. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45257. ], StandardMaterial.prototype, "refractionTexture", void 0);
  45258. __decorate([
  45259. BABYLON.serializeAsColor3("ambient")
  45260. ], StandardMaterial.prototype, "ambientColor", void 0);
  45261. __decorate([
  45262. BABYLON.serializeAsColor3("diffuse")
  45263. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45264. __decorate([
  45265. BABYLON.serializeAsColor3("specular")
  45266. ], StandardMaterial.prototype, "specularColor", void 0);
  45267. __decorate([
  45268. BABYLON.serializeAsColor3("emissive")
  45269. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45270. __decorate([
  45271. BABYLON.serialize()
  45272. ], StandardMaterial.prototype, "specularPower", void 0);
  45273. __decorate([
  45274. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45275. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45276. __decorate([
  45277. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45278. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45279. __decorate([
  45280. BABYLON.serialize("useEmissiveAsIllumination")
  45281. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45282. __decorate([
  45283. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45284. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45285. __decorate([
  45286. BABYLON.serialize("linkEmissiveWithDiffuse")
  45287. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45288. __decorate([
  45289. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45290. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45291. __decorate([
  45292. BABYLON.serialize("useSpecularOverAlpha")
  45293. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45294. __decorate([
  45295. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45296. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45297. __decorate([
  45298. BABYLON.serialize("useReflectionOverAlpha")
  45299. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45300. __decorate([
  45301. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45302. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45303. __decorate([
  45304. BABYLON.serialize("disableLighting")
  45305. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45306. __decorate([
  45307. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45308. ], StandardMaterial.prototype, "disableLighting", void 0);
  45309. __decorate([
  45310. BABYLON.serialize("useObjectSpaceNormalMap")
  45311. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45312. __decorate([
  45313. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45314. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45315. __decorate([
  45316. BABYLON.serialize("useParallax")
  45317. ], StandardMaterial.prototype, "_useParallax", void 0);
  45318. __decorate([
  45319. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45320. ], StandardMaterial.prototype, "useParallax", void 0);
  45321. __decorate([
  45322. BABYLON.serialize("useParallaxOcclusion")
  45323. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45324. __decorate([
  45325. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45326. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45327. __decorate([
  45328. BABYLON.serialize()
  45329. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45330. __decorate([
  45331. BABYLON.serialize("roughness")
  45332. ], StandardMaterial.prototype, "_roughness", void 0);
  45333. __decorate([
  45334. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45335. ], StandardMaterial.prototype, "roughness", void 0);
  45336. __decorate([
  45337. BABYLON.serialize()
  45338. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45339. __decorate([
  45340. BABYLON.serialize()
  45341. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45342. __decorate([
  45343. BABYLON.serialize()
  45344. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45345. __decorate([
  45346. BABYLON.serialize("useLightmapAsShadowmap")
  45347. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45348. __decorate([
  45349. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45350. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45351. __decorate([
  45352. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45353. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45354. __decorate([
  45355. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45356. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45357. __decorate([
  45358. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45359. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45360. __decorate([
  45361. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45362. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45363. __decorate([
  45364. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45365. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45366. __decorate([
  45367. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45368. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45369. __decorate([
  45370. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45371. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45372. __decorate([
  45373. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45374. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45375. __decorate([
  45376. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45377. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45378. __decorate([
  45379. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45380. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45381. __decorate([
  45382. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45383. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45384. __decorate([
  45385. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45386. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45387. __decorate([
  45388. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45389. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45390. __decorate([
  45391. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45392. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45393. __decorate([
  45394. BABYLON.serialize("maxSimultaneousLights")
  45395. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45396. __decorate([
  45397. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45398. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45399. __decorate([
  45400. BABYLON.serialize("invertNormalMapX")
  45401. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45402. __decorate([
  45403. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45404. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45405. __decorate([
  45406. BABYLON.serialize("invertNormalMapY")
  45407. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45408. __decorate([
  45409. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45410. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45411. __decorate([
  45412. BABYLON.serialize("twoSidedLighting")
  45413. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45414. __decorate([
  45415. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45416. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45417. __decorate([
  45418. BABYLON.serialize()
  45419. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45420. return StandardMaterial;
  45421. }(BABYLON.PushMaterial));
  45422. BABYLON.StandardMaterial = StandardMaterial;
  45423. })(BABYLON || (BABYLON = {}));
  45424. //# sourceMappingURL=babylon.standardMaterial.js.map
  45425. var BABYLON;
  45426. (function (BABYLON) {
  45427. /**
  45428. * Class representing spherical polynomial coefficients to the 3rd degree
  45429. */
  45430. var SphericalPolynomial = /** @class */ (function () {
  45431. function SphericalPolynomial() {
  45432. /**
  45433. * The x coefficients of the spherical polynomial
  45434. */
  45435. this.x = BABYLON.Vector3.Zero();
  45436. /**
  45437. * The y coefficients of the spherical polynomial
  45438. */
  45439. this.y = BABYLON.Vector3.Zero();
  45440. /**
  45441. * The z coefficients of the spherical polynomial
  45442. */
  45443. this.z = BABYLON.Vector3.Zero();
  45444. /**
  45445. * The xx coefficients of the spherical polynomial
  45446. */
  45447. this.xx = BABYLON.Vector3.Zero();
  45448. /**
  45449. * The yy coefficients of the spherical polynomial
  45450. */
  45451. this.yy = BABYLON.Vector3.Zero();
  45452. /**
  45453. * The zz coefficients of the spherical polynomial
  45454. */
  45455. this.zz = BABYLON.Vector3.Zero();
  45456. /**
  45457. * The xy coefficients of the spherical polynomial
  45458. */
  45459. this.xy = BABYLON.Vector3.Zero();
  45460. /**
  45461. * The yz coefficients of the spherical polynomial
  45462. */
  45463. this.yz = BABYLON.Vector3.Zero();
  45464. /**
  45465. * The zx coefficients of the spherical polynomial
  45466. */
  45467. this.zx = BABYLON.Vector3.Zero();
  45468. }
  45469. /**
  45470. * Adds an ambient color to the spherical polynomial
  45471. * @param color the color to add
  45472. */
  45473. SphericalPolynomial.prototype.addAmbient = function (color) {
  45474. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45475. this.xx = this.xx.add(colorVector);
  45476. this.yy = this.yy.add(colorVector);
  45477. this.zz = this.zz.add(colorVector);
  45478. };
  45479. /**
  45480. * Scales the spherical polynomial by the given amount
  45481. * @param scale the amount to scale
  45482. */
  45483. SphericalPolynomial.prototype.scale = function (scale) {
  45484. this.x = this.x.scale(scale);
  45485. this.y = this.y.scale(scale);
  45486. this.z = this.z.scale(scale);
  45487. this.xx = this.xx.scale(scale);
  45488. this.yy = this.yy.scale(scale);
  45489. this.zz = this.zz.scale(scale);
  45490. this.yz = this.yz.scale(scale);
  45491. this.zx = this.zx.scale(scale);
  45492. this.xy = this.xy.scale(scale);
  45493. };
  45494. /**
  45495. * Gets the spherical polynomial from harmonics
  45496. * @param harmonics the spherical harmonics
  45497. * @returns the spherical polynomial
  45498. */
  45499. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45500. var result = new SphericalPolynomial();
  45501. result.x = harmonics.l11.scale(1.02333);
  45502. result.y = harmonics.l1_1.scale(1.02333);
  45503. result.z = harmonics.l10.scale(1.02333);
  45504. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45505. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45506. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45507. result.yz = harmonics.l2_1.scale(0.858086);
  45508. result.zx = harmonics.l21.scale(0.858086);
  45509. result.xy = harmonics.l2_2.scale(0.858086);
  45510. result.scale(1.0 / Math.PI);
  45511. return result;
  45512. };
  45513. /**
  45514. * Constructs a spherical polynomial from an array.
  45515. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45516. * @returns the spherical polynomial
  45517. */
  45518. SphericalPolynomial.FromArray = function (data) {
  45519. var sp = new SphericalPolynomial();
  45520. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45521. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45522. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45523. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45524. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45525. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45526. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45527. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45528. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45529. return sp;
  45530. };
  45531. return SphericalPolynomial;
  45532. }());
  45533. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45534. /**
  45535. * Class representing spherical harmonics coefficients to the 3rd degree
  45536. */
  45537. var SphericalHarmonics = /** @class */ (function () {
  45538. function SphericalHarmonics() {
  45539. /**
  45540. * The l0,0 coefficients of the spherical harmonics
  45541. */
  45542. this.l00 = BABYLON.Vector3.Zero();
  45543. /**
  45544. * The l1,-1 coefficients of the spherical harmonics
  45545. */
  45546. this.l1_1 = BABYLON.Vector3.Zero();
  45547. /**
  45548. * The l1,0 coefficients of the spherical harmonics
  45549. */
  45550. this.l10 = BABYLON.Vector3.Zero();
  45551. /**
  45552. * The l1,1 coefficients of the spherical harmonics
  45553. */
  45554. this.l11 = BABYLON.Vector3.Zero();
  45555. /**
  45556. * The l2,-2 coefficients of the spherical harmonics
  45557. */
  45558. this.l2_2 = BABYLON.Vector3.Zero();
  45559. /**
  45560. * The l2,-1 coefficients of the spherical harmonics
  45561. */
  45562. this.l2_1 = BABYLON.Vector3.Zero();
  45563. /**
  45564. * The l2,0 coefficients of the spherical harmonics
  45565. */
  45566. this.l20 = BABYLON.Vector3.Zero();
  45567. /**
  45568. * The l2,1 coefficients of the spherical harmonics
  45569. */
  45570. this.l21 = BABYLON.Vector3.Zero();
  45571. /**
  45572. * The l2,2 coefficients of the spherical harmonics
  45573. */
  45574. this.lL22 = BABYLON.Vector3.Zero();
  45575. }
  45576. /**
  45577. * Adds a light to the spherical harmonics
  45578. * @param direction the direction of the light
  45579. * @param color the color of the light
  45580. * @param deltaSolidAngle the delta solid angle of the light
  45581. */
  45582. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45583. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45584. var c = colorVector.scale(deltaSolidAngle);
  45585. this.l00 = this.l00.add(c.scale(0.282095));
  45586. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45587. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45588. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45589. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45590. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45591. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45592. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45593. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45594. };
  45595. /**
  45596. * Scales the spherical harmonics by the given amount
  45597. * @param scale the amount to scale
  45598. */
  45599. SphericalHarmonics.prototype.scale = function (scale) {
  45600. this.l00 = this.l00.scale(scale);
  45601. this.l1_1 = this.l1_1.scale(scale);
  45602. this.l10 = this.l10.scale(scale);
  45603. this.l11 = this.l11.scale(scale);
  45604. this.l2_2 = this.l2_2.scale(scale);
  45605. this.l2_1 = this.l2_1.scale(scale);
  45606. this.l20 = this.l20.scale(scale);
  45607. this.l21 = this.l21.scale(scale);
  45608. this.lL22 = this.lL22.scale(scale);
  45609. };
  45610. /**
  45611. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45612. *
  45613. * ```
  45614. * E_lm = A_l * L_lm
  45615. * ```
  45616. *
  45617. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45618. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45619. * the scaling factors are given in equation 9.
  45620. */
  45621. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45622. // Constant (Band 0)
  45623. this.l00 = this.l00.scale(3.141593);
  45624. // Linear (Band 1)
  45625. this.l1_1 = this.l1_1.scale(2.094395);
  45626. this.l10 = this.l10.scale(2.094395);
  45627. this.l11 = this.l11.scale(2.094395);
  45628. // Quadratic (Band 2)
  45629. this.l2_2 = this.l2_2.scale(0.785398);
  45630. this.l2_1 = this.l2_1.scale(0.785398);
  45631. this.l20 = this.l20.scale(0.785398);
  45632. this.l21 = this.l21.scale(0.785398);
  45633. this.lL22 = this.lL22.scale(0.785398);
  45634. };
  45635. /**
  45636. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45637. *
  45638. * ```
  45639. * L = (1/pi) * E * rho
  45640. * ```
  45641. *
  45642. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45643. */
  45644. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45645. this.scale(1.0 / Math.PI);
  45646. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45647. // (The pixel shader must apply albedo after texture fetches, etc).
  45648. };
  45649. /**
  45650. * Gets the spherical harmonics from polynomial
  45651. * @param polynomial the spherical polynomial
  45652. * @returns the spherical harmonics
  45653. */
  45654. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45655. var result = new SphericalHarmonics();
  45656. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45657. result.l1_1 = polynomial.y.scale(0.977204);
  45658. result.l10 = polynomial.z.scale(0.977204);
  45659. result.l11 = polynomial.x.scale(0.977204);
  45660. result.l2_2 = polynomial.xy.scale(1.16538);
  45661. result.l2_1 = polynomial.yz.scale(1.16538);
  45662. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45663. result.l21 = polynomial.zx.scale(1.16538);
  45664. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45665. result.scale(Math.PI);
  45666. return result;
  45667. };
  45668. /**
  45669. * Constructs a spherical harmonics from an array.
  45670. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45671. * @returns the spherical harmonics
  45672. */
  45673. SphericalHarmonics.FromArray = function (data) {
  45674. var sh = new SphericalHarmonics();
  45675. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45676. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45677. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45678. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45679. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45680. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45681. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45682. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45683. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45684. return sh;
  45685. };
  45686. return SphericalHarmonics;
  45687. }());
  45688. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45689. })(BABYLON || (BABYLON = {}));
  45690. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45691. var BABYLON;
  45692. (function (BABYLON) {
  45693. var FileFaceOrientation = /** @class */ (function () {
  45694. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45695. this.name = name;
  45696. this.worldAxisForNormal = worldAxisForNormal;
  45697. this.worldAxisForFileX = worldAxisForFileX;
  45698. this.worldAxisForFileY = worldAxisForFileY;
  45699. }
  45700. return FileFaceOrientation;
  45701. }());
  45702. /**
  45703. * Helper class dealing with the extraction of spherical polynomial dataArray
  45704. * from a cube map.
  45705. */
  45706. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45707. function CubeMapToSphericalPolynomialTools() {
  45708. }
  45709. /**
  45710. * Converts a texture to the according Spherical Polynomial data.
  45711. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45712. *
  45713. * @param texture The texture to extract the information from.
  45714. * @return The Spherical Polynomial data.
  45715. */
  45716. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45717. if (!texture.isCube) {
  45718. // Only supports cube Textures currently.
  45719. return null;
  45720. }
  45721. var size = texture.getSize().width;
  45722. var right = texture.readPixels(0);
  45723. var left = texture.readPixels(1);
  45724. var up;
  45725. var down;
  45726. if (texture.isRenderTarget) {
  45727. up = texture.readPixels(3);
  45728. down = texture.readPixels(2);
  45729. }
  45730. else {
  45731. up = texture.readPixels(2);
  45732. down = texture.readPixels(3);
  45733. }
  45734. var front = texture.readPixels(4);
  45735. var back = texture.readPixels(5);
  45736. var gammaSpace = texture.gammaSpace;
  45737. // Always read as RGBA.
  45738. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45739. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45740. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45741. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45742. }
  45743. var cubeInfo = {
  45744. size: size,
  45745. right: right,
  45746. left: left,
  45747. up: up,
  45748. down: down,
  45749. front: front,
  45750. back: back,
  45751. format: format,
  45752. type: type,
  45753. gammaSpace: gammaSpace,
  45754. };
  45755. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45756. };
  45757. /**
  45758. * Converts a cubemap to the according Spherical Polynomial data.
  45759. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45760. *
  45761. * @param cubeInfo The Cube map to extract the information from.
  45762. * @return The Spherical Polynomial data.
  45763. */
  45764. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45765. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45766. var totalSolidAngle = 0.0;
  45767. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45768. var du = 2.0 / cubeInfo.size;
  45769. var dv = du;
  45770. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45771. var minUV = du * 0.5 - 1.0;
  45772. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45773. var fileFace = this.FileFaces[faceIndex];
  45774. var dataArray = cubeInfo[fileFace.name];
  45775. var v = minUV;
  45776. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45777. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45778. // Because SP is still linear, so summation is fine in that basis.
  45779. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45780. for (var y = 0; y < cubeInfo.size; y++) {
  45781. var u = minUV;
  45782. for (var x = 0; x < cubeInfo.size; x++) {
  45783. // World direction (not normalised)
  45784. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45785. worldDirection.normalize();
  45786. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45787. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45788. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45789. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45790. // Handle Integer types.
  45791. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45792. r /= 255;
  45793. g /= 255;
  45794. b /= 255;
  45795. }
  45796. // Handle Gamma space textures.
  45797. if (cubeInfo.gammaSpace) {
  45798. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45799. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45800. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45801. }
  45802. var color = new BABYLON.Color3(r, g, b);
  45803. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45804. totalSolidAngle += deltaSolidAngle;
  45805. u += du;
  45806. }
  45807. v += dv;
  45808. }
  45809. }
  45810. // Solid angle for entire sphere is 4*pi
  45811. var sphereSolidAngle = 4.0 * Math.PI;
  45812. // Adjust the solid angle to allow for how many faces we processed.
  45813. var facesProcessed = 6.0;
  45814. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45815. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45816. // This is needed because the numerical integration over the cube uses a
  45817. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45818. // and also to compensate for accumulative error due to float precision in the summation.
  45819. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45820. sphericalHarmonics.scale(correctionFactor);
  45821. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45822. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45823. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45824. };
  45825. CubeMapToSphericalPolynomialTools.FileFaces = [
  45826. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45827. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45828. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45829. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45830. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45831. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45832. ];
  45833. return CubeMapToSphericalPolynomialTools;
  45834. }());
  45835. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45836. })(BABYLON || (BABYLON = {}));
  45837. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45838. var BABYLON;
  45839. (function (BABYLON) {
  45840. /**
  45841. * Manages the defines for the PBR Material.
  45842. * @hiddenChildren
  45843. */
  45844. var PBRMaterialDefines = /** @class */ (function (_super) {
  45845. __extends(PBRMaterialDefines, _super);
  45846. /**
  45847. * Initializes the PBR Material defines.
  45848. */
  45849. function PBRMaterialDefines() {
  45850. var _this = _super.call(this) || this;
  45851. _this.PBR = true;
  45852. _this.MAINUV1 = false;
  45853. _this.MAINUV2 = false;
  45854. _this.UV1 = false;
  45855. _this.UV2 = false;
  45856. _this.ALBEDO = false;
  45857. _this.ALBEDODIRECTUV = 0;
  45858. _this.VERTEXCOLOR = false;
  45859. _this.AMBIENT = false;
  45860. _this.AMBIENTDIRECTUV = 0;
  45861. _this.AMBIENTINGRAYSCALE = false;
  45862. _this.OPACITY = false;
  45863. _this.VERTEXALPHA = false;
  45864. _this.OPACITYDIRECTUV = 0;
  45865. _this.OPACITYRGB = false;
  45866. _this.ALPHATEST = false;
  45867. _this.DEPTHPREPASS = false;
  45868. _this.ALPHABLEND = false;
  45869. _this.ALPHAFROMALBEDO = false;
  45870. _this.ALPHATESTVALUE = "0.5";
  45871. _this.SPECULAROVERALPHA = false;
  45872. _this.RADIANCEOVERALPHA = false;
  45873. _this.ALPHAFRESNEL = false;
  45874. _this.LINEARALPHAFRESNEL = false;
  45875. _this.PREMULTIPLYALPHA = false;
  45876. _this.EMISSIVE = false;
  45877. _this.EMISSIVEDIRECTUV = 0;
  45878. _this.REFLECTIVITY = false;
  45879. _this.REFLECTIVITYDIRECTUV = 0;
  45880. _this.SPECULARTERM = false;
  45881. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45882. _this.MICROSURFACEAUTOMATIC = false;
  45883. _this.LODBASEDMICROSFURACE = false;
  45884. _this.MICROSURFACEMAP = false;
  45885. _this.MICROSURFACEMAPDIRECTUV = 0;
  45886. _this.METALLICWORKFLOW = false;
  45887. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45888. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45889. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45890. _this.AOSTOREINMETALMAPRED = false;
  45891. _this.ENVIRONMENTBRDF = false;
  45892. _this.NORMAL = false;
  45893. _this.TANGENT = false;
  45894. _this.BUMP = false;
  45895. _this.BUMPDIRECTUV = 0;
  45896. _this.OBJECTSPACE_NORMALMAP = false;
  45897. _this.PARALLAX = false;
  45898. _this.PARALLAXOCCLUSION = false;
  45899. _this.NORMALXYSCALE = true;
  45900. _this.LIGHTMAP = false;
  45901. _this.LIGHTMAPDIRECTUV = 0;
  45902. _this.USELIGHTMAPASSHADOWMAP = false;
  45903. _this.GAMMALIGHTMAP = false;
  45904. _this.REFLECTION = false;
  45905. _this.REFLECTIONMAP_3D = false;
  45906. _this.REFLECTIONMAP_SPHERICAL = false;
  45907. _this.REFLECTIONMAP_PLANAR = false;
  45908. _this.REFLECTIONMAP_CUBIC = false;
  45909. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45910. _this.REFLECTIONMAP_PROJECTION = false;
  45911. _this.REFLECTIONMAP_SKYBOX = false;
  45912. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  45913. _this.REFLECTIONMAP_EXPLICIT = false;
  45914. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45915. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45916. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45917. _this.INVERTCUBICMAP = false;
  45918. _this.USESPHERICALFROMREFLECTIONMAP = false;
  45919. _this.USESPHERICALINVERTEX = false;
  45920. _this.REFLECTIONMAP_OPPOSITEZ = false;
  45921. _this.LODINREFLECTIONALPHA = false;
  45922. _this.GAMMAREFLECTION = false;
  45923. _this.RGBDREFLECTION = false;
  45924. _this.RADIANCEOCCLUSION = false;
  45925. _this.HORIZONOCCLUSION = false;
  45926. _this.REFRACTION = false;
  45927. _this.REFRACTIONMAP_3D = false;
  45928. _this.REFRACTIONMAP_OPPOSITEZ = false;
  45929. _this.LODINREFRACTIONALPHA = false;
  45930. _this.GAMMAREFRACTION = false;
  45931. _this.RGBDREFRACTION = false;
  45932. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  45933. _this.INSTANCES = false;
  45934. _this.NUM_BONE_INFLUENCERS = 0;
  45935. _this.BonesPerMesh = 0;
  45936. _this.BONETEXTURE = false;
  45937. _this.NONUNIFORMSCALING = false;
  45938. _this.MORPHTARGETS = false;
  45939. _this.MORPHTARGETS_NORMAL = false;
  45940. _this.MORPHTARGETS_TANGENT = false;
  45941. _this.NUM_MORPH_INFLUENCERS = 0;
  45942. _this.IMAGEPROCESSING = false;
  45943. _this.VIGNETTE = false;
  45944. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  45945. _this.VIGNETTEBLENDMODEOPAQUE = false;
  45946. _this.TONEMAPPING = false;
  45947. _this.TONEMAPPING_ACES = false;
  45948. _this.CONTRAST = false;
  45949. _this.COLORCURVES = false;
  45950. _this.COLORGRADING = false;
  45951. _this.COLORGRADING3D = false;
  45952. _this.SAMPLER3DGREENDEPTH = false;
  45953. _this.SAMPLER3DBGRMAP = false;
  45954. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  45955. _this.EXPOSURE = false;
  45956. _this.USEPHYSICALLIGHTFALLOFF = false;
  45957. _this.USEGLTFLIGHTFALLOFF = false;
  45958. _this.TWOSIDEDLIGHTING = false;
  45959. _this.SHADOWFLOAT = false;
  45960. _this.CLIPPLANE = false;
  45961. _this.CLIPPLANE2 = false;
  45962. _this.CLIPPLANE3 = false;
  45963. _this.CLIPPLANE4 = false;
  45964. _this.POINTSIZE = false;
  45965. _this.FOG = false;
  45966. _this.LOGARITHMICDEPTH = false;
  45967. _this.FORCENORMALFORWARD = false;
  45968. _this.SPECULARAA = false;
  45969. _this.UNLIT = false;
  45970. _this.rebuild();
  45971. return _this;
  45972. }
  45973. /**
  45974. * Resets the PBR Material defines.
  45975. */
  45976. PBRMaterialDefines.prototype.reset = function () {
  45977. _super.prototype.reset.call(this);
  45978. this.ALPHATESTVALUE = "0.5";
  45979. this.PBR = true;
  45980. };
  45981. return PBRMaterialDefines;
  45982. }(BABYLON.MaterialDefines));
  45983. /**
  45984. * The Physically based material base class of BJS.
  45985. *
  45986. * This offers the main features of a standard PBR material.
  45987. * For more information, please refer to the documentation :
  45988. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  45989. */
  45990. var PBRBaseMaterial = /** @class */ (function (_super) {
  45991. __extends(PBRBaseMaterial, _super);
  45992. /**
  45993. * Instantiates a new PBRMaterial instance.
  45994. *
  45995. * @param name The material name
  45996. * @param scene The scene the material will be use in.
  45997. */
  45998. function PBRBaseMaterial(name, scene) {
  45999. var _this = _super.call(this, name, scene) || this;
  46000. /**
  46001. * Intensity of the direct lights e.g. the four lights available in your scene.
  46002. * This impacts both the direct diffuse and specular highlights.
  46003. */
  46004. _this._directIntensity = 1.0;
  46005. /**
  46006. * Intensity of the emissive part of the material.
  46007. * This helps controlling the emissive effect without modifying the emissive color.
  46008. */
  46009. _this._emissiveIntensity = 1.0;
  46010. /**
  46011. * Intensity of the environment e.g. how much the environment will light the object
  46012. * either through harmonics for rough material or through the refelction for shiny ones.
  46013. */
  46014. _this._environmentIntensity = 1.0;
  46015. /**
  46016. * This is a special control allowing the reduction of the specular highlights coming from the
  46017. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  46018. */
  46019. _this._specularIntensity = 1.0;
  46020. /**
  46021. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  46022. */
  46023. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  46024. /**
  46025. * Debug Control allowing disabling the bump map on this material.
  46026. */
  46027. _this._disableBumpMap = false;
  46028. /**
  46029. * AKA Occlusion Texture Intensity in other nomenclature.
  46030. */
  46031. _this._ambientTextureStrength = 1.0;
  46032. /**
  46033. * Defines how much the AO map is occluding the analytical lights (point spot...).
  46034. * 1 means it completely occludes it
  46035. * 0 mean it has no impact
  46036. */
  46037. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  46038. /**
  46039. * The color of a material in ambient lighting.
  46040. */
  46041. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  46042. /**
  46043. * AKA Diffuse Color in other nomenclature.
  46044. */
  46045. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  46046. /**
  46047. * AKA Specular Color in other nomenclature.
  46048. */
  46049. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  46050. /**
  46051. * The color applied when light is reflected from a material.
  46052. */
  46053. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  46054. /**
  46055. * The color applied when light is emitted from a material.
  46056. */
  46057. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  46058. /**
  46059. * AKA Glossiness in other nomenclature.
  46060. */
  46061. _this._microSurface = 0.9;
  46062. /**
  46063. * source material index of refraction (IOR)' / 'destination material IOR.
  46064. */
  46065. _this._indexOfRefraction = 0.66;
  46066. /**
  46067. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  46068. */
  46069. _this._invertRefractionY = false;
  46070. /**
  46071. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46072. * Materials half opaque for instance using refraction could benefit from this control.
  46073. */
  46074. _this._linkRefractionWithTransparency = false;
  46075. /**
  46076. * Specifies that the material will use the light map as a show map.
  46077. */
  46078. _this._useLightmapAsShadowmap = false;
  46079. /**
  46080. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  46081. * makes the reflect vector face the model (under horizon).
  46082. */
  46083. _this._useHorizonOcclusion = true;
  46084. /**
  46085. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  46086. * too much the area relying on ambient texture to define their ambient occlusion.
  46087. */
  46088. _this._useRadianceOcclusion = true;
  46089. /**
  46090. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46091. */
  46092. _this._useAlphaFromAlbedoTexture = false;
  46093. /**
  46094. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  46095. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  46096. */
  46097. _this._useSpecularOverAlpha = true;
  46098. /**
  46099. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  46100. */
  46101. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  46102. /**
  46103. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  46104. */
  46105. _this._useRoughnessFromMetallicTextureAlpha = true;
  46106. /**
  46107. * Specifies if the metallic texture contains the roughness information in its green channel.
  46108. */
  46109. _this._useRoughnessFromMetallicTextureGreen = false;
  46110. /**
  46111. * Specifies if the metallic texture contains the metallness information in its blue channel.
  46112. */
  46113. _this._useMetallnessFromMetallicTextureBlue = false;
  46114. /**
  46115. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  46116. */
  46117. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  46118. /**
  46119. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  46120. */
  46121. _this._useAmbientInGrayScale = false;
  46122. /**
  46123. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  46124. * The material will try to infer what glossiness each pixel should be.
  46125. */
  46126. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  46127. /**
  46128. * Defines the falloff type used in this material.
  46129. * It by default is Physical.
  46130. */
  46131. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  46132. /**
  46133. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  46134. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  46135. */
  46136. _this._useRadianceOverAlpha = true;
  46137. /**
  46138. * Allows using an object space normal map (instead of tangent space).
  46139. */
  46140. _this._useObjectSpaceNormalMap = false;
  46141. /**
  46142. * Allows using the bump map in parallax mode.
  46143. */
  46144. _this._useParallax = false;
  46145. /**
  46146. * Allows using the bump map in parallax occlusion mode.
  46147. */
  46148. _this._useParallaxOcclusion = false;
  46149. /**
  46150. * Controls the scale bias of the parallax mode.
  46151. */
  46152. _this._parallaxScaleBias = 0.05;
  46153. /**
  46154. * If sets to true, disables all the lights affecting the material.
  46155. */
  46156. _this._disableLighting = false;
  46157. /**
  46158. * Number of Simultaneous lights allowed on the material.
  46159. */
  46160. _this._maxSimultaneousLights = 4;
  46161. /**
  46162. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  46163. */
  46164. _this._invertNormalMapX = false;
  46165. /**
  46166. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  46167. */
  46168. _this._invertNormalMapY = false;
  46169. /**
  46170. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46171. */
  46172. _this._twoSidedLighting = false;
  46173. /**
  46174. * Defines the alpha limits in alpha test mode.
  46175. */
  46176. _this._alphaCutOff = 0.4;
  46177. /**
  46178. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46179. */
  46180. _this._forceAlphaTest = false;
  46181. /**
  46182. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46183. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  46184. */
  46185. _this._useAlphaFresnel = false;
  46186. /**
  46187. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46188. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  46189. */
  46190. _this._useLinearAlphaFresnel = false;
  46191. /**
  46192. * The transparency mode of the material.
  46193. */
  46194. _this._transparencyMode = null;
  46195. /**
  46196. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  46197. * from cos thetav and roughness:
  46198. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  46199. */
  46200. _this._environmentBRDFTexture = null;
  46201. /**
  46202. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  46203. */
  46204. _this._forceIrradianceInFragment = false;
  46205. /**
  46206. * Force normal to face away from face.
  46207. */
  46208. _this._forceNormalForward = false;
  46209. /**
  46210. * Enables specular anti aliasing in the PBR shader.
  46211. * It will both interacts on the Geometry for analytical and IBL lighting.
  46212. * It also prefilter the roughness map based on the bump values.
  46213. */
  46214. _this._enableSpecularAntiAliasing = false;
  46215. /**
  46216. * Stores the available render targets.
  46217. */
  46218. _this._renderTargets = new BABYLON.SmartArray(16);
  46219. /**
  46220. * Sets the global ambient color for the material used in lighting calculations.
  46221. */
  46222. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  46223. /**
  46224. * If set to true, no lighting calculations will be applied.
  46225. */
  46226. _this._unlit = false;
  46227. // Setup the default processing configuration to the scene.
  46228. _this._attachImageProcessingConfiguration(null);
  46229. _this.getRenderTargetTextures = function () {
  46230. _this._renderTargets.reset();
  46231. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  46232. _this._renderTargets.push(_this._reflectionTexture);
  46233. }
  46234. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  46235. _this._renderTargets.push(_this._refractionTexture);
  46236. }
  46237. return _this._renderTargets;
  46238. };
  46239. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  46240. return _this;
  46241. }
  46242. /**
  46243. * Attaches a new image processing configuration to the PBR Material.
  46244. * @param configuration
  46245. */
  46246. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  46247. var _this = this;
  46248. if (configuration === this._imageProcessingConfiguration) {
  46249. return;
  46250. }
  46251. // Detaches observer.
  46252. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46253. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46254. }
  46255. // Pick the scene configuration if needed.
  46256. if (!configuration) {
  46257. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  46258. }
  46259. else {
  46260. this._imageProcessingConfiguration = configuration;
  46261. }
  46262. // Attaches observer.
  46263. if (this._imageProcessingConfiguration) {
  46264. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46265. _this._markAllSubMeshesAsImageProcessingDirty();
  46266. });
  46267. }
  46268. };
  46269. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46270. /**
  46271. * Gets a boolean indicating that current material needs to register RTT
  46272. */
  46273. get: function () {
  46274. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46275. return true;
  46276. }
  46277. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46278. return true;
  46279. }
  46280. return false;
  46281. },
  46282. enumerable: true,
  46283. configurable: true
  46284. });
  46285. /**
  46286. * Gets the name of the material class.
  46287. */
  46288. PBRBaseMaterial.prototype.getClassName = function () {
  46289. return "PBRBaseMaterial";
  46290. };
  46291. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46292. /**
  46293. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46294. */
  46295. get: function () {
  46296. return this._useLogarithmicDepth;
  46297. },
  46298. /**
  46299. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46300. */
  46301. set: function (value) {
  46302. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46303. },
  46304. enumerable: true,
  46305. configurable: true
  46306. });
  46307. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46308. /**
  46309. * Gets the current transparency mode.
  46310. */
  46311. get: function () {
  46312. return this._transparencyMode;
  46313. },
  46314. /**
  46315. * Sets the transparency mode of the material.
  46316. *
  46317. * | Value | Type | Description |
  46318. * | ----- | ----------------------------------- | ----------- |
  46319. * | 0 | OPAQUE | |
  46320. * | 1 | ALPHATEST | |
  46321. * | 2 | ALPHABLEND | |
  46322. * | 3 | ALPHATESTANDBLEND | |
  46323. *
  46324. */
  46325. set: function (value) {
  46326. if (this._transparencyMode === value) {
  46327. return;
  46328. }
  46329. this._transparencyMode = value;
  46330. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46331. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46332. },
  46333. enumerable: true,
  46334. configurable: true
  46335. });
  46336. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46337. /**
  46338. * Returns true if alpha blending should be disabled.
  46339. */
  46340. get: function () {
  46341. return (this._linkRefractionWithTransparency ||
  46342. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46343. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46344. },
  46345. enumerable: true,
  46346. configurable: true
  46347. });
  46348. /**
  46349. * Specifies whether or not this material should be rendered in alpha blend mode.
  46350. */
  46351. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46352. if (this._disableAlphaBlending) {
  46353. return false;
  46354. }
  46355. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46356. };
  46357. /**
  46358. * Specifies if the mesh will require alpha blending.
  46359. * @param mesh - BJS mesh.
  46360. */
  46361. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46362. if (this._disableAlphaBlending) {
  46363. return false;
  46364. }
  46365. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46366. };
  46367. /**
  46368. * Specifies whether or not this material should be rendered in alpha test mode.
  46369. */
  46370. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46371. if (this._forceAlphaTest) {
  46372. return true;
  46373. }
  46374. if (this._linkRefractionWithTransparency) {
  46375. return false;
  46376. }
  46377. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46378. };
  46379. /**
  46380. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46381. */
  46382. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46383. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46384. };
  46385. /**
  46386. * Gets the texture used for the alpha test.
  46387. */
  46388. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46389. return this._albedoTexture;
  46390. };
  46391. /**
  46392. * Specifies that the submesh is ready to be used.
  46393. * @param mesh - BJS mesh.
  46394. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46395. * @param useInstances - Specifies that instances should be used.
  46396. * @returns - boolean indicating that the submesh is ready or not.
  46397. */
  46398. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46399. if (subMesh.effect && this.isFrozen) {
  46400. if (this._wasPreviouslyReady) {
  46401. return true;
  46402. }
  46403. }
  46404. if (!subMesh._materialDefines) {
  46405. subMesh._materialDefines = new PBRMaterialDefines();
  46406. }
  46407. var defines = subMesh._materialDefines;
  46408. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46409. if (defines._renderId === this.getScene().getRenderId()) {
  46410. return true;
  46411. }
  46412. }
  46413. var scene = this.getScene();
  46414. var engine = scene.getEngine();
  46415. if (defines._areTexturesDirty) {
  46416. if (scene.texturesEnabled) {
  46417. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46418. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46419. return false;
  46420. }
  46421. }
  46422. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46423. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46424. return false;
  46425. }
  46426. }
  46427. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46428. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46429. return false;
  46430. }
  46431. }
  46432. var reflectionTexture = this._getReflectionTexture();
  46433. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46434. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46435. return false;
  46436. }
  46437. }
  46438. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46439. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46440. return false;
  46441. }
  46442. }
  46443. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46444. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46445. return false;
  46446. }
  46447. }
  46448. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46449. if (this._metallicTexture) {
  46450. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46451. return false;
  46452. }
  46453. }
  46454. else if (this._reflectivityTexture) {
  46455. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46456. return false;
  46457. }
  46458. }
  46459. if (this._microSurfaceTexture) {
  46460. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46461. return false;
  46462. }
  46463. }
  46464. }
  46465. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46466. // Bump texture cannot be not blocking.
  46467. if (!this._bumpTexture.isReady()) {
  46468. return false;
  46469. }
  46470. }
  46471. var refractionTexture = this._getRefractionTexture();
  46472. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46473. if (!refractionTexture.isReadyOrNotBlocking()) {
  46474. return false;
  46475. }
  46476. }
  46477. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46478. // This is blocking.
  46479. if (!this._environmentBRDFTexture.isReady()) {
  46480. return false;
  46481. }
  46482. }
  46483. }
  46484. }
  46485. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46486. if (!this._imageProcessingConfiguration.isReady()) {
  46487. return false;
  46488. }
  46489. }
  46490. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46491. mesh.createNormals(true);
  46492. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46493. }
  46494. var previousEffect = subMesh.effect;
  46495. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46496. if (effect) {
  46497. // Use previous effect while new one is compiling
  46498. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46499. effect = previousEffect;
  46500. defines.markAsUnprocessed();
  46501. }
  46502. else {
  46503. scene.resetCachedMaterial();
  46504. subMesh.setEffect(effect, defines);
  46505. this.buildUniformLayout();
  46506. }
  46507. }
  46508. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46509. return false;
  46510. }
  46511. defines._renderId = scene.getRenderId();
  46512. this._wasPreviouslyReady = true;
  46513. return true;
  46514. };
  46515. /**
  46516. * Specifies if the material uses metallic roughness workflow.
  46517. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46518. */
  46519. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46520. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46521. return true;
  46522. }
  46523. return false;
  46524. };
  46525. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46526. if (onCompiled === void 0) { onCompiled = null; }
  46527. if (onError === void 0) { onError = null; }
  46528. if (useInstances === void 0) { useInstances = null; }
  46529. if (useClipPlane === void 0) { useClipPlane = null; }
  46530. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46531. if (!defines.isDirty) {
  46532. return null;
  46533. }
  46534. defines.markAsProcessed();
  46535. var scene = this.getScene();
  46536. var engine = scene.getEngine();
  46537. // Fallbacks
  46538. var fallbacks = new BABYLON.EffectFallbacks();
  46539. var fallbackRank = 0;
  46540. if (defines.USESPHERICALINVERTEX) {
  46541. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46542. }
  46543. if (defines.FOG) {
  46544. fallbacks.addFallback(fallbackRank, "FOG");
  46545. }
  46546. if (defines.SPECULARAA) {
  46547. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46548. }
  46549. if (defines.POINTSIZE) {
  46550. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46551. }
  46552. if (defines.LOGARITHMICDEPTH) {
  46553. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46554. }
  46555. if (defines.PARALLAX) {
  46556. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46557. }
  46558. if (defines.PARALLAXOCCLUSION) {
  46559. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46560. }
  46561. if (defines.ENVIRONMENTBRDF) {
  46562. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46563. }
  46564. if (defines.TANGENT) {
  46565. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46566. }
  46567. if (defines.BUMP) {
  46568. fallbacks.addFallback(fallbackRank++, "BUMP");
  46569. }
  46570. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46571. if (defines.SPECULARTERM) {
  46572. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46573. }
  46574. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46575. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46576. }
  46577. if (defines.LIGHTMAP) {
  46578. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46579. }
  46580. if (defines.NORMAL) {
  46581. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46582. }
  46583. if (defines.AMBIENT) {
  46584. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46585. }
  46586. if (defines.EMISSIVE) {
  46587. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46588. }
  46589. if (defines.VERTEXCOLOR) {
  46590. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46591. }
  46592. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46593. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46594. }
  46595. if (defines.MORPHTARGETS) {
  46596. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46597. }
  46598. //Attributes
  46599. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46600. if (defines.NORMAL) {
  46601. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46602. }
  46603. if (defines.TANGENT) {
  46604. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46605. }
  46606. if (defines.UV1) {
  46607. attribs.push(BABYLON.VertexBuffer.UVKind);
  46608. }
  46609. if (defines.UV2) {
  46610. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46611. }
  46612. if (defines.VERTEXCOLOR) {
  46613. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46614. }
  46615. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46616. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46617. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46618. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46619. "vFogInfos", "vFogColor", "pointSize",
  46620. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46621. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46622. "mBones",
  46623. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46624. "vLightingIntensity",
  46625. "logarithmicDepthConstant",
  46626. "vSphericalX", "vSphericalY", "vSphericalZ",
  46627. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46628. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46629. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46630. "vTangentSpaceParams", "boneTextureWidth"
  46631. ];
  46632. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46633. "bumpSampler", "lightmapSampler", "opacitySampler",
  46634. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46635. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46636. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46637. var uniformBuffers = ["Material", "Scene"];
  46638. if (BABYLON.ImageProcessingConfiguration) {
  46639. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46640. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46641. }
  46642. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46643. uniformsNames: uniforms,
  46644. uniformBuffersNames: uniformBuffers,
  46645. samplers: samplers,
  46646. defines: defines,
  46647. maxSimultaneousLights: this._maxSimultaneousLights
  46648. });
  46649. var join = defines.toString();
  46650. return engine.createEffect("pbr", {
  46651. attributes: attribs,
  46652. uniformsNames: uniforms,
  46653. uniformBuffersNames: uniformBuffers,
  46654. samplers: samplers,
  46655. defines: join,
  46656. fallbacks: fallbacks,
  46657. onCompiled: onCompiled,
  46658. onError: onError,
  46659. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46660. }, engine);
  46661. };
  46662. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46663. if (useInstances === void 0) { useInstances = null; }
  46664. if (useClipPlane === void 0) { useClipPlane = null; }
  46665. var scene = this.getScene();
  46666. var engine = scene.getEngine();
  46667. // Lights
  46668. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46669. defines._needNormals = true;
  46670. // Textures
  46671. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46672. if (defines._areTexturesDirty) {
  46673. defines._needUVs = false;
  46674. if (scene.texturesEnabled) {
  46675. if (scene.getEngine().getCaps().textureLOD) {
  46676. defines.LODBASEDMICROSFURACE = true;
  46677. }
  46678. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46679. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46680. }
  46681. else {
  46682. defines.ALBEDO = false;
  46683. }
  46684. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46685. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46686. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46687. }
  46688. else {
  46689. defines.AMBIENT = false;
  46690. }
  46691. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46692. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46693. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46694. }
  46695. else {
  46696. defines.OPACITY = false;
  46697. }
  46698. var reflectionTexture = this._getReflectionTexture();
  46699. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46700. defines.REFLECTION = true;
  46701. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46702. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46703. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46704. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46705. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46706. defines.INVERTCUBICMAP = true;
  46707. }
  46708. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46709. switch (reflectionTexture.coordinatesMode) {
  46710. case BABYLON.Texture.EXPLICIT_MODE:
  46711. defines.REFLECTIONMAP_EXPLICIT = true;
  46712. break;
  46713. case BABYLON.Texture.PLANAR_MODE:
  46714. defines.REFLECTIONMAP_PLANAR = true;
  46715. break;
  46716. case BABYLON.Texture.PROJECTION_MODE:
  46717. defines.REFLECTIONMAP_PROJECTION = true;
  46718. break;
  46719. case BABYLON.Texture.SKYBOX_MODE:
  46720. defines.REFLECTIONMAP_SKYBOX = true;
  46721. break;
  46722. case BABYLON.Texture.SPHERICAL_MODE:
  46723. defines.REFLECTIONMAP_SPHERICAL = true;
  46724. break;
  46725. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46726. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46727. break;
  46728. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46729. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46730. break;
  46731. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46732. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46733. break;
  46734. case BABYLON.Texture.CUBIC_MODE:
  46735. case BABYLON.Texture.INVCUBIC_MODE:
  46736. default:
  46737. defines.REFLECTIONMAP_CUBIC = true;
  46738. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46739. break;
  46740. }
  46741. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46742. if (reflectionTexture.sphericalPolynomial) {
  46743. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46744. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46745. defines.USESPHERICALINVERTEX = false;
  46746. }
  46747. else {
  46748. defines.USESPHERICALINVERTEX = true;
  46749. }
  46750. }
  46751. }
  46752. else {
  46753. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46754. }
  46755. }
  46756. else {
  46757. defines.REFLECTION = false;
  46758. defines.REFLECTIONMAP_3D = false;
  46759. defines.REFLECTIONMAP_SPHERICAL = false;
  46760. defines.REFLECTIONMAP_PLANAR = false;
  46761. defines.REFLECTIONMAP_CUBIC = false;
  46762. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46763. defines.REFLECTIONMAP_PROJECTION = false;
  46764. defines.REFLECTIONMAP_SKYBOX = false;
  46765. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46766. defines.REFLECTIONMAP_EXPLICIT = false;
  46767. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46768. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46769. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46770. defines.INVERTCUBICMAP = false;
  46771. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46772. defines.USESPHERICALINVERTEX = false;
  46773. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46774. defines.LODINREFLECTIONALPHA = false;
  46775. defines.GAMMAREFLECTION = false;
  46776. defines.RGBDREFLECTION = false;
  46777. }
  46778. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46779. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46780. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46781. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46782. }
  46783. else {
  46784. defines.LIGHTMAP = false;
  46785. }
  46786. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46787. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46788. }
  46789. else {
  46790. defines.EMISSIVE = false;
  46791. }
  46792. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46793. if (this._metallicTexture) {
  46794. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46795. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46796. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46797. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46798. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46799. }
  46800. else if (this._reflectivityTexture) {
  46801. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46802. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46803. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46804. }
  46805. else {
  46806. defines.REFLECTIVITY = false;
  46807. }
  46808. if (this._microSurfaceTexture) {
  46809. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46810. }
  46811. else {
  46812. defines.MICROSURFACEMAP = false;
  46813. }
  46814. }
  46815. else {
  46816. defines.REFLECTIVITY = false;
  46817. defines.MICROSURFACEMAP = false;
  46818. }
  46819. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46820. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46821. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46822. defines.PARALLAX = true;
  46823. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46824. }
  46825. else {
  46826. defines.PARALLAX = false;
  46827. }
  46828. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46829. }
  46830. else {
  46831. defines.BUMP = false;
  46832. }
  46833. var refractionTexture = this._getRefractionTexture();
  46834. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46835. defines.REFRACTION = true;
  46836. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46837. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46838. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46839. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46840. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46841. if (this._linkRefractionWithTransparency) {
  46842. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46843. }
  46844. }
  46845. else {
  46846. defines.REFRACTION = false;
  46847. }
  46848. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46849. defines.ENVIRONMENTBRDF = true;
  46850. }
  46851. else {
  46852. defines.ENVIRONMENTBRDF = false;
  46853. }
  46854. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46855. defines.ALPHAFROMALBEDO = true;
  46856. }
  46857. else {
  46858. defines.ALPHAFROMALBEDO = false;
  46859. }
  46860. }
  46861. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46862. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46863. defines.USEPHYSICALLIGHTFALLOFF = false;
  46864. defines.USEGLTFLIGHTFALLOFF = false;
  46865. }
  46866. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46867. defines.USEPHYSICALLIGHTFALLOFF = false;
  46868. defines.USEGLTFLIGHTFALLOFF = true;
  46869. }
  46870. else {
  46871. defines.USEPHYSICALLIGHTFALLOFF = true;
  46872. defines.USEGLTFLIGHTFALLOFF = false;
  46873. }
  46874. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46875. if (!this.backFaceCulling && this._twoSidedLighting) {
  46876. defines.TWOSIDEDLIGHTING = true;
  46877. }
  46878. else {
  46879. defines.TWOSIDEDLIGHTING = false;
  46880. }
  46881. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46882. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46883. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46884. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46885. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46886. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46887. }
  46888. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46889. this._imageProcessingConfiguration.prepareDefines(defines);
  46890. }
  46891. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46892. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46893. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46894. // Misc.
  46895. if (defines._areMiscDirty) {
  46896. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46897. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46898. }
  46899. // Values that need to be evaluated on every frame
  46900. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46901. // Attribs
  46902. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46903. };
  46904. /**
  46905. * Force shader compilation
  46906. */
  46907. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46908. var _this = this;
  46909. var localOptions = __assign({ clipPlane: false }, options);
  46910. var defines = new PBRMaterialDefines();
  46911. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  46912. if (effect.isReady()) {
  46913. if (onCompiled) {
  46914. onCompiled(this);
  46915. }
  46916. }
  46917. else {
  46918. effect.onCompileObservable.add(function () {
  46919. if (onCompiled) {
  46920. onCompiled(_this);
  46921. }
  46922. });
  46923. }
  46924. };
  46925. /**
  46926. * Initializes the uniform buffer layout for the shader.
  46927. */
  46928. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  46929. // Order is important !
  46930. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  46931. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  46932. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  46933. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  46934. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  46935. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  46936. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  46937. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  46938. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  46939. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  46940. this._uniformBuffer.addUniform("vReflectionSize", 3);
  46941. this._uniformBuffer.addUniform("vBumpInfos", 3);
  46942. this._uniformBuffer.addUniform("albedoMatrix", 16);
  46943. this._uniformBuffer.addUniform("ambientMatrix", 16);
  46944. this._uniformBuffer.addUniform("opacityMatrix", 16);
  46945. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  46946. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  46947. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  46948. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  46949. this._uniformBuffer.addUniform("bumpMatrix", 16);
  46950. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  46951. this._uniformBuffer.addUniform("refractionMatrix", 16);
  46952. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  46953. this._uniformBuffer.addUniform("vReflectionColor", 3);
  46954. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  46955. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  46956. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  46957. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  46958. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  46959. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  46960. this._uniformBuffer.addUniform("pointSize", 1);
  46961. this._uniformBuffer.create();
  46962. };
  46963. /**
  46964. * Unbinds the textures.
  46965. */
  46966. PBRBaseMaterial.prototype.unbind = function () {
  46967. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46968. this._uniformBuffer.setTexture("reflectionSampler", null);
  46969. }
  46970. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46971. this._uniformBuffer.setTexture("refractionSampler", null);
  46972. }
  46973. _super.prototype.unbind.call(this);
  46974. };
  46975. /**
  46976. * Binds the submesh data.
  46977. * @param world - The world matrix.
  46978. * @param mesh - The BJS mesh.
  46979. * @param subMesh - A submesh of the BJS mesh.
  46980. */
  46981. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  46982. var scene = this.getScene();
  46983. var defines = subMesh._materialDefines;
  46984. if (!defines) {
  46985. return;
  46986. }
  46987. var effect = subMesh.effect;
  46988. if (!effect) {
  46989. return;
  46990. }
  46991. this._activeEffect = effect;
  46992. // Matrices
  46993. this.bindOnlyWorldMatrix(world);
  46994. // Normal Matrix
  46995. if (defines.OBJECTSPACE_NORMALMAP) {
  46996. world.toNormalMatrix(this._normalMatrix);
  46997. this.bindOnlyNormalMatrix(this._normalMatrix);
  46998. }
  46999. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  47000. // Bones
  47001. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  47002. var reflectionTexture = null;
  47003. if (mustRebind) {
  47004. this._uniformBuffer.bindToEffect(effect, "Material");
  47005. this.bindViewProjection(effect);
  47006. reflectionTexture = this._getReflectionTexture();
  47007. var refractionTexture = this._getRefractionTexture();
  47008. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  47009. // Texture uniforms
  47010. if (scene.texturesEnabled) {
  47011. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47012. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  47013. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  47014. }
  47015. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47016. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  47017. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  47018. }
  47019. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47020. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  47021. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  47022. }
  47023. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47024. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  47025. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  47026. if (reflectionTexture.boundingBoxSize) {
  47027. var cubeTexture = reflectionTexture;
  47028. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  47029. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  47030. }
  47031. var polynomials = reflectionTexture.sphericalPolynomial;
  47032. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  47033. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  47034. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  47035. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  47036. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  47037. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  47038. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  47039. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  47040. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  47041. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  47042. }
  47043. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  47044. }
  47045. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47046. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  47047. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  47048. }
  47049. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47050. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  47051. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  47052. }
  47053. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47054. if (this._metallicTexture) {
  47055. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  47056. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  47057. }
  47058. else if (this._reflectivityTexture) {
  47059. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  47060. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  47061. }
  47062. if (this._microSurfaceTexture) {
  47063. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  47064. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  47065. }
  47066. }
  47067. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47068. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  47069. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  47070. if (scene._mirroredCameraPosition) {
  47071. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  47072. }
  47073. else {
  47074. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  47075. }
  47076. }
  47077. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47078. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  47079. var depth = 1.0;
  47080. if (!refractionTexture.isCube) {
  47081. if (refractionTexture.depth) {
  47082. depth = refractionTexture.depth;
  47083. }
  47084. }
  47085. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  47086. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  47087. }
  47088. }
  47089. // Point size
  47090. if (this.pointsCloud) {
  47091. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  47092. }
  47093. // Colors
  47094. if (defines.METALLICWORKFLOW) {
  47095. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  47096. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  47097. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  47098. }
  47099. else {
  47100. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  47101. }
  47102. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  47103. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  47104. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  47105. // Misc
  47106. this._lightingInfos.x = this._directIntensity;
  47107. this._lightingInfos.y = this._emissiveIntensity;
  47108. this._lightingInfos.z = this._environmentIntensity;
  47109. this._lightingInfos.w = this._specularIntensity;
  47110. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  47111. }
  47112. // Textures
  47113. if (scene.texturesEnabled) {
  47114. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47115. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  47116. }
  47117. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47118. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  47119. }
  47120. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47121. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  47122. }
  47123. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47124. if (defines.LODBASEDMICROSFURACE) {
  47125. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  47126. }
  47127. else {
  47128. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  47129. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  47130. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  47131. }
  47132. }
  47133. if (defines.ENVIRONMENTBRDF) {
  47134. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  47135. }
  47136. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47137. if (defines.LODBASEDMICROSFURACE) {
  47138. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  47139. }
  47140. else {
  47141. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  47142. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  47143. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  47144. }
  47145. }
  47146. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47147. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  47148. }
  47149. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47150. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  47151. }
  47152. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47153. if (this._metallicTexture) {
  47154. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  47155. }
  47156. else if (this._reflectivityTexture) {
  47157. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  47158. }
  47159. if (this._microSurfaceTexture) {
  47160. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  47161. }
  47162. }
  47163. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47164. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  47165. }
  47166. }
  47167. // Clip plane
  47168. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  47169. // Colors
  47170. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  47171. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  47172. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  47173. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  47174. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  47175. }
  47176. if (mustRebind || !this.isFrozen) {
  47177. // Lights
  47178. if (scene.lightsEnabled && !this._disableLighting) {
  47179. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  47180. }
  47181. // View
  47182. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  47183. this.bindView(effect);
  47184. }
  47185. // Fog
  47186. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  47187. // Morph targets
  47188. if (defines.NUM_MORPH_INFLUENCERS) {
  47189. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  47190. }
  47191. // image processing
  47192. this._imageProcessingConfiguration.bind(this._activeEffect);
  47193. // Log. depth
  47194. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  47195. }
  47196. this._uniformBuffer.update();
  47197. this._afterBind(mesh, this._activeEffect);
  47198. };
  47199. /**
  47200. * Returns the animatable textures.
  47201. * @returns - Array of animatable textures.
  47202. */
  47203. PBRBaseMaterial.prototype.getAnimatables = function () {
  47204. var results = [];
  47205. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  47206. results.push(this._albedoTexture);
  47207. }
  47208. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  47209. results.push(this._ambientTexture);
  47210. }
  47211. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  47212. results.push(this._opacityTexture);
  47213. }
  47214. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  47215. results.push(this._reflectionTexture);
  47216. }
  47217. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  47218. results.push(this._emissiveTexture);
  47219. }
  47220. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  47221. results.push(this._metallicTexture);
  47222. }
  47223. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  47224. results.push(this._reflectivityTexture);
  47225. }
  47226. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  47227. results.push(this._bumpTexture);
  47228. }
  47229. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  47230. results.push(this._lightmapTexture);
  47231. }
  47232. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  47233. results.push(this._refractionTexture);
  47234. }
  47235. return results;
  47236. };
  47237. /**
  47238. * Returns the texture used for reflections.
  47239. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  47240. */
  47241. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  47242. if (this._reflectionTexture) {
  47243. return this._reflectionTexture;
  47244. }
  47245. return this.getScene().environmentTexture;
  47246. };
  47247. /**
  47248. * Returns the texture used for refraction or null if none is used.
  47249. * @returns - Refection texture if present. If no refraction texture and refraction
  47250. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47251. */
  47252. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  47253. if (this._refractionTexture) {
  47254. return this._refractionTexture;
  47255. }
  47256. if (this._linkRefractionWithTransparency) {
  47257. return this.getScene().environmentTexture;
  47258. }
  47259. return null;
  47260. };
  47261. /**
  47262. * Disposes the resources of the material.
  47263. * @param forceDisposeEffect - Forces the disposal of effects.
  47264. * @param forceDisposeTextures - Forces the disposal of all textures.
  47265. */
  47266. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47267. if (forceDisposeTextures) {
  47268. if (this._albedoTexture) {
  47269. this._albedoTexture.dispose();
  47270. }
  47271. if (this._ambientTexture) {
  47272. this._ambientTexture.dispose();
  47273. }
  47274. if (this._opacityTexture) {
  47275. this._opacityTexture.dispose();
  47276. }
  47277. if (this._reflectionTexture) {
  47278. this._reflectionTexture.dispose();
  47279. }
  47280. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47281. this._environmentBRDFTexture.dispose();
  47282. }
  47283. if (this._emissiveTexture) {
  47284. this._emissiveTexture.dispose();
  47285. }
  47286. if (this._metallicTexture) {
  47287. this._metallicTexture.dispose();
  47288. }
  47289. if (this._reflectivityTexture) {
  47290. this._reflectivityTexture.dispose();
  47291. }
  47292. if (this._bumpTexture) {
  47293. this._bumpTexture.dispose();
  47294. }
  47295. if (this._lightmapTexture) {
  47296. this._lightmapTexture.dispose();
  47297. }
  47298. if (this._refractionTexture) {
  47299. this._refractionTexture.dispose();
  47300. }
  47301. }
  47302. this._renderTargets.dispose();
  47303. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47304. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47305. }
  47306. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47307. };
  47308. /**
  47309. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47310. */
  47311. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47312. /**
  47313. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47314. * to enhance interoperability with other engines.
  47315. */
  47316. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47317. /**
  47318. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47319. * to enhance interoperability with other materials.
  47320. */
  47321. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47322. /**
  47323. * Stores the reflectivity values based on metallic roughness workflow.
  47324. */
  47325. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47326. __decorate([
  47327. BABYLON.serializeAsImageProcessingConfiguration()
  47328. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47329. __decorate([
  47330. BABYLON.serialize()
  47331. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47332. __decorate([
  47333. BABYLON.serialize()
  47334. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47335. return PBRBaseMaterial;
  47336. }(BABYLON.PushMaterial));
  47337. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47338. })(BABYLON || (BABYLON = {}));
  47339. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  47340. var BABYLON;
  47341. (function (BABYLON) {
  47342. /**
  47343. * The Physically based simple base material of BJS.
  47344. *
  47345. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47346. * It is used as the base class for both the specGloss and metalRough conventions.
  47347. */
  47348. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47349. __extends(PBRBaseSimpleMaterial, _super);
  47350. /**
  47351. * Instantiates a new PBRMaterial instance.
  47352. *
  47353. * @param name The material name
  47354. * @param scene The scene the material will be use in.
  47355. */
  47356. function PBRBaseSimpleMaterial(name, scene) {
  47357. var _this = _super.call(this, name, scene) || this;
  47358. /**
  47359. * Number of Simultaneous lights allowed on the material.
  47360. */
  47361. _this.maxSimultaneousLights = 4;
  47362. /**
  47363. * If sets to true, disables all the lights affecting the material.
  47364. */
  47365. _this.disableLighting = false;
  47366. /**
  47367. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47368. */
  47369. _this.invertNormalMapX = false;
  47370. /**
  47371. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47372. */
  47373. _this.invertNormalMapY = false;
  47374. /**
  47375. * Emissivie color used to self-illuminate the model.
  47376. */
  47377. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47378. /**
  47379. * Occlusion Channel Strenght.
  47380. */
  47381. _this.occlusionStrength = 1.0;
  47382. /**
  47383. * If true, the light map contains occlusion information instead of lighting info.
  47384. */
  47385. _this.useLightmapAsShadowmap = false;
  47386. _this._useAlphaFromAlbedoTexture = true;
  47387. _this._useAmbientInGrayScale = true;
  47388. return _this;
  47389. }
  47390. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47391. /**
  47392. * Gets the current double sided mode.
  47393. */
  47394. get: function () {
  47395. return this._twoSidedLighting;
  47396. },
  47397. /**
  47398. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47399. */
  47400. set: function (value) {
  47401. if (this._twoSidedLighting === value) {
  47402. return;
  47403. }
  47404. this._twoSidedLighting = value;
  47405. this.backFaceCulling = !value;
  47406. this._markAllSubMeshesAsTexturesDirty();
  47407. },
  47408. enumerable: true,
  47409. configurable: true
  47410. });
  47411. /**
  47412. * Return the active textures of the material.
  47413. */
  47414. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47415. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47416. if (this.environmentTexture) {
  47417. activeTextures.push(this.environmentTexture);
  47418. }
  47419. if (this.normalTexture) {
  47420. activeTextures.push(this.normalTexture);
  47421. }
  47422. if (this.emissiveTexture) {
  47423. activeTextures.push(this.emissiveTexture);
  47424. }
  47425. if (this.occlusionTexture) {
  47426. activeTextures.push(this.occlusionTexture);
  47427. }
  47428. if (this.lightmapTexture) {
  47429. activeTextures.push(this.lightmapTexture);
  47430. }
  47431. return activeTextures;
  47432. };
  47433. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47434. if (_super.prototype.hasTexture.call(this, texture)) {
  47435. return true;
  47436. }
  47437. if (this.lightmapTexture === texture) {
  47438. return true;
  47439. }
  47440. return false;
  47441. };
  47442. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47443. return "PBRBaseSimpleMaterial";
  47444. };
  47445. __decorate([
  47446. BABYLON.serialize(),
  47447. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47448. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47449. __decorate([
  47450. BABYLON.serialize(),
  47451. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47452. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47453. __decorate([
  47454. BABYLON.serializeAsTexture(),
  47455. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47456. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47457. __decorate([
  47458. BABYLON.serialize(),
  47459. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47460. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47461. __decorate([
  47462. BABYLON.serialize(),
  47463. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47464. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47465. __decorate([
  47466. BABYLON.serializeAsTexture(),
  47467. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47468. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47469. __decorate([
  47470. BABYLON.serializeAsColor3("emissive"),
  47471. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47472. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47473. __decorate([
  47474. BABYLON.serializeAsTexture(),
  47475. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47476. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47477. __decorate([
  47478. BABYLON.serialize(),
  47479. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47480. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47481. __decorate([
  47482. BABYLON.serializeAsTexture(),
  47483. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47484. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47485. __decorate([
  47486. BABYLON.serialize(),
  47487. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47488. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47489. __decorate([
  47490. BABYLON.serialize()
  47491. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47492. __decorate([
  47493. BABYLON.serializeAsTexture(),
  47494. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47495. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47496. __decorate([
  47497. BABYLON.serialize(),
  47498. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47499. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47500. return PBRBaseSimpleMaterial;
  47501. }(BABYLON.PBRBaseMaterial));
  47502. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47503. })(BABYLON || (BABYLON = {}));
  47504. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47505. var BABYLON;
  47506. (function (BABYLON) {
  47507. /**
  47508. * The Physically based material of BJS.
  47509. *
  47510. * This offers the main features of a standard PBR material.
  47511. * For more information, please refer to the documentation :
  47512. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47513. */
  47514. var PBRMaterial = /** @class */ (function (_super) {
  47515. __extends(PBRMaterial, _super);
  47516. /**
  47517. * Instantiates a new PBRMaterial instance.
  47518. *
  47519. * @param name The material name
  47520. * @param scene The scene the material will be use in.
  47521. */
  47522. function PBRMaterial(name, scene) {
  47523. var _this = _super.call(this, name, scene) || this;
  47524. /**
  47525. * Intensity of the direct lights e.g. the four lights available in your scene.
  47526. * This impacts both the direct diffuse and specular highlights.
  47527. */
  47528. _this.directIntensity = 1.0;
  47529. /**
  47530. * Intensity of the emissive part of the material.
  47531. * This helps controlling the emissive effect without modifying the emissive color.
  47532. */
  47533. _this.emissiveIntensity = 1.0;
  47534. /**
  47535. * Intensity of the environment e.g. how much the environment will light the object
  47536. * either through harmonics for rough material or through the refelction for shiny ones.
  47537. */
  47538. _this.environmentIntensity = 1.0;
  47539. /**
  47540. * This is a special control allowing the reduction of the specular highlights coming from the
  47541. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47542. */
  47543. _this.specularIntensity = 1.0;
  47544. /**
  47545. * Debug Control allowing disabling the bump map on this material.
  47546. */
  47547. _this.disableBumpMap = false;
  47548. /**
  47549. * AKA Occlusion Texture Intensity in other nomenclature.
  47550. */
  47551. _this.ambientTextureStrength = 1.0;
  47552. /**
  47553. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47554. * 1 means it completely occludes it
  47555. * 0 mean it has no impact
  47556. */
  47557. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47558. /**
  47559. * The color of a material in ambient lighting.
  47560. */
  47561. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47562. /**
  47563. * AKA Diffuse Color in other nomenclature.
  47564. */
  47565. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47566. /**
  47567. * AKA Specular Color in other nomenclature.
  47568. */
  47569. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47570. /**
  47571. * The color reflected from the material.
  47572. */
  47573. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47574. /**
  47575. * The color emitted from the material.
  47576. */
  47577. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47578. /**
  47579. * AKA Glossiness in other nomenclature.
  47580. */
  47581. _this.microSurface = 1.0;
  47582. /**
  47583. * source material index of refraction (IOR)' / 'destination material IOR.
  47584. */
  47585. _this.indexOfRefraction = 0.66;
  47586. /**
  47587. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47588. */
  47589. _this.invertRefractionY = false;
  47590. /**
  47591. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47592. * Materials half opaque for instance using refraction could benefit from this control.
  47593. */
  47594. _this.linkRefractionWithTransparency = false;
  47595. /**
  47596. * If true, the light map contains occlusion information instead of lighting info.
  47597. */
  47598. _this.useLightmapAsShadowmap = false;
  47599. /**
  47600. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47601. */
  47602. _this.useAlphaFromAlbedoTexture = false;
  47603. /**
  47604. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47605. */
  47606. _this.forceAlphaTest = false;
  47607. /**
  47608. * Defines the alpha limits in alpha test mode.
  47609. */
  47610. _this.alphaCutOff = 0.4;
  47611. /**
  47612. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47613. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47614. */
  47615. _this.useSpecularOverAlpha = true;
  47616. /**
  47617. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47618. */
  47619. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47620. /**
  47621. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47622. */
  47623. _this.useRoughnessFromMetallicTextureAlpha = true;
  47624. /**
  47625. * Specifies if the metallic texture contains the roughness information in its green channel.
  47626. */
  47627. _this.useRoughnessFromMetallicTextureGreen = false;
  47628. /**
  47629. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47630. */
  47631. _this.useMetallnessFromMetallicTextureBlue = false;
  47632. /**
  47633. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47634. */
  47635. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47636. /**
  47637. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47638. */
  47639. _this.useAmbientInGrayScale = false;
  47640. /**
  47641. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47642. * The material will try to infer what glossiness each pixel should be.
  47643. */
  47644. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47645. /**
  47646. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47647. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47648. */
  47649. _this.useRadianceOverAlpha = true;
  47650. /**
  47651. * Allows using an object space normal map (instead of tangent space).
  47652. */
  47653. _this.useObjectSpaceNormalMap = false;
  47654. /**
  47655. * Allows using the bump map in parallax mode.
  47656. */
  47657. _this.useParallax = false;
  47658. /**
  47659. * Allows using the bump map in parallax occlusion mode.
  47660. */
  47661. _this.useParallaxOcclusion = false;
  47662. /**
  47663. * Controls the scale bias of the parallax mode.
  47664. */
  47665. _this.parallaxScaleBias = 0.05;
  47666. /**
  47667. * If sets to true, disables all the lights affecting the material.
  47668. */
  47669. _this.disableLighting = false;
  47670. /**
  47671. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47672. */
  47673. _this.forceIrradianceInFragment = false;
  47674. /**
  47675. * Number of Simultaneous lights allowed on the material.
  47676. */
  47677. _this.maxSimultaneousLights = 4;
  47678. /**
  47679. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47680. */
  47681. _this.invertNormalMapX = false;
  47682. /**
  47683. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47684. */
  47685. _this.invertNormalMapY = false;
  47686. /**
  47687. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47688. */
  47689. _this.twoSidedLighting = false;
  47690. /**
  47691. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47692. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47693. */
  47694. _this.useAlphaFresnel = false;
  47695. /**
  47696. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47697. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47698. */
  47699. _this.useLinearAlphaFresnel = false;
  47700. /**
  47701. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47702. * And/Or occlude the blended part.
  47703. */
  47704. _this.environmentBRDFTexture = null;
  47705. /**
  47706. * Force normal to face away from face.
  47707. */
  47708. _this.forceNormalForward = false;
  47709. /**
  47710. * Enables specular anti aliasing in the PBR shader.
  47711. * It will both interacts on the Geometry for analytical and IBL lighting.
  47712. * It also prefilter the roughness map based on the bump values.
  47713. */
  47714. _this.enableSpecularAntiAliasing = false;
  47715. /**
  47716. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47717. * makes the reflect vector face the model (under horizon).
  47718. */
  47719. _this.useHorizonOcclusion = true;
  47720. /**
  47721. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47722. * too much the area relying on ambient texture to define their ambient occlusion.
  47723. */
  47724. _this.useRadianceOcclusion = true;
  47725. /**
  47726. * If set to true, no lighting calculations will be applied.
  47727. */
  47728. _this.unlit = false;
  47729. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47730. return _this;
  47731. }
  47732. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47733. /**
  47734. * BJS is using an harcoded light falloff based on a manually sets up range.
  47735. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47736. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47737. */
  47738. get: function () {
  47739. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47740. },
  47741. /**
  47742. * BJS is using an harcoded light falloff based on a manually sets up range.
  47743. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47744. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47745. */
  47746. set: function (value) {
  47747. if (value !== this.usePhysicalLightFalloff) {
  47748. // Ensure the effect will be rebuilt.
  47749. this._markAllSubMeshesAsTexturesDirty();
  47750. if (value) {
  47751. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47752. }
  47753. else {
  47754. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47755. }
  47756. }
  47757. },
  47758. enumerable: true,
  47759. configurable: true
  47760. });
  47761. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47762. /**
  47763. * In order to support the falloff compatibility with gltf, a special mode has been added
  47764. * to reproduce the gltf light falloff.
  47765. */
  47766. get: function () {
  47767. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47768. },
  47769. /**
  47770. * In order to support the falloff compatibility with gltf, a special mode has been added
  47771. * to reproduce the gltf light falloff.
  47772. */
  47773. set: function (value) {
  47774. if (value !== this.useGLTFLightFalloff) {
  47775. // Ensure the effect will be rebuilt.
  47776. this._markAllSubMeshesAsTexturesDirty();
  47777. if (value) {
  47778. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47779. }
  47780. else {
  47781. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47782. }
  47783. }
  47784. },
  47785. enumerable: true,
  47786. configurable: true
  47787. });
  47788. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47789. /**
  47790. * Gets the image processing configuration used either in this material.
  47791. */
  47792. get: function () {
  47793. return this._imageProcessingConfiguration;
  47794. },
  47795. /**
  47796. * Sets the Default image processing configuration used either in the this material.
  47797. *
  47798. * If sets to null, the scene one is in use.
  47799. */
  47800. set: function (value) {
  47801. this._attachImageProcessingConfiguration(value);
  47802. // Ensure the effect will be rebuilt.
  47803. this._markAllSubMeshesAsTexturesDirty();
  47804. },
  47805. enumerable: true,
  47806. configurable: true
  47807. });
  47808. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47809. /**
  47810. * Gets wether the color curves effect is enabled.
  47811. */
  47812. get: function () {
  47813. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47814. },
  47815. /**
  47816. * Sets wether the color curves effect is enabled.
  47817. */
  47818. set: function (value) {
  47819. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47820. },
  47821. enumerable: true,
  47822. configurable: true
  47823. });
  47824. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47825. /**
  47826. * Gets wether the color grading effect is enabled.
  47827. */
  47828. get: function () {
  47829. return this.imageProcessingConfiguration.colorGradingEnabled;
  47830. },
  47831. /**
  47832. * Gets wether the color grading effect is enabled.
  47833. */
  47834. set: function (value) {
  47835. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47836. },
  47837. enumerable: true,
  47838. configurable: true
  47839. });
  47840. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47841. /**
  47842. * Gets wether tonemapping is enabled or not.
  47843. */
  47844. get: function () {
  47845. return this._imageProcessingConfiguration.toneMappingEnabled;
  47846. },
  47847. /**
  47848. * Sets wether tonemapping is enabled or not
  47849. */
  47850. set: function (value) {
  47851. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47852. },
  47853. enumerable: true,
  47854. configurable: true
  47855. });
  47856. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47857. /**
  47858. * The camera exposure used on this material.
  47859. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47860. * This corresponds to a photographic exposure.
  47861. */
  47862. get: function () {
  47863. return this._imageProcessingConfiguration.exposure;
  47864. },
  47865. /**
  47866. * The camera exposure used on this material.
  47867. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47868. * This corresponds to a photographic exposure.
  47869. */
  47870. set: function (value) {
  47871. this._imageProcessingConfiguration.exposure = value;
  47872. },
  47873. enumerable: true,
  47874. configurable: true
  47875. });
  47876. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47877. /**
  47878. * Gets The camera contrast used on this material.
  47879. */
  47880. get: function () {
  47881. return this._imageProcessingConfiguration.contrast;
  47882. },
  47883. /**
  47884. * Sets The camera contrast used on this material.
  47885. */
  47886. set: function (value) {
  47887. this._imageProcessingConfiguration.contrast = value;
  47888. },
  47889. enumerable: true,
  47890. configurable: true
  47891. });
  47892. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47893. /**
  47894. * Gets the Color Grading 2D Lookup Texture.
  47895. */
  47896. get: function () {
  47897. return this._imageProcessingConfiguration.colorGradingTexture;
  47898. },
  47899. /**
  47900. * Sets the Color Grading 2D Lookup Texture.
  47901. */
  47902. set: function (value) {
  47903. this._imageProcessingConfiguration.colorGradingTexture = value;
  47904. },
  47905. enumerable: true,
  47906. configurable: true
  47907. });
  47908. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47909. /**
  47910. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47911. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47912. * 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;
  47913. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47914. */
  47915. get: function () {
  47916. return this._imageProcessingConfiguration.colorCurves;
  47917. },
  47918. /**
  47919. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47920. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47921. * 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;
  47922. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47923. */
  47924. set: function (value) {
  47925. this._imageProcessingConfiguration.colorCurves = value;
  47926. },
  47927. enumerable: true,
  47928. configurable: true
  47929. });
  47930. /**
  47931. * Returns the name of this material class.
  47932. */
  47933. PBRMaterial.prototype.getClassName = function () {
  47934. return "PBRMaterial";
  47935. };
  47936. /**
  47937. * Returns an array of the actively used textures.
  47938. * @returns - Array of BaseTextures
  47939. */
  47940. PBRMaterial.prototype.getActiveTextures = function () {
  47941. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47942. if (this._albedoTexture) {
  47943. activeTextures.push(this._albedoTexture);
  47944. }
  47945. if (this._ambientTexture) {
  47946. activeTextures.push(this._ambientTexture);
  47947. }
  47948. if (this._opacityTexture) {
  47949. activeTextures.push(this._opacityTexture);
  47950. }
  47951. if (this._reflectionTexture) {
  47952. activeTextures.push(this._reflectionTexture);
  47953. }
  47954. if (this._emissiveTexture) {
  47955. activeTextures.push(this._emissiveTexture);
  47956. }
  47957. if (this._reflectivityTexture) {
  47958. activeTextures.push(this._reflectivityTexture);
  47959. }
  47960. if (this._metallicTexture) {
  47961. activeTextures.push(this._metallicTexture);
  47962. }
  47963. if (this._microSurfaceTexture) {
  47964. activeTextures.push(this._microSurfaceTexture);
  47965. }
  47966. if (this._bumpTexture) {
  47967. activeTextures.push(this._bumpTexture);
  47968. }
  47969. if (this._lightmapTexture) {
  47970. activeTextures.push(this._lightmapTexture);
  47971. }
  47972. if (this._refractionTexture) {
  47973. activeTextures.push(this._refractionTexture);
  47974. }
  47975. return activeTextures;
  47976. };
  47977. /**
  47978. * Checks to see if a texture is used in the material.
  47979. * @param texture - Base texture to use.
  47980. * @returns - Boolean specifying if a texture is used in the material.
  47981. */
  47982. PBRMaterial.prototype.hasTexture = function (texture) {
  47983. if (_super.prototype.hasTexture.call(this, texture)) {
  47984. return true;
  47985. }
  47986. if (this._albedoTexture === texture) {
  47987. return true;
  47988. }
  47989. if (this._ambientTexture === texture) {
  47990. return true;
  47991. }
  47992. if (this._opacityTexture === texture) {
  47993. return true;
  47994. }
  47995. if (this._reflectionTexture === texture) {
  47996. return true;
  47997. }
  47998. if (this._reflectivityTexture === texture) {
  47999. return true;
  48000. }
  48001. if (this._metallicTexture === texture) {
  48002. return true;
  48003. }
  48004. if (this._microSurfaceTexture === texture) {
  48005. return true;
  48006. }
  48007. if (this._bumpTexture === texture) {
  48008. return true;
  48009. }
  48010. if (this._lightmapTexture === texture) {
  48011. return true;
  48012. }
  48013. if (this._refractionTexture === texture) {
  48014. return true;
  48015. }
  48016. return false;
  48017. };
  48018. /**
  48019. * Makes a duplicate of the current material.
  48020. * @param name - name to use for the new material.
  48021. */
  48022. PBRMaterial.prototype.clone = function (name) {
  48023. var _this = this;
  48024. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  48025. clone.id = name;
  48026. clone.name = name;
  48027. return clone;
  48028. };
  48029. /**
  48030. * Serializes this PBR Material.
  48031. * @returns - An object with the serialized material.
  48032. */
  48033. PBRMaterial.prototype.serialize = function () {
  48034. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48035. serializationObject.customType = "BABYLON.PBRMaterial";
  48036. return serializationObject;
  48037. };
  48038. // Statics
  48039. /**
  48040. * Parses a PBR Material from a serialized object.
  48041. * @param source - Serialized object.
  48042. * @param scene - BJS scene instance.
  48043. * @param rootUrl - url for the scene object
  48044. * @returns - PBRMaterial
  48045. */
  48046. PBRMaterial.Parse = function (source, scene, rootUrl) {
  48047. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  48048. };
  48049. /**
  48050. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48051. */
  48052. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  48053. /**
  48054. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48055. */
  48056. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  48057. /**
  48058. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48059. */
  48060. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  48061. /**
  48062. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48063. * They are also discarded below the alpha cutoff threshold to improve performances.
  48064. */
  48065. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  48066. /**
  48067. * Defines the default value of how much AO map is occluding the analytical lights
  48068. * (point spot...).
  48069. */
  48070. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  48071. __decorate([
  48072. BABYLON.serialize(),
  48073. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48074. ], PBRMaterial.prototype, "directIntensity", void 0);
  48075. __decorate([
  48076. BABYLON.serialize(),
  48077. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48078. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  48079. __decorate([
  48080. BABYLON.serialize(),
  48081. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48082. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  48083. __decorate([
  48084. BABYLON.serialize(),
  48085. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48086. ], PBRMaterial.prototype, "specularIntensity", void 0);
  48087. __decorate([
  48088. BABYLON.serialize(),
  48089. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48090. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  48091. __decorate([
  48092. BABYLON.serializeAsTexture(),
  48093. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48094. ], PBRMaterial.prototype, "albedoTexture", void 0);
  48095. __decorate([
  48096. BABYLON.serializeAsTexture(),
  48097. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48098. ], PBRMaterial.prototype, "ambientTexture", void 0);
  48099. __decorate([
  48100. BABYLON.serialize(),
  48101. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48102. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  48103. __decorate([
  48104. BABYLON.serialize(),
  48105. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48106. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  48107. __decorate([
  48108. BABYLON.serializeAsTexture(),
  48109. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48110. ], PBRMaterial.prototype, "opacityTexture", void 0);
  48111. __decorate([
  48112. BABYLON.serializeAsTexture(),
  48113. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48114. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  48115. __decorate([
  48116. BABYLON.serializeAsTexture(),
  48117. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48118. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  48119. __decorate([
  48120. BABYLON.serializeAsTexture(),
  48121. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48122. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  48123. __decorate([
  48124. BABYLON.serializeAsTexture(),
  48125. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48126. ], PBRMaterial.prototype, "metallicTexture", void 0);
  48127. __decorate([
  48128. BABYLON.serialize(),
  48129. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48130. ], PBRMaterial.prototype, "metallic", void 0);
  48131. __decorate([
  48132. BABYLON.serialize(),
  48133. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48134. ], PBRMaterial.prototype, "roughness", void 0);
  48135. __decorate([
  48136. BABYLON.serializeAsTexture(),
  48137. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48138. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  48139. __decorate([
  48140. BABYLON.serializeAsTexture(),
  48141. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48142. ], PBRMaterial.prototype, "bumpTexture", void 0);
  48143. __decorate([
  48144. BABYLON.serializeAsTexture(),
  48145. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  48146. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  48147. __decorate([
  48148. BABYLON.serializeAsTexture(),
  48149. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48150. ], PBRMaterial.prototype, "refractionTexture", void 0);
  48151. __decorate([
  48152. BABYLON.serializeAsColor3("ambient"),
  48153. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48154. ], PBRMaterial.prototype, "ambientColor", void 0);
  48155. __decorate([
  48156. BABYLON.serializeAsColor3("albedo"),
  48157. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48158. ], PBRMaterial.prototype, "albedoColor", void 0);
  48159. __decorate([
  48160. BABYLON.serializeAsColor3("reflectivity"),
  48161. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48162. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  48163. __decorate([
  48164. BABYLON.serializeAsColor3("reflection"),
  48165. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48166. ], PBRMaterial.prototype, "reflectionColor", void 0);
  48167. __decorate([
  48168. BABYLON.serializeAsColor3("emissive"),
  48169. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48170. ], PBRMaterial.prototype, "emissiveColor", void 0);
  48171. __decorate([
  48172. BABYLON.serialize(),
  48173. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48174. ], PBRMaterial.prototype, "microSurface", void 0);
  48175. __decorate([
  48176. BABYLON.serialize(),
  48177. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48178. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  48179. __decorate([
  48180. BABYLON.serialize(),
  48181. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48182. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  48183. __decorate([
  48184. BABYLON.serialize(),
  48185. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48186. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  48187. __decorate([
  48188. BABYLON.serialize(),
  48189. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48190. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  48191. __decorate([
  48192. BABYLON.serialize(),
  48193. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48194. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  48195. __decorate([
  48196. BABYLON.serialize(),
  48197. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48198. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  48199. __decorate([
  48200. BABYLON.serialize(),
  48201. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48202. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  48203. __decorate([
  48204. BABYLON.serialize(),
  48205. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48206. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  48207. __decorate([
  48208. BABYLON.serialize(),
  48209. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48210. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  48211. __decorate([
  48212. BABYLON.serialize(),
  48213. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48214. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  48215. __decorate([
  48216. BABYLON.serialize(),
  48217. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48218. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  48219. __decorate([
  48220. BABYLON.serialize(),
  48221. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48222. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  48223. __decorate([
  48224. BABYLON.serialize(),
  48225. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48226. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  48227. __decorate([
  48228. BABYLON.serialize(),
  48229. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48230. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  48231. __decorate([
  48232. BABYLON.serialize(),
  48233. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48234. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  48235. __decorate([
  48236. BABYLON.serialize()
  48237. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  48238. __decorate([
  48239. BABYLON.serialize()
  48240. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  48241. __decorate([
  48242. BABYLON.serialize(),
  48243. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48244. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  48245. __decorate([
  48246. BABYLON.serialize(),
  48247. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48248. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  48249. __decorate([
  48250. BABYLON.serialize(),
  48251. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48252. ], PBRMaterial.prototype, "useParallax", void 0);
  48253. __decorate([
  48254. BABYLON.serialize(),
  48255. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48256. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  48257. __decorate([
  48258. BABYLON.serialize(),
  48259. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48260. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48261. __decorate([
  48262. BABYLON.serialize(),
  48263. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48264. ], PBRMaterial.prototype, "disableLighting", void 0);
  48265. __decorate([
  48266. BABYLON.serialize(),
  48267. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48268. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48269. __decorate([
  48270. BABYLON.serialize(),
  48271. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48272. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48273. __decorate([
  48274. BABYLON.serialize(),
  48275. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48276. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48277. __decorate([
  48278. BABYLON.serialize(),
  48279. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48280. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48281. __decorate([
  48282. BABYLON.serialize(),
  48283. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48284. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48285. __decorate([
  48286. BABYLON.serialize(),
  48287. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48288. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48289. __decorate([
  48290. BABYLON.serialize(),
  48291. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48292. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48293. __decorate([
  48294. BABYLON.serializeAsTexture(),
  48295. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48296. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48297. __decorate([
  48298. BABYLON.serialize(),
  48299. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48300. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48301. __decorate([
  48302. BABYLON.serialize(),
  48303. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48304. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48305. __decorate([
  48306. BABYLON.serialize(),
  48307. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48308. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48309. __decorate([
  48310. BABYLON.serialize(),
  48311. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48312. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48313. __decorate([
  48314. BABYLON.serialize(),
  48315. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48316. ], PBRMaterial.prototype, "unlit", void 0);
  48317. return PBRMaterial;
  48318. }(BABYLON.PBRBaseMaterial));
  48319. BABYLON.PBRMaterial = PBRMaterial;
  48320. })(BABYLON || (BABYLON = {}));
  48321. //# sourceMappingURL=babylon.pbrMaterial.js.map
  48322. var BABYLON;
  48323. (function (BABYLON) {
  48324. /**
  48325. * The PBR material of BJS following the metal roughness convention.
  48326. *
  48327. * This fits to the PBR convention in the GLTF definition:
  48328. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48329. */
  48330. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48331. __extends(PBRMetallicRoughnessMaterial, _super);
  48332. /**
  48333. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48334. *
  48335. * @param name The material name
  48336. * @param scene The scene the material will be use in.
  48337. */
  48338. function PBRMetallicRoughnessMaterial(name, scene) {
  48339. var _this = _super.call(this, name, scene) || this;
  48340. _this._useRoughnessFromMetallicTextureAlpha = false;
  48341. _this._useRoughnessFromMetallicTextureGreen = true;
  48342. _this._useMetallnessFromMetallicTextureBlue = true;
  48343. _this.metallic = 1.0;
  48344. _this.roughness = 1.0;
  48345. return _this;
  48346. }
  48347. /**
  48348. * Return the currrent class name of the material.
  48349. */
  48350. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48351. return "PBRMetallicRoughnessMaterial";
  48352. };
  48353. /**
  48354. * Return the active textures of the material.
  48355. */
  48356. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48357. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48358. if (this.baseTexture) {
  48359. activeTextures.push(this.baseTexture);
  48360. }
  48361. if (this.metallicRoughnessTexture) {
  48362. activeTextures.push(this.metallicRoughnessTexture);
  48363. }
  48364. return activeTextures;
  48365. };
  48366. /**
  48367. * Checks to see if a texture is used in the material.
  48368. * @param texture - Base texture to use.
  48369. * @returns - Boolean specifying if a texture is used in the material.
  48370. */
  48371. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48372. if (_super.prototype.hasTexture.call(this, texture)) {
  48373. return true;
  48374. }
  48375. if (this.baseTexture === texture) {
  48376. return true;
  48377. }
  48378. if (this.metallicRoughnessTexture === texture) {
  48379. return true;
  48380. }
  48381. return false;
  48382. };
  48383. /**
  48384. * Makes a duplicate of the current material.
  48385. * @param name - name to use for the new material.
  48386. */
  48387. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48388. var _this = this;
  48389. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48390. clone.id = name;
  48391. clone.name = name;
  48392. return clone;
  48393. };
  48394. /**
  48395. * Serialize the material to a parsable JSON object.
  48396. */
  48397. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48398. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48399. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48400. return serializationObject;
  48401. };
  48402. /**
  48403. * Parses a JSON object correponding to the serialize function.
  48404. */
  48405. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48406. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48407. };
  48408. __decorate([
  48409. BABYLON.serializeAsColor3(),
  48410. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48411. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48412. __decorate([
  48413. BABYLON.serializeAsTexture(),
  48414. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48415. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48416. __decorate([
  48417. BABYLON.serialize(),
  48418. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48419. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48420. __decorate([
  48421. BABYLON.serialize(),
  48422. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48423. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48424. __decorate([
  48425. BABYLON.serializeAsTexture(),
  48426. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48427. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48428. return PBRMetallicRoughnessMaterial;
  48429. }(BABYLON.PBRBaseSimpleMaterial));
  48430. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48431. })(BABYLON || (BABYLON = {}));
  48432. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48433. var BABYLON;
  48434. (function (BABYLON) {
  48435. /**
  48436. * The PBR material of BJS following the specular glossiness convention.
  48437. *
  48438. * This fits to the PBR convention in the GLTF definition:
  48439. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48440. */
  48441. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48442. __extends(PBRSpecularGlossinessMaterial, _super);
  48443. /**
  48444. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48445. *
  48446. * @param name The material name
  48447. * @param scene The scene the material will be use in.
  48448. */
  48449. function PBRSpecularGlossinessMaterial(name, scene) {
  48450. var _this = _super.call(this, name, scene) || this;
  48451. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48452. return _this;
  48453. }
  48454. /**
  48455. * Return the currrent class name of the material.
  48456. */
  48457. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48458. return "PBRSpecularGlossinessMaterial";
  48459. };
  48460. /**
  48461. * Return the active textures of the material.
  48462. */
  48463. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48464. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48465. if (this.diffuseTexture) {
  48466. activeTextures.push(this.diffuseTexture);
  48467. }
  48468. if (this.specularGlossinessTexture) {
  48469. activeTextures.push(this.specularGlossinessTexture);
  48470. }
  48471. return activeTextures;
  48472. };
  48473. /**
  48474. * Checks to see if a texture is used in the material.
  48475. * @param texture - Base texture to use.
  48476. * @returns - Boolean specifying if a texture is used in the material.
  48477. */
  48478. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48479. if (_super.prototype.hasTexture.call(this, texture)) {
  48480. return true;
  48481. }
  48482. if (this.diffuseTexture === texture) {
  48483. return true;
  48484. }
  48485. if (this.specularGlossinessTexture === texture) {
  48486. return true;
  48487. }
  48488. return false;
  48489. };
  48490. /**
  48491. * Makes a duplicate of the current material.
  48492. * @param name - name to use for the new material.
  48493. */
  48494. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48495. var _this = this;
  48496. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48497. clone.id = name;
  48498. clone.name = name;
  48499. return clone;
  48500. };
  48501. /**
  48502. * Serialize the material to a parsable JSON object.
  48503. */
  48504. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48505. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48506. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48507. return serializationObject;
  48508. };
  48509. /**
  48510. * Parses a JSON object correponding to the serialize function.
  48511. */
  48512. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48513. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48514. };
  48515. __decorate([
  48516. BABYLON.serializeAsColor3("diffuse"),
  48517. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48518. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48519. __decorate([
  48520. BABYLON.serializeAsTexture(),
  48521. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48522. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48523. __decorate([
  48524. BABYLON.serializeAsColor3("specular"),
  48525. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48526. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48527. __decorate([
  48528. BABYLON.serialize(),
  48529. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48530. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48531. __decorate([
  48532. BABYLON.serializeAsTexture(),
  48533. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48534. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48535. return PBRSpecularGlossinessMaterial;
  48536. }(BABYLON.PBRBaseSimpleMaterial));
  48537. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48538. })(BABYLON || (BABYLON = {}));
  48539. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48540. var BABYLON;
  48541. (function (BABYLON) {
  48542. /**
  48543. * @ignore
  48544. * This is a list of all the different input types that are available in the application.
  48545. * Fo instance: ArcRotateCameraGamepadInput...
  48546. */
  48547. BABYLON.CameraInputTypes = {};
  48548. /**
  48549. * This represents the input manager used within a camera.
  48550. * It helps dealing with all the different kind of input attached to a camera.
  48551. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48552. */
  48553. var CameraInputsManager = /** @class */ (function () {
  48554. /**
  48555. * Instantiate a new Camera Input Manager.
  48556. * @param camera Defines the camera the input manager blongs to
  48557. */
  48558. function CameraInputsManager(camera) {
  48559. this.attached = {};
  48560. this.camera = camera;
  48561. this.checkInputs = function () { };
  48562. }
  48563. /**
  48564. * Add an input method to a camera
  48565. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48566. * @param input camera input method
  48567. */
  48568. CameraInputsManager.prototype.add = function (input) {
  48569. var type = input.getSimpleName();
  48570. if (this.attached[type]) {
  48571. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48572. return;
  48573. }
  48574. this.attached[type] = input;
  48575. input.camera = this.camera;
  48576. //for checkInputs, we are dynamically creating a function
  48577. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48578. if (input.checkInputs) {
  48579. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48580. }
  48581. if (this.attachedElement) {
  48582. input.attachControl(this.attachedElement);
  48583. }
  48584. };
  48585. /**
  48586. * Remove a specific input method from a camera
  48587. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48588. * @param inputToRemove camera input method
  48589. */
  48590. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48591. for (var cam in this.attached) {
  48592. var input = this.attached[cam];
  48593. if (input === inputToRemove) {
  48594. input.detachControl(this.attachedElement);
  48595. input.camera = null;
  48596. delete this.attached[cam];
  48597. this.rebuildInputCheck();
  48598. }
  48599. }
  48600. };
  48601. /**
  48602. * Remove a specific input type from a camera
  48603. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48604. * @param inputType the type of the input to remove
  48605. */
  48606. CameraInputsManager.prototype.removeByType = function (inputType) {
  48607. for (var cam in this.attached) {
  48608. var input = this.attached[cam];
  48609. if (input.getClassName() === inputType) {
  48610. input.detachControl(this.attachedElement);
  48611. input.camera = null;
  48612. delete this.attached[cam];
  48613. this.rebuildInputCheck();
  48614. }
  48615. }
  48616. };
  48617. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48618. var current = this.checkInputs;
  48619. return function () {
  48620. current();
  48621. fn();
  48622. };
  48623. };
  48624. /**
  48625. * Attach the input controls to the currently attached dom element to listen the events from.
  48626. * @param input Defines the input to attach
  48627. */
  48628. CameraInputsManager.prototype.attachInput = function (input) {
  48629. if (this.attachedElement) {
  48630. input.attachControl(this.attachedElement, this.noPreventDefault);
  48631. }
  48632. };
  48633. /**
  48634. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48635. * @param element Defines the dom element to collect the events from
  48636. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48637. */
  48638. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48639. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48640. if (this.attachedElement) {
  48641. return;
  48642. }
  48643. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48644. this.attachedElement = element;
  48645. this.noPreventDefault = noPreventDefault;
  48646. for (var cam in this.attached) {
  48647. this.attached[cam].attachControl(element, noPreventDefault);
  48648. }
  48649. };
  48650. /**
  48651. * Detach the current manager inputs controls from a specific dom element.
  48652. * @param element Defines the dom element to collect the events from
  48653. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48654. */
  48655. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48656. if (disconnect === void 0) { disconnect = false; }
  48657. if (this.attachedElement !== element) {
  48658. return;
  48659. }
  48660. for (var cam in this.attached) {
  48661. this.attached[cam].detachControl(element);
  48662. if (disconnect) {
  48663. this.attached[cam].camera = null;
  48664. }
  48665. }
  48666. this.attachedElement = null;
  48667. };
  48668. /**
  48669. * Rebuild the dynamic inputCheck function from the current list of
  48670. * defined inputs in the manager.
  48671. */
  48672. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48673. this.checkInputs = function () { };
  48674. for (var cam in this.attached) {
  48675. var input = this.attached[cam];
  48676. if (input.checkInputs) {
  48677. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48678. }
  48679. }
  48680. };
  48681. /**
  48682. * Remove all attached input methods from a camera
  48683. */
  48684. CameraInputsManager.prototype.clear = function () {
  48685. if (this.attachedElement) {
  48686. this.detachElement(this.attachedElement, true);
  48687. }
  48688. this.attached = {};
  48689. this.attachedElement = null;
  48690. this.checkInputs = function () { };
  48691. };
  48692. /**
  48693. * Serialize the current input manager attached to a camera.
  48694. * This ensures than once parsed,
  48695. * the input associated to the camera will be identical to the current ones
  48696. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48697. */
  48698. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48699. var inputs = {};
  48700. for (var cam in this.attached) {
  48701. var input = this.attached[cam];
  48702. var res = BABYLON.SerializationHelper.Serialize(input);
  48703. inputs[input.getClassName()] = res;
  48704. }
  48705. serializedCamera.inputsmgr = inputs;
  48706. };
  48707. /**
  48708. * Parses an input manager serialized JSON to restore the previous list of inputs
  48709. * and states associated to a camera.
  48710. * @param parsedCamera Defines the JSON to parse
  48711. */
  48712. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48713. var parsedInputs = parsedCamera.inputsmgr;
  48714. if (parsedInputs) {
  48715. this.clear();
  48716. for (var n in parsedInputs) {
  48717. var construct = BABYLON.CameraInputTypes[n];
  48718. if (construct) {
  48719. var parsedinput = parsedInputs[n];
  48720. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48721. this.add(input);
  48722. }
  48723. }
  48724. }
  48725. else {
  48726. //2016-03-08 this part is for managing backward compatibility
  48727. for (var n in this.attached) {
  48728. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48729. if (construct) {
  48730. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48731. this.remove(this.attached[n]);
  48732. this.add(input);
  48733. }
  48734. }
  48735. }
  48736. };
  48737. return CameraInputsManager;
  48738. }());
  48739. BABYLON.CameraInputsManager = CameraInputsManager;
  48740. })(BABYLON || (BABYLON = {}));
  48741. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48742. var BABYLON;
  48743. (function (BABYLON) {
  48744. /**
  48745. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48746. * This is the base of the follow, arc rotate cameras and Free camera
  48747. * @see http://doc.babylonjs.com/features/cameras
  48748. */
  48749. var TargetCamera = /** @class */ (function (_super) {
  48750. __extends(TargetCamera, _super);
  48751. /**
  48752. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48753. * This is the base of the follow, arc rotate cameras and Free camera
  48754. * @see http://doc.babylonjs.com/features/cameras
  48755. * @param name Defines the name of the camera in the scene
  48756. * @param position Defines the start position of the camera in the scene
  48757. * @param scene Defines the scene the camera belongs to
  48758. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48759. */
  48760. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48761. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48762. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48763. /**
  48764. * Define the current direction the camera is moving to
  48765. */
  48766. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48767. /**
  48768. * Define the current rotation the camera is rotating to
  48769. */
  48770. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48771. /**
  48772. * When set, the up vector of the camera will be updated by the rotation of the camera
  48773. */
  48774. _this.updateUpVectorFromRotation = false;
  48775. _this._tmpQuaternion = new BABYLON.Quaternion();
  48776. /**
  48777. * Define the current rotation of the camera
  48778. */
  48779. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48780. /**
  48781. * Define the current speed of the camera
  48782. */
  48783. _this.speed = 2.0;
  48784. /**
  48785. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48786. * around all axis.
  48787. */
  48788. _this.noRotationConstraint = false;
  48789. /**
  48790. * Define the current target of the camera as an object or a position.
  48791. */
  48792. _this.lockedTarget = null;
  48793. /** @hidden */
  48794. _this._currentTarget = BABYLON.Vector3.Zero();
  48795. /** @hidden */
  48796. _this._viewMatrix = BABYLON.Matrix.Zero();
  48797. /** @hidden */
  48798. _this._camMatrix = BABYLON.Matrix.Zero();
  48799. /** @hidden */
  48800. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48801. /** @hidden */
  48802. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48803. /** @hidden */
  48804. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48805. /** @hidden */
  48806. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48807. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48808. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48809. _this._defaultUp = BABYLON.Vector3.Up();
  48810. _this._cachedRotationZ = 0;
  48811. _this._cachedQuaternionRotationZ = 0;
  48812. return _this;
  48813. }
  48814. /**
  48815. * Gets the position in front of the camera at a given distance.
  48816. * @param distance The distance from the camera we want the position to be
  48817. * @returns the position
  48818. */
  48819. TargetCamera.prototype.getFrontPosition = function (distance) {
  48820. this.getWorldMatrix();
  48821. var direction = this.getTarget().subtract(this.position);
  48822. direction.normalize();
  48823. direction.scaleInPlace(distance);
  48824. return this.globalPosition.add(direction);
  48825. };
  48826. /** @hidden */
  48827. TargetCamera.prototype._getLockedTargetPosition = function () {
  48828. if (!this.lockedTarget) {
  48829. return null;
  48830. }
  48831. if (this.lockedTarget.absolutePosition) {
  48832. this.lockedTarget.computeWorldMatrix();
  48833. }
  48834. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48835. };
  48836. /**
  48837. * Store current camera state of the camera (fov, position, rotation, etc..)
  48838. * @returns the camera
  48839. */
  48840. TargetCamera.prototype.storeState = function () {
  48841. this._storedPosition = this.position.clone();
  48842. this._storedRotation = this.rotation.clone();
  48843. if (this.rotationQuaternion) {
  48844. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48845. }
  48846. return _super.prototype.storeState.call(this);
  48847. };
  48848. /**
  48849. * Restored camera state. You must call storeState() first
  48850. * @returns whether it was successful or not
  48851. * @hidden
  48852. */
  48853. TargetCamera.prototype._restoreStateValues = function () {
  48854. if (!_super.prototype._restoreStateValues.call(this)) {
  48855. return false;
  48856. }
  48857. this.position = this._storedPosition.clone();
  48858. this.rotation = this._storedRotation.clone();
  48859. if (this.rotationQuaternion) {
  48860. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48861. }
  48862. this.cameraDirection.copyFromFloats(0, 0, 0);
  48863. this.cameraRotation.copyFromFloats(0, 0);
  48864. return true;
  48865. };
  48866. /** @hidden */
  48867. TargetCamera.prototype._initCache = function () {
  48868. _super.prototype._initCache.call(this);
  48869. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48870. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48871. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48872. };
  48873. /** @hidden */
  48874. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48875. if (!ignoreParentClass) {
  48876. _super.prototype._updateCache.call(this);
  48877. }
  48878. var lockedTargetPosition = this._getLockedTargetPosition();
  48879. if (!lockedTargetPosition) {
  48880. this._cache.lockedTarget = null;
  48881. }
  48882. else {
  48883. if (!this._cache.lockedTarget) {
  48884. this._cache.lockedTarget = lockedTargetPosition.clone();
  48885. }
  48886. else {
  48887. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48888. }
  48889. }
  48890. this._cache.rotation.copyFrom(this.rotation);
  48891. if (this.rotationQuaternion) {
  48892. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48893. }
  48894. };
  48895. // Synchronized
  48896. /** @hidden */
  48897. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48898. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48899. return false;
  48900. }
  48901. var lockedTargetPosition = this._getLockedTargetPosition();
  48902. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48903. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48904. };
  48905. // Methods
  48906. /** @hidden */
  48907. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48908. var engine = this.getEngine();
  48909. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  48910. };
  48911. // Target
  48912. /** @hidden */
  48913. TargetCamera.prototype.setTarget = function (target) {
  48914. this.upVector.normalize();
  48915. if (this.position.z === target.z) {
  48916. this.position.z += BABYLON.Epsilon;
  48917. }
  48918. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  48919. this._camMatrix.invert();
  48920. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  48921. var vDir = target.subtract(this.position);
  48922. if (vDir.x >= 0.0) {
  48923. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  48924. }
  48925. else {
  48926. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  48927. }
  48928. this.rotation.z = 0;
  48929. if (isNaN(this.rotation.x)) {
  48930. this.rotation.x = 0;
  48931. }
  48932. if (isNaN(this.rotation.y)) {
  48933. this.rotation.y = 0;
  48934. }
  48935. if (isNaN(this.rotation.z)) {
  48936. this.rotation.z = 0;
  48937. }
  48938. if (this.rotationQuaternion) {
  48939. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48940. }
  48941. };
  48942. /**
  48943. * Return the current target position of the camera. This value is expressed in local space.
  48944. * @returns the target position
  48945. */
  48946. TargetCamera.prototype.getTarget = function () {
  48947. return this._currentTarget;
  48948. };
  48949. /** @hidden */
  48950. TargetCamera.prototype._decideIfNeedsToMove = function () {
  48951. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  48952. };
  48953. /** @hidden */
  48954. TargetCamera.prototype._updatePosition = function () {
  48955. if (this.parent) {
  48956. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  48957. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  48958. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  48959. return;
  48960. }
  48961. this.position.addInPlace(this.cameraDirection);
  48962. };
  48963. /** @hidden */
  48964. TargetCamera.prototype._checkInputs = function () {
  48965. var needToMove = this._decideIfNeedsToMove();
  48966. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  48967. // Move
  48968. if (needToMove) {
  48969. this._updatePosition();
  48970. }
  48971. // Rotate
  48972. if (needToRotate) {
  48973. this.rotation.x += this.cameraRotation.x;
  48974. this.rotation.y += this.cameraRotation.y;
  48975. //rotate, if quaternion is set and rotation was used
  48976. if (this.rotationQuaternion) {
  48977. var len = this.rotation.lengthSquared();
  48978. if (len) {
  48979. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48980. }
  48981. }
  48982. if (!this.noRotationConstraint) {
  48983. var limit = (Math.PI / 2) * 0.95;
  48984. if (this.rotation.x > limit) {
  48985. this.rotation.x = limit;
  48986. }
  48987. if (this.rotation.x < -limit) {
  48988. this.rotation.x = -limit;
  48989. }
  48990. }
  48991. }
  48992. // Inertia
  48993. if (needToMove) {
  48994. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  48995. this.cameraDirection.x = 0;
  48996. }
  48997. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  48998. this.cameraDirection.y = 0;
  48999. }
  49000. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  49001. this.cameraDirection.z = 0;
  49002. }
  49003. this.cameraDirection.scaleInPlace(this.inertia);
  49004. }
  49005. if (needToRotate) {
  49006. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  49007. this.cameraRotation.x = 0;
  49008. }
  49009. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  49010. this.cameraRotation.y = 0;
  49011. }
  49012. this.cameraRotation.scaleInPlace(this.inertia);
  49013. }
  49014. _super.prototype._checkInputs.call(this);
  49015. };
  49016. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  49017. if (this.rotationQuaternion) {
  49018. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  49019. }
  49020. else {
  49021. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  49022. }
  49023. };
  49024. /**
  49025. * 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)
  49026. * @returns the current camera
  49027. */
  49028. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  49029. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  49030. return this;
  49031. };
  49032. /** @hidden */
  49033. TargetCamera.prototype._getViewMatrix = function () {
  49034. if (this.lockedTarget) {
  49035. this.setTarget(this._getLockedTargetPosition());
  49036. }
  49037. // Compute
  49038. this._updateCameraRotationMatrix();
  49039. // Apply the changed rotation to the upVector
  49040. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  49041. this._rotateUpVectorWithCameraRotationMatrix();
  49042. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  49043. }
  49044. else if (this._cachedRotationZ != this.rotation.z) {
  49045. this._rotateUpVectorWithCameraRotationMatrix();
  49046. this._cachedRotationZ = this.rotation.z;
  49047. }
  49048. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  49049. // Computing target and final matrix
  49050. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  49051. if (this.updateUpVectorFromRotation) {
  49052. if (this.rotationQuaternion) {
  49053. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  49054. }
  49055. else {
  49056. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  49057. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  49058. }
  49059. }
  49060. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  49061. return this._viewMatrix;
  49062. };
  49063. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  49064. if (this.parent) {
  49065. var parentWorldMatrix = this.parent.getWorldMatrix();
  49066. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  49067. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  49068. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  49069. this._markSyncedWithParent();
  49070. }
  49071. else {
  49072. this._globalPosition.copyFrom(position);
  49073. this._globalCurrentTarget.copyFrom(target);
  49074. this._globalCurrentUpVector.copyFrom(up);
  49075. }
  49076. if (this.getScene().useRightHandedSystem) {
  49077. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49078. }
  49079. else {
  49080. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49081. }
  49082. };
  49083. /**
  49084. * @hidden
  49085. */
  49086. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  49087. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  49088. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  49089. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  49090. if (!this.rotationQuaternion) {
  49091. this.rotationQuaternion = new BABYLON.Quaternion();
  49092. }
  49093. rigCamera._cameraRigParams = {};
  49094. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  49095. }
  49096. return rigCamera;
  49097. }
  49098. return null;
  49099. };
  49100. /**
  49101. * @hidden
  49102. */
  49103. TargetCamera.prototype._updateRigCameras = function () {
  49104. var camLeft = this._rigCameras[0];
  49105. var camRight = this._rigCameras[1];
  49106. this.computeWorldMatrix();
  49107. switch (this.cameraRigMode) {
  49108. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49109. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49110. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49111. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49112. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  49113. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  49114. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  49115. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  49116. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  49117. camLeft.setTarget(this.getTarget());
  49118. camRight.setTarget(this.getTarget());
  49119. break;
  49120. case BABYLON.Camera.RIG_MODE_VR:
  49121. if (camLeft.rotationQuaternion) {
  49122. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49123. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49124. }
  49125. else {
  49126. camLeft.rotation.copyFrom(this.rotation);
  49127. camRight.rotation.copyFrom(this.rotation);
  49128. }
  49129. camLeft.position.copyFrom(this.position);
  49130. camRight.position.copyFrom(this.position);
  49131. break;
  49132. }
  49133. _super.prototype._updateRigCameras.call(this);
  49134. };
  49135. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  49136. var target = this.getTarget();
  49137. BABYLON.Matrix.TranslationToRef(-target.x, -target.y, -target.z, TargetCamera._TargetTransformMatrix);
  49138. TargetCamera._TargetTransformMatrix.multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);
  49139. BABYLON.Matrix.TranslationToRef(target.x, target.y, target.z, TargetCamera._TargetTransformMatrix);
  49140. TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);
  49141. BABYLON.Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, result);
  49142. };
  49143. /**
  49144. * Gets the current object class name.
  49145. * @return the class name
  49146. */
  49147. TargetCamera.prototype.getClassName = function () {
  49148. return "TargetCamera";
  49149. };
  49150. TargetCamera._RigCamTransformMatrix = new BABYLON.Matrix();
  49151. TargetCamera._TargetTransformMatrix = new BABYLON.Matrix();
  49152. __decorate([
  49153. BABYLON.serializeAsVector3()
  49154. ], TargetCamera.prototype, "rotation", void 0);
  49155. __decorate([
  49156. BABYLON.serialize()
  49157. ], TargetCamera.prototype, "speed", void 0);
  49158. __decorate([
  49159. BABYLON.serializeAsMeshReference("lockedTargetId")
  49160. ], TargetCamera.prototype, "lockedTarget", void 0);
  49161. return TargetCamera;
  49162. }(BABYLON.Camera));
  49163. BABYLON.TargetCamera = TargetCamera;
  49164. })(BABYLON || (BABYLON = {}));
  49165. //# sourceMappingURL=babylon.targetCamera.js.map
  49166. var BABYLON;
  49167. (function (BABYLON) {
  49168. /**
  49169. * Manage the mouse inputs to control the movement of a free camera.
  49170. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49171. */
  49172. var FreeCameraMouseInput = /** @class */ (function () {
  49173. /**
  49174. * Manage the mouse inputs to control the movement of a free camera.
  49175. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49176. * @param touchEnabled Defines if touch is enabled or not
  49177. */
  49178. function FreeCameraMouseInput(
  49179. /**
  49180. * Define if touch is enabled in the mouse input
  49181. */
  49182. touchEnabled) {
  49183. if (touchEnabled === void 0) { touchEnabled = true; }
  49184. this.touchEnabled = touchEnabled;
  49185. /**
  49186. * Defines the buttons associated with the input to handle camera move.
  49187. */
  49188. this.buttons = [0, 1, 2];
  49189. /**
  49190. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  49191. */
  49192. this.angularSensibility = 2000.0;
  49193. this.previousPosition = null;
  49194. }
  49195. /**
  49196. * Attach the input controls to a specific dom element to get the input from.
  49197. * @param element Defines the element the controls should be listened from
  49198. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49199. */
  49200. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49201. var _this = this;
  49202. var engine = this.camera.getEngine();
  49203. if (!this._pointerInput) {
  49204. this._pointerInput = function (p, s) {
  49205. var evt = p.event;
  49206. if (engine.isInVRExclusivePointerMode) {
  49207. return;
  49208. }
  49209. if (!_this.touchEnabled && evt.pointerType === "touch") {
  49210. return;
  49211. }
  49212. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  49213. return;
  49214. }
  49215. var srcElement = (evt.srcElement || evt.target);
  49216. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49217. try {
  49218. srcElement.setPointerCapture(evt.pointerId);
  49219. }
  49220. catch (e) {
  49221. //Nothing to do with the error. Execution will continue.
  49222. }
  49223. _this.previousPosition = {
  49224. x: evt.clientX,
  49225. y: evt.clientY
  49226. };
  49227. if (!noPreventDefault) {
  49228. evt.preventDefault();
  49229. element.focus();
  49230. }
  49231. }
  49232. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49233. try {
  49234. srcElement.releasePointerCapture(evt.pointerId);
  49235. }
  49236. catch (e) {
  49237. //Nothing to do with the error.
  49238. }
  49239. _this.previousPosition = null;
  49240. if (!noPreventDefault) {
  49241. evt.preventDefault();
  49242. }
  49243. }
  49244. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49245. if (!_this.previousPosition || engine.isPointerLock) {
  49246. return;
  49247. }
  49248. var offsetX = evt.clientX - _this.previousPosition.x;
  49249. if (_this.camera.getScene().useRightHandedSystem) {
  49250. offsetX *= -1;
  49251. }
  49252. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49253. offsetX *= -1;
  49254. }
  49255. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49256. var offsetY = evt.clientY - _this.previousPosition.y;
  49257. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49258. _this.previousPosition = {
  49259. x: evt.clientX,
  49260. y: evt.clientY
  49261. };
  49262. if (!noPreventDefault) {
  49263. evt.preventDefault();
  49264. }
  49265. }
  49266. };
  49267. }
  49268. this._onMouseMove = function (evt) {
  49269. if (!engine.isPointerLock) {
  49270. return;
  49271. }
  49272. if (engine.isInVRExclusivePointerMode) {
  49273. return;
  49274. }
  49275. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49276. if (_this.camera.getScene().useRightHandedSystem) {
  49277. offsetX *= -1;
  49278. }
  49279. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49280. offsetX *= -1;
  49281. }
  49282. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49283. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49284. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49285. _this.previousPosition = null;
  49286. if (!noPreventDefault) {
  49287. evt.preventDefault();
  49288. }
  49289. };
  49290. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49291. element.addEventListener("mousemove", this._onMouseMove, false);
  49292. };
  49293. /**
  49294. * Detach the current controls from the specified dom element.
  49295. * @param element Defines the element to stop listening the inputs from
  49296. */
  49297. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49298. if (this._observer && element) {
  49299. this.camera.getScene().onPointerObservable.remove(this._observer);
  49300. if (this._onMouseMove) {
  49301. element.removeEventListener("mousemove", this._onMouseMove);
  49302. }
  49303. this._observer = null;
  49304. this._onMouseMove = null;
  49305. this.previousPosition = null;
  49306. }
  49307. };
  49308. /**
  49309. * Gets the class name of the current intput.
  49310. * @returns the class name
  49311. */
  49312. FreeCameraMouseInput.prototype.getClassName = function () {
  49313. return "FreeCameraMouseInput";
  49314. };
  49315. /**
  49316. * Get the friendly name associated with the input class.
  49317. * @returns the input friendly name
  49318. */
  49319. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49320. return "mouse";
  49321. };
  49322. __decorate([
  49323. BABYLON.serialize()
  49324. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49325. __decorate([
  49326. BABYLON.serialize()
  49327. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49328. return FreeCameraMouseInput;
  49329. }());
  49330. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49331. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49332. })(BABYLON || (BABYLON = {}));
  49333. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  49334. var BABYLON;
  49335. (function (BABYLON) {
  49336. /**
  49337. * Manage the keyboard inputs to control the movement of a free camera.
  49338. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49339. */
  49340. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49341. function FreeCameraKeyboardMoveInput() {
  49342. /**
  49343. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49344. */
  49345. this.keysUp = [38];
  49346. /**
  49347. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49348. */
  49349. this.keysDown = [40];
  49350. /**
  49351. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49352. */
  49353. this.keysLeft = [37];
  49354. /**
  49355. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49356. */
  49357. this.keysRight = [39];
  49358. this._keys = new Array();
  49359. }
  49360. /**
  49361. * Attach the input controls to a specific dom element to get the input from.
  49362. * @param element Defines the element the controls should be listened from
  49363. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49364. */
  49365. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49366. var _this = this;
  49367. if (this._onCanvasBlurObserver) {
  49368. return;
  49369. }
  49370. this._scene = this.camera.getScene();
  49371. this._engine = this._scene.getEngine();
  49372. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49373. _this._keys = [];
  49374. });
  49375. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49376. var evt = info.event;
  49377. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49378. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49379. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49380. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49381. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49382. var index = _this._keys.indexOf(evt.keyCode);
  49383. if (index === -1) {
  49384. _this._keys.push(evt.keyCode);
  49385. }
  49386. if (!noPreventDefault) {
  49387. evt.preventDefault();
  49388. }
  49389. }
  49390. }
  49391. else {
  49392. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49393. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49394. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49395. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49396. var index = _this._keys.indexOf(evt.keyCode);
  49397. if (index >= 0) {
  49398. _this._keys.splice(index, 1);
  49399. }
  49400. if (!noPreventDefault) {
  49401. evt.preventDefault();
  49402. }
  49403. }
  49404. }
  49405. });
  49406. };
  49407. /**
  49408. * Detach the current controls from the specified dom element.
  49409. * @param element Defines the element to stop listening the inputs from
  49410. */
  49411. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49412. if (this._scene) {
  49413. if (this._onKeyboardObserver) {
  49414. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49415. }
  49416. if (this._onCanvasBlurObserver) {
  49417. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49418. }
  49419. this._onKeyboardObserver = null;
  49420. this._onCanvasBlurObserver = null;
  49421. }
  49422. this._keys = [];
  49423. };
  49424. /**
  49425. * Update the current camera state depending on the inputs that have been used this frame.
  49426. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49427. */
  49428. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49429. if (this._onKeyboardObserver) {
  49430. var camera = this.camera;
  49431. // Keyboard
  49432. for (var index = 0; index < this._keys.length; index++) {
  49433. var keyCode = this._keys[index];
  49434. var speed = camera._computeLocalCameraSpeed();
  49435. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49436. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49437. }
  49438. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49439. camera._localDirection.copyFromFloats(0, 0, speed);
  49440. }
  49441. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49442. camera._localDirection.copyFromFloats(speed, 0, 0);
  49443. }
  49444. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49445. camera._localDirection.copyFromFloats(0, 0, -speed);
  49446. }
  49447. if (camera.getScene().useRightHandedSystem) {
  49448. camera._localDirection.z *= -1;
  49449. }
  49450. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49451. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49452. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49453. }
  49454. }
  49455. };
  49456. /**
  49457. * Gets the class name of the current intput.
  49458. * @returns the class name
  49459. */
  49460. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49461. return "FreeCameraKeyboardMoveInput";
  49462. };
  49463. /** @hidden */
  49464. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49465. this._keys = [];
  49466. };
  49467. /**
  49468. * Get the friendly name associated with the input class.
  49469. * @returns the input friendly name
  49470. */
  49471. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49472. return "keyboard";
  49473. };
  49474. __decorate([
  49475. BABYLON.serialize()
  49476. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49477. __decorate([
  49478. BABYLON.serialize()
  49479. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49480. __decorate([
  49481. BABYLON.serialize()
  49482. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49483. __decorate([
  49484. BABYLON.serialize()
  49485. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49486. return FreeCameraKeyboardMoveInput;
  49487. }());
  49488. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49489. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49490. })(BABYLON || (BABYLON = {}));
  49491. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49492. var BABYLON;
  49493. (function (BABYLON) {
  49494. /**
  49495. * Default Inputs manager for the FreeCamera.
  49496. * It groups all the default supported inputs for ease of use.
  49497. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49498. */
  49499. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49500. __extends(FreeCameraInputsManager, _super);
  49501. /**
  49502. * Instantiates a new FreeCameraInputsManager.
  49503. * @param camera Defines the camera the inputs belong to
  49504. */
  49505. function FreeCameraInputsManager(camera) {
  49506. return _super.call(this, camera) || this;
  49507. }
  49508. /**
  49509. * Add keyboard input support to the input manager.
  49510. * @returns the current input manager
  49511. */
  49512. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49513. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49514. return this;
  49515. };
  49516. /**
  49517. * Add mouse input support to the input manager.
  49518. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49519. * @returns the current input manager
  49520. */
  49521. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49522. if (touchEnabled === void 0) { touchEnabled = true; }
  49523. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49524. return this;
  49525. };
  49526. /**
  49527. * Add orientation input support to the input manager.
  49528. * @returns the current input manager
  49529. */
  49530. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49531. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49532. return this;
  49533. };
  49534. /**
  49535. * Add touch input support to the input manager.
  49536. * @returns the current input manager
  49537. */
  49538. FreeCameraInputsManager.prototype.addTouch = function () {
  49539. this.add(new BABYLON.FreeCameraTouchInput());
  49540. return this;
  49541. };
  49542. /**
  49543. * Add virtual joystick input support to the input manager.
  49544. * @returns the current input manager
  49545. */
  49546. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49547. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49548. return this;
  49549. };
  49550. return FreeCameraInputsManager;
  49551. }(BABYLON.CameraInputsManager));
  49552. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49553. })(BABYLON || (BABYLON = {}));
  49554. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49555. var BABYLON;
  49556. (function (BABYLON) {
  49557. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49558. // Forcing to use the Universal camera
  49559. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49560. });
  49561. /**
  49562. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49563. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49564. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49565. */
  49566. var FreeCamera = /** @class */ (function (_super) {
  49567. __extends(FreeCamera, _super);
  49568. /**
  49569. * Instantiates a Free Camera.
  49570. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49571. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49572. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49573. * @param name Define the name of the camera in the scene
  49574. * @param position Define the start position of the camera in the scene
  49575. * @param scene Define the scene the camera belongs to
  49576. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49577. */
  49578. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49579. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49580. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49581. /**
  49582. * Define the collision ellipsoid of the camera.
  49583. * This is helpful to simulate a camera body like the player body around the camera
  49584. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49585. */
  49586. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49587. /**
  49588. * Define an offset for the position of the ellipsoid around the camera.
  49589. * This can be helpful to determine the center of the body near the gravity center of the body
  49590. * instead of its head.
  49591. */
  49592. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49593. /**
  49594. * Enable or disable collisions of the camera with the rest of the scene objects.
  49595. */
  49596. _this.checkCollisions = false;
  49597. /**
  49598. * Enable or disable gravity on the camera.
  49599. */
  49600. _this.applyGravity = false;
  49601. _this._needMoveForGravity = false;
  49602. _this._oldPosition = BABYLON.Vector3.Zero();
  49603. _this._diffPosition = BABYLON.Vector3.Zero();
  49604. _this._newPosition = BABYLON.Vector3.Zero();
  49605. // Collisions
  49606. _this._collisionMask = -1;
  49607. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49608. if (collidedMesh === void 0) { collidedMesh = null; }
  49609. //TODO move this to the collision coordinator!
  49610. if (_this.getScene().workerCollisions) {
  49611. newPosition.multiplyInPlace(_this._collider._radius);
  49612. }
  49613. var updatePosition = function (newPos) {
  49614. _this._newPosition.copyFrom(newPos);
  49615. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49616. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49617. _this.position.addInPlace(_this._diffPosition);
  49618. if (_this.onCollide && collidedMesh) {
  49619. _this.onCollide(collidedMesh);
  49620. }
  49621. }
  49622. };
  49623. updatePosition(newPosition);
  49624. };
  49625. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49626. _this.inputs.addKeyboard().addMouse();
  49627. return _this;
  49628. }
  49629. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49630. /**
  49631. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49632. * Higher values reduce sensitivity.
  49633. */
  49634. get: function () {
  49635. var mouse = this.inputs.attached["mouse"];
  49636. if (mouse) {
  49637. return mouse.angularSensibility;
  49638. }
  49639. return 0;
  49640. },
  49641. /**
  49642. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49643. * Higher values reduce sensitivity.
  49644. */
  49645. set: function (value) {
  49646. var mouse = this.inputs.attached["mouse"];
  49647. if (mouse) {
  49648. mouse.angularSensibility = value;
  49649. }
  49650. },
  49651. enumerable: true,
  49652. configurable: true
  49653. });
  49654. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49655. /**
  49656. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49657. */
  49658. get: function () {
  49659. var keyboard = this.inputs.attached["keyboard"];
  49660. if (keyboard) {
  49661. return keyboard.keysUp;
  49662. }
  49663. return [];
  49664. },
  49665. set: function (value) {
  49666. var keyboard = this.inputs.attached["keyboard"];
  49667. if (keyboard) {
  49668. keyboard.keysUp = value;
  49669. }
  49670. },
  49671. enumerable: true,
  49672. configurable: true
  49673. });
  49674. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49675. /**
  49676. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49677. */
  49678. get: function () {
  49679. var keyboard = this.inputs.attached["keyboard"];
  49680. if (keyboard) {
  49681. return keyboard.keysDown;
  49682. }
  49683. return [];
  49684. },
  49685. set: function (value) {
  49686. var keyboard = this.inputs.attached["keyboard"];
  49687. if (keyboard) {
  49688. keyboard.keysDown = value;
  49689. }
  49690. },
  49691. enumerable: true,
  49692. configurable: true
  49693. });
  49694. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49695. /**
  49696. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49697. */
  49698. get: function () {
  49699. var keyboard = this.inputs.attached["keyboard"];
  49700. if (keyboard) {
  49701. return keyboard.keysLeft;
  49702. }
  49703. return [];
  49704. },
  49705. set: function (value) {
  49706. var keyboard = this.inputs.attached["keyboard"];
  49707. if (keyboard) {
  49708. keyboard.keysLeft = value;
  49709. }
  49710. },
  49711. enumerable: true,
  49712. configurable: true
  49713. });
  49714. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49715. /**
  49716. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49717. */
  49718. get: function () {
  49719. var keyboard = this.inputs.attached["keyboard"];
  49720. if (keyboard) {
  49721. return keyboard.keysRight;
  49722. }
  49723. return [];
  49724. },
  49725. set: function (value) {
  49726. var keyboard = this.inputs.attached["keyboard"];
  49727. if (keyboard) {
  49728. keyboard.keysRight = value;
  49729. }
  49730. },
  49731. enumerable: true,
  49732. configurable: true
  49733. });
  49734. /**
  49735. * Attached controls to the current camera.
  49736. * @param element Defines the element the controls should be listened from
  49737. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49738. */
  49739. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49740. this.inputs.attachElement(element, noPreventDefault);
  49741. };
  49742. /**
  49743. * Detach the current controls from the camera.
  49744. * The camera will stop reacting to inputs.
  49745. * @param element Defines the element to stop listening the inputs from
  49746. */
  49747. FreeCamera.prototype.detachControl = function (element) {
  49748. this.inputs.detachElement(element);
  49749. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49750. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49751. };
  49752. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49753. /**
  49754. * Define a collision mask to limit the list of object the camera can collide with
  49755. */
  49756. get: function () {
  49757. return this._collisionMask;
  49758. },
  49759. set: function (mask) {
  49760. this._collisionMask = !isNaN(mask) ? mask : -1;
  49761. },
  49762. enumerable: true,
  49763. configurable: true
  49764. });
  49765. /** @hidden */
  49766. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49767. var globalPosition;
  49768. if (this.parent) {
  49769. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49770. }
  49771. else {
  49772. globalPosition = this.position;
  49773. }
  49774. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49775. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49776. if (!this._collider) {
  49777. this._collider = new BABYLON.Collider();
  49778. }
  49779. this._collider._radius = this.ellipsoid;
  49780. this._collider.collisionMask = this._collisionMask;
  49781. //no need for clone, as long as gravity is not on.
  49782. var actualDisplacement = displacement;
  49783. //add gravity to the direction to prevent the dual-collision checking
  49784. if (this.applyGravity) {
  49785. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49786. actualDisplacement = displacement.add(this.getScene().gravity);
  49787. }
  49788. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49789. };
  49790. /** @hidden */
  49791. FreeCamera.prototype._checkInputs = function () {
  49792. if (!this._localDirection) {
  49793. this._localDirection = BABYLON.Vector3.Zero();
  49794. this._transformedDirection = BABYLON.Vector3.Zero();
  49795. }
  49796. this.inputs.checkInputs();
  49797. _super.prototype._checkInputs.call(this);
  49798. };
  49799. /** @hidden */
  49800. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49801. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49802. };
  49803. /** @hidden */
  49804. FreeCamera.prototype._updatePosition = function () {
  49805. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49806. this._collideWithWorld(this.cameraDirection);
  49807. }
  49808. else {
  49809. _super.prototype._updatePosition.call(this);
  49810. }
  49811. };
  49812. /**
  49813. * Destroy the camera and release the current resources hold by it.
  49814. */
  49815. FreeCamera.prototype.dispose = function () {
  49816. this.inputs.clear();
  49817. _super.prototype.dispose.call(this);
  49818. };
  49819. /**
  49820. * Gets the current object class name.
  49821. * @return the class name
  49822. */
  49823. FreeCamera.prototype.getClassName = function () {
  49824. return "FreeCamera";
  49825. };
  49826. __decorate([
  49827. BABYLON.serializeAsVector3()
  49828. ], FreeCamera.prototype, "ellipsoid", void 0);
  49829. __decorate([
  49830. BABYLON.serializeAsVector3()
  49831. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49832. __decorate([
  49833. BABYLON.serialize()
  49834. ], FreeCamera.prototype, "checkCollisions", void 0);
  49835. __decorate([
  49836. BABYLON.serialize()
  49837. ], FreeCamera.prototype, "applyGravity", void 0);
  49838. return FreeCamera;
  49839. }(BABYLON.TargetCamera));
  49840. BABYLON.FreeCamera = FreeCamera;
  49841. })(BABYLON || (BABYLON = {}));
  49842. //# sourceMappingURL=babylon.freeCamera.js.map
  49843. var BABYLON;
  49844. (function (BABYLON) {
  49845. /**
  49846. * Listen to mouse events to control the camera.
  49847. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49848. */
  49849. var FlyCameraMouseInput = /** @class */ (function () {
  49850. /**
  49851. * Listen to mouse events to control the camera.
  49852. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49853. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49854. */
  49855. function FlyCameraMouseInput(touchEnabled) {
  49856. if (touchEnabled === void 0) { touchEnabled = true; }
  49857. /**
  49858. * Defines the buttons associated with the input to handle camera rotation.
  49859. */
  49860. this.buttons = [0, 1, 2];
  49861. /**
  49862. * Assign buttons for Yaw control.
  49863. */
  49864. this.buttonsYaw = [-1, 0, 1];
  49865. /**
  49866. * Assign buttons for Pitch control.
  49867. */
  49868. this.buttonsPitch = [-1, 0, 1];
  49869. /**
  49870. * Assign buttons for Roll control.
  49871. */
  49872. this.buttonsRoll = [2];
  49873. /**
  49874. * Detect if any button is being pressed while mouse is moved.
  49875. * -1 = Mouse locked.
  49876. * 0 = Left button.
  49877. * 1 = Middle Button.
  49878. * 2 = Right Button.
  49879. */
  49880. this.activeButton = -1;
  49881. /**
  49882. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49883. * Higher values reduce its sensitivity.
  49884. */
  49885. this.angularSensibility = 1000.0;
  49886. this.previousPosition = null;
  49887. }
  49888. /**
  49889. * Attach the mouse control to the HTML DOM element.
  49890. * @param element Defines the element that listens to the input events.
  49891. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49892. */
  49893. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49894. var _this = this;
  49895. this.element = element;
  49896. this.noPreventDefault = noPreventDefault;
  49897. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49898. _this._pointerInput(p, s);
  49899. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49900. // Correct Roll by rate, if enabled.
  49901. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49902. if (_this.camera.rollCorrect) {
  49903. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49904. }
  49905. });
  49906. // Helper function to keep 'this'.
  49907. this._mousemoveCallback = function (e) {
  49908. _this._onMouseMove(e);
  49909. };
  49910. element.addEventListener("mousemove", this._mousemoveCallback, false);
  49911. };
  49912. /**
  49913. * Detach the current controls from the specified dom element.
  49914. * @param element Defines the element to stop listening the inputs from
  49915. */
  49916. FlyCameraMouseInput.prototype.detachControl = function (element) {
  49917. if (this._observer && element) {
  49918. this.camera.getScene().onPointerObservable.remove(this._observer);
  49919. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  49920. if (this._mousemoveCallback) {
  49921. element.removeEventListener("mousemove", this._mousemoveCallback);
  49922. }
  49923. this._observer = null;
  49924. this._rollObserver = null;
  49925. this.previousPosition = null;
  49926. this.noPreventDefault = undefined;
  49927. }
  49928. };
  49929. /**
  49930. * Gets the class name of the current input.
  49931. * @returns the class name.
  49932. */
  49933. FlyCameraMouseInput.prototype.getClassName = function () {
  49934. return "FlyCameraMouseInput";
  49935. };
  49936. /**
  49937. * Get the friendly name associated with the input class.
  49938. * @returns the input's friendly name.
  49939. */
  49940. FlyCameraMouseInput.prototype.getSimpleName = function () {
  49941. return "mouse";
  49942. };
  49943. // Track mouse movement, when the pointer is not locked.
  49944. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  49945. var e = p.event;
  49946. var camera = this.camera;
  49947. var engine = camera.getEngine();
  49948. if (engine.isInVRExclusivePointerMode) {
  49949. return;
  49950. }
  49951. if (!this.touchEnabled && e.pointerType === "touch") {
  49952. return;
  49953. }
  49954. // Mouse is moved but an unknown mouse button is pressed.
  49955. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  49956. return;
  49957. }
  49958. var srcElement = (e.srcElement || e.target);
  49959. // Mouse down.
  49960. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49961. try {
  49962. srcElement.setPointerCapture(e.pointerId);
  49963. }
  49964. catch (e) {
  49965. // Nothing to do with the error. Execution continues.
  49966. }
  49967. this.previousPosition = {
  49968. x: e.clientX,
  49969. y: e.clientY
  49970. };
  49971. this.activeButton = e.button;
  49972. if (!this.noPreventDefault) {
  49973. e.preventDefault();
  49974. this.element.focus();
  49975. }
  49976. }
  49977. else
  49978. // Mouse up.
  49979. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49980. try {
  49981. srcElement.releasePointerCapture(e.pointerId);
  49982. }
  49983. catch (e) {
  49984. // Nothing to do with the error. Execution continues.
  49985. }
  49986. this.activeButton = -1;
  49987. this.previousPosition = null;
  49988. if (!this.noPreventDefault) {
  49989. e.preventDefault();
  49990. }
  49991. }
  49992. else
  49993. // Mouse move.
  49994. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49995. if (!this.previousPosition || engine.isPointerLock) {
  49996. return;
  49997. }
  49998. var offsetX = e.clientX - this.previousPosition.x;
  49999. var offsetY = e.clientY - this.previousPosition.y;
  50000. this.rotateCamera(offsetX, offsetY);
  50001. this.previousPosition = {
  50002. x: e.clientX,
  50003. y: e.clientY
  50004. };
  50005. if (!this.noPreventDefault) {
  50006. e.preventDefault();
  50007. }
  50008. }
  50009. };
  50010. // Track mouse movement, when pointer is locked.
  50011. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  50012. var camera = this.camera;
  50013. var engine = camera.getEngine();
  50014. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  50015. return;
  50016. }
  50017. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  50018. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  50019. this.rotateCamera(offsetX, offsetY);
  50020. this.previousPosition = null;
  50021. if (!this.noPreventDefault) {
  50022. e.preventDefault();
  50023. }
  50024. };
  50025. /**
  50026. * Rotate camera by mouse offset.
  50027. */
  50028. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  50029. var _this = this;
  50030. var camera = this.camera;
  50031. var scene = this.camera.getScene();
  50032. if (scene.useRightHandedSystem) {
  50033. offsetX *= -1;
  50034. }
  50035. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  50036. offsetX *= -1;
  50037. }
  50038. var x = offsetX / this.angularSensibility;
  50039. var y = offsetY / this.angularSensibility;
  50040. // Initialize to current rotation.
  50041. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  50042. var rotationChange;
  50043. // Pitch.
  50044. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  50045. // Apply change in Radians to vector Angle.
  50046. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  50047. // Apply Pitch to quaternion.
  50048. currentRotation.multiplyInPlace(rotationChange);
  50049. }
  50050. // Yaw.
  50051. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  50052. // Apply change in Radians to vector Angle.
  50053. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  50054. // Apply Yaw to quaternion.
  50055. currentRotation.multiplyInPlace(rotationChange);
  50056. // Add Roll, if banked turning is enabled, within Roll limit.
  50057. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  50058. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  50059. var bankingDelta = camera.bankedTurnMultiplier * -x;
  50060. // Apply change in Radians to vector Angle.
  50061. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  50062. // Apply Yaw to quaternion.
  50063. currentRotation.multiplyInPlace(rotationChange);
  50064. }
  50065. }
  50066. // Roll.
  50067. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  50068. // Apply change in Radians to vector Angle.
  50069. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  50070. // Track Rolling.
  50071. camera._trackRoll -= x;
  50072. // Apply Pitch to quaternion.
  50073. currentRotation.multiplyInPlace(rotationChange);
  50074. }
  50075. // Apply rotationQuaternion to Euler camera.rotation.
  50076. currentRotation.toEulerAnglesToRef(camera.rotation);
  50077. };
  50078. __decorate([
  50079. BABYLON.serialize()
  50080. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  50081. __decorate([
  50082. BABYLON.serialize()
  50083. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  50084. return FlyCameraMouseInput;
  50085. }());
  50086. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  50087. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  50088. })(BABYLON || (BABYLON = {}));
  50089. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  50090. var BABYLON;
  50091. (function (BABYLON) {
  50092. /**
  50093. * Listen to keyboard events to control the camera.
  50094. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50095. */
  50096. var FlyCameraKeyboardInput = /** @class */ (function () {
  50097. function FlyCameraKeyboardInput() {
  50098. /**
  50099. * The list of keyboard keys used to control the forward move of the camera.
  50100. */
  50101. this.keysForward = [87];
  50102. /**
  50103. * The list of keyboard keys used to control the backward move of the camera.
  50104. */
  50105. this.keysBackward = [83];
  50106. /**
  50107. * The list of keyboard keys used to control the forward move of the camera.
  50108. */
  50109. this.keysUp = [69];
  50110. /**
  50111. * The list of keyboard keys used to control the backward move of the camera.
  50112. */
  50113. this.keysDown = [81];
  50114. /**
  50115. * The list of keyboard keys used to control the right strafe move of the camera.
  50116. */
  50117. this.keysRight = [68];
  50118. /**
  50119. * The list of keyboard keys used to control the left strafe move of the camera.
  50120. */
  50121. this.keysLeft = [65];
  50122. this._keys = new Array();
  50123. }
  50124. /**
  50125. * Attach the input controls to a specific dom element to get the input from.
  50126. * @param element Defines the element the controls should be listened from
  50127. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50128. */
  50129. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  50130. var _this = this;
  50131. if (this._onCanvasBlurObserver) {
  50132. return;
  50133. }
  50134. this._scene = this.camera.getScene();
  50135. this._engine = this._scene.getEngine();
  50136. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50137. _this._keys = [];
  50138. });
  50139. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50140. var evt = info.event;
  50141. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50142. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50143. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50144. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50145. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50146. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50147. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50148. var index = _this._keys.indexOf(evt.keyCode);
  50149. if (index === -1) {
  50150. _this._keys.push(evt.keyCode);
  50151. }
  50152. if (!noPreventDefault) {
  50153. evt.preventDefault();
  50154. }
  50155. }
  50156. }
  50157. else {
  50158. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50159. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50160. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50161. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50162. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50163. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50164. var index = _this._keys.indexOf(evt.keyCode);
  50165. if (index >= 0) {
  50166. _this._keys.splice(index, 1);
  50167. }
  50168. if (!noPreventDefault) {
  50169. evt.preventDefault();
  50170. }
  50171. }
  50172. }
  50173. });
  50174. };
  50175. /**
  50176. * Detach the current controls from the specified dom element.
  50177. * @param element Defines the element to stop listening the inputs from
  50178. */
  50179. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  50180. if (this._scene) {
  50181. if (this._onKeyboardObserver) {
  50182. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50183. }
  50184. if (this._onCanvasBlurObserver) {
  50185. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50186. }
  50187. this._onKeyboardObserver = null;
  50188. this._onCanvasBlurObserver = null;
  50189. }
  50190. this._keys = [];
  50191. };
  50192. /**
  50193. * Gets the class name of the current intput.
  50194. * @returns the class name
  50195. */
  50196. FlyCameraKeyboardInput.prototype.getClassName = function () {
  50197. return "FlyCameraKeyboardInput";
  50198. };
  50199. /** @hidden */
  50200. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  50201. this._keys = [];
  50202. };
  50203. /**
  50204. * Get the friendly name associated with the input class.
  50205. * @returns the input friendly name
  50206. */
  50207. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  50208. return "keyboard";
  50209. };
  50210. /**
  50211. * Update the current camera state depending on the inputs that have been used this frame.
  50212. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50213. */
  50214. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  50215. if (this._onKeyboardObserver) {
  50216. var camera = this.camera;
  50217. // Keyboard
  50218. for (var index = 0; index < this._keys.length; index++) {
  50219. var keyCode = this._keys[index];
  50220. var speed = camera._computeLocalCameraSpeed();
  50221. if (this.keysForward.indexOf(keyCode) !== -1) {
  50222. camera._localDirection.copyFromFloats(0, 0, speed);
  50223. }
  50224. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  50225. camera._localDirection.copyFromFloats(0, 0, -speed);
  50226. }
  50227. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50228. camera._localDirection.copyFromFloats(0, speed, 0);
  50229. }
  50230. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50231. camera._localDirection.copyFromFloats(0, -speed, 0);
  50232. }
  50233. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50234. camera._localDirection.copyFromFloats(speed, 0, 0);
  50235. }
  50236. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  50237. camera._localDirection.copyFromFloats(-speed, 0, 0);
  50238. }
  50239. if (camera.getScene().useRightHandedSystem) {
  50240. camera._localDirection.z *= -1;
  50241. }
  50242. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  50243. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  50244. camera.cameraDirection.addInPlace(camera._transformedDirection);
  50245. }
  50246. }
  50247. };
  50248. __decorate([
  50249. BABYLON.serialize()
  50250. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  50251. __decorate([
  50252. BABYLON.serialize()
  50253. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  50254. __decorate([
  50255. BABYLON.serialize()
  50256. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  50257. __decorate([
  50258. BABYLON.serialize()
  50259. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  50260. __decorate([
  50261. BABYLON.serialize()
  50262. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50263. __decorate([
  50264. BABYLON.serialize()
  50265. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50266. return FlyCameraKeyboardInput;
  50267. }());
  50268. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50269. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50270. })(BABYLON || (BABYLON = {}));
  50271. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  50272. var BABYLON;
  50273. (function (BABYLON) {
  50274. /**
  50275. * Default Inputs manager for the FlyCamera.
  50276. * It groups all the default supported inputs for ease of use.
  50277. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50278. */
  50279. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50280. __extends(FlyCameraInputsManager, _super);
  50281. /**
  50282. * Instantiates a new FlyCameraInputsManager.
  50283. * @param camera Defines the camera the inputs belong to.
  50284. */
  50285. function FlyCameraInputsManager(camera) {
  50286. return _super.call(this, camera) || this;
  50287. }
  50288. /**
  50289. * Add keyboard input support to the input manager.
  50290. * @returns the new FlyCameraKeyboardMoveInput().
  50291. */
  50292. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50293. this.add(new BABYLON.FlyCameraKeyboardInput());
  50294. return this;
  50295. };
  50296. /**
  50297. * Add mouse input support to the input manager.
  50298. * @param touchEnabled Enable touch screen support.
  50299. * @returns the new FlyCameraMouseInput().
  50300. */
  50301. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50302. if (touchEnabled === void 0) { touchEnabled = true; }
  50303. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50304. return this;
  50305. };
  50306. return FlyCameraInputsManager;
  50307. }(BABYLON.CameraInputsManager));
  50308. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50309. })(BABYLON || (BABYLON = {}));
  50310. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  50311. var BABYLON;
  50312. (function (BABYLON) {
  50313. /**
  50314. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50315. * such as in a 3D Space Shooter or a Flight Simulator.
  50316. */
  50317. var FlyCamera = /** @class */ (function (_super) {
  50318. __extends(FlyCamera, _super);
  50319. /**
  50320. * Instantiates a FlyCamera.
  50321. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50322. * such as in a 3D Space Shooter or a Flight Simulator.
  50323. * @param name Define the name of the camera in the scene.
  50324. * @param position Define the starting position of the camera in the scene.
  50325. * @param scene Define the scene the camera belongs to.
  50326. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50327. */
  50328. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50329. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50330. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50331. /**
  50332. * Define the collision ellipsoid of the camera.
  50333. * This is helpful for simulating a camera body, like a player's body.
  50334. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50335. */
  50336. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50337. /**
  50338. * Define an offset for the position of the ellipsoid around the camera.
  50339. * This can be helpful if the camera is attached away from the player's body center,
  50340. * such as at its head.
  50341. */
  50342. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50343. /**
  50344. * Enable or disable collisions of the camera with the rest of the scene objects.
  50345. */
  50346. _this.checkCollisions = false;
  50347. /**
  50348. * Enable or disable gravity on the camera.
  50349. */
  50350. _this.applyGravity = false;
  50351. /**
  50352. * Define the current direction the camera is moving to.
  50353. */
  50354. _this.cameraDirection = BABYLON.Vector3.Zero();
  50355. /**
  50356. * Track Roll to maintain the wanted Rolling when looking around.
  50357. */
  50358. _this._trackRoll = 0;
  50359. /**
  50360. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50361. */
  50362. _this.rollCorrect = 100;
  50363. /**
  50364. * Mimic a banked turn, Rolling the camera when Yawing.
  50365. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50366. */
  50367. _this.bankedTurn = false;
  50368. /**
  50369. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50370. */
  50371. _this.bankedTurnLimit = Math.PI / 2;
  50372. /**
  50373. * Value of 0 disables the banked Roll.
  50374. * Value of 1 is equal to the Yaw angle in radians.
  50375. */
  50376. _this.bankedTurnMultiplier = 1;
  50377. _this._needMoveForGravity = false;
  50378. _this._oldPosition = BABYLON.Vector3.Zero();
  50379. _this._diffPosition = BABYLON.Vector3.Zero();
  50380. _this._newPosition = BABYLON.Vector3.Zero();
  50381. // Collisions.
  50382. _this._collisionMask = -1;
  50383. /** @hidden */
  50384. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50385. if (collidedMesh === void 0) { collidedMesh = null; }
  50386. // TODO Move this to the collision coordinator!
  50387. if (_this.getScene().workerCollisions) {
  50388. newPosition.multiplyInPlace(_this._collider._radius);
  50389. }
  50390. var updatePosition = function (newPos) {
  50391. _this._newPosition.copyFrom(newPos);
  50392. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50393. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50394. _this.position.addInPlace(_this._diffPosition);
  50395. if (_this.onCollide && collidedMesh) {
  50396. _this.onCollide(collidedMesh);
  50397. }
  50398. }
  50399. };
  50400. updatePosition(newPosition);
  50401. };
  50402. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50403. _this.inputs.addKeyboard().addMouse();
  50404. return _this;
  50405. }
  50406. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50407. /**
  50408. * Gets the input sensibility for mouse input.
  50409. * Higher values reduce sensitivity.
  50410. */
  50411. get: function () {
  50412. var mouse = this.inputs.attached["mouse"];
  50413. if (mouse) {
  50414. return mouse.angularSensibility;
  50415. }
  50416. return 0;
  50417. },
  50418. /**
  50419. * Sets the input sensibility for a mouse input.
  50420. * Higher values reduce sensitivity.
  50421. */
  50422. set: function (value) {
  50423. var mouse = this.inputs.attached["mouse"];
  50424. if (mouse) {
  50425. mouse.angularSensibility = value;
  50426. }
  50427. },
  50428. enumerable: true,
  50429. configurable: true
  50430. });
  50431. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50432. /**
  50433. * Get the keys for camera movement forward.
  50434. */
  50435. get: function () {
  50436. var keyboard = this.inputs.attached["keyboard"];
  50437. if (keyboard) {
  50438. return keyboard.keysForward;
  50439. }
  50440. return [];
  50441. },
  50442. /**
  50443. * Set the keys for camera movement forward.
  50444. */
  50445. set: function (value) {
  50446. var keyboard = this.inputs.attached["keyboard"];
  50447. if (keyboard) {
  50448. keyboard.keysForward = value;
  50449. }
  50450. },
  50451. enumerable: true,
  50452. configurable: true
  50453. });
  50454. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50455. /**
  50456. * Get the keys for camera movement backward.
  50457. */
  50458. get: function () {
  50459. var keyboard = this.inputs.attached["keyboard"];
  50460. if (keyboard) {
  50461. return keyboard.keysBackward;
  50462. }
  50463. return [];
  50464. },
  50465. set: function (value) {
  50466. var keyboard = this.inputs.attached["keyboard"];
  50467. if (keyboard) {
  50468. keyboard.keysBackward = value;
  50469. }
  50470. },
  50471. enumerable: true,
  50472. configurable: true
  50473. });
  50474. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50475. /**
  50476. * Get the keys for camera movement up.
  50477. */
  50478. get: function () {
  50479. var keyboard = this.inputs.attached["keyboard"];
  50480. if (keyboard) {
  50481. return keyboard.keysUp;
  50482. }
  50483. return [];
  50484. },
  50485. /**
  50486. * Set the keys for camera movement up.
  50487. */
  50488. set: function (value) {
  50489. var keyboard = this.inputs.attached["keyboard"];
  50490. if (keyboard) {
  50491. keyboard.keysUp = value;
  50492. }
  50493. },
  50494. enumerable: true,
  50495. configurable: true
  50496. });
  50497. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50498. /**
  50499. * Get the keys for camera movement down.
  50500. */
  50501. get: function () {
  50502. var keyboard = this.inputs.attached["keyboard"];
  50503. if (keyboard) {
  50504. return keyboard.keysDown;
  50505. }
  50506. return [];
  50507. },
  50508. /**
  50509. * Set the keys for camera movement down.
  50510. */
  50511. set: function (value) {
  50512. var keyboard = this.inputs.attached["keyboard"];
  50513. if (keyboard) {
  50514. keyboard.keysDown = value;
  50515. }
  50516. },
  50517. enumerable: true,
  50518. configurable: true
  50519. });
  50520. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50521. /**
  50522. * Get the keys for camera movement left.
  50523. */
  50524. get: function () {
  50525. var keyboard = this.inputs.attached["keyboard"];
  50526. if (keyboard) {
  50527. return keyboard.keysLeft;
  50528. }
  50529. return [];
  50530. },
  50531. /**
  50532. * Set the keys for camera movement left.
  50533. */
  50534. set: function (value) {
  50535. var keyboard = this.inputs.attached["keyboard"];
  50536. if (keyboard) {
  50537. keyboard.keysLeft = value;
  50538. }
  50539. },
  50540. enumerable: true,
  50541. configurable: true
  50542. });
  50543. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50544. /**
  50545. * Set the keys for camera movement right.
  50546. */
  50547. get: function () {
  50548. var keyboard = this.inputs.attached["keyboard"];
  50549. if (keyboard) {
  50550. return keyboard.keysRight;
  50551. }
  50552. return [];
  50553. },
  50554. /**
  50555. * Set the keys for camera movement right.
  50556. */
  50557. set: function (value) {
  50558. var keyboard = this.inputs.attached["keyboard"];
  50559. if (keyboard) {
  50560. keyboard.keysRight = value;
  50561. }
  50562. },
  50563. enumerable: true,
  50564. configurable: true
  50565. });
  50566. /**
  50567. * Attach a control to the HTML DOM element.
  50568. * @param element Defines the element that listens to the input events.
  50569. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50570. */
  50571. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50572. this.inputs.attachElement(element, noPreventDefault);
  50573. };
  50574. /**
  50575. * Detach a control from the HTML DOM element.
  50576. * The camera will stop reacting to that input.
  50577. * @param element Defines the element that listens to the input events.
  50578. */
  50579. FlyCamera.prototype.detachControl = function (element) {
  50580. this.inputs.detachElement(element);
  50581. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50582. };
  50583. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50584. /**
  50585. * Get the mask that the camera ignores in collision events.
  50586. */
  50587. get: function () {
  50588. return this._collisionMask;
  50589. },
  50590. /**
  50591. * Set the mask that the camera ignores in collision events.
  50592. */
  50593. set: function (mask) {
  50594. this._collisionMask = !isNaN(mask) ? mask : -1;
  50595. },
  50596. enumerable: true,
  50597. configurable: true
  50598. });
  50599. /** @hidden */
  50600. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50601. var globalPosition;
  50602. if (this.parent) {
  50603. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50604. }
  50605. else {
  50606. globalPosition = this.position;
  50607. }
  50608. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50609. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50610. if (!this._collider) {
  50611. this._collider = new BABYLON.Collider();
  50612. }
  50613. this._collider._radius = this.ellipsoid;
  50614. this._collider.collisionMask = this._collisionMask;
  50615. // No need for clone, as long as gravity is not on.
  50616. var actualDisplacement = displacement;
  50617. // Add gravity to direction to prevent dual-collision checking.
  50618. if (this.applyGravity) {
  50619. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50620. actualDisplacement = displacement.add(this.getScene().gravity);
  50621. }
  50622. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50623. };
  50624. /** @hidden */
  50625. FlyCamera.prototype._checkInputs = function () {
  50626. if (!this._localDirection) {
  50627. this._localDirection = BABYLON.Vector3.Zero();
  50628. this._transformedDirection = BABYLON.Vector3.Zero();
  50629. }
  50630. this.inputs.checkInputs();
  50631. _super.prototype._checkInputs.call(this);
  50632. };
  50633. /** @hidden */
  50634. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50635. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50636. };
  50637. /** @hidden */
  50638. FlyCamera.prototype._updatePosition = function () {
  50639. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50640. this._collideWithWorld(this.cameraDirection);
  50641. }
  50642. else {
  50643. _super.prototype._updatePosition.call(this);
  50644. }
  50645. };
  50646. /**
  50647. * Restore the Roll to its target value at the rate specified.
  50648. * @param rate - Higher means slower restoring.
  50649. * @hidden
  50650. */
  50651. FlyCamera.prototype.restoreRoll = function (rate) {
  50652. var limit = this._trackRoll; // Target Roll.
  50653. var z = this.rotation.z; // Current Roll.
  50654. var delta = limit - z; // Difference in Roll.
  50655. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50656. // If the difference is noticable, restore the Roll.
  50657. if (Math.abs(delta) >= minRad) {
  50658. // Change Z rotation towards the target Roll.
  50659. this.rotation.z += delta / rate;
  50660. // Match when near enough.
  50661. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50662. this.rotation.z = limit;
  50663. }
  50664. }
  50665. };
  50666. /**
  50667. * Destroy the camera and release the current resources held by it.
  50668. */
  50669. FlyCamera.prototype.dispose = function () {
  50670. this.inputs.clear();
  50671. _super.prototype.dispose.call(this);
  50672. };
  50673. /**
  50674. * Get the current object class name.
  50675. * @returns the class name.
  50676. */
  50677. FlyCamera.prototype.getClassName = function () {
  50678. return "FlyCamera";
  50679. };
  50680. __decorate([
  50681. BABYLON.serializeAsVector3()
  50682. ], FlyCamera.prototype, "ellipsoid", void 0);
  50683. __decorate([
  50684. BABYLON.serializeAsVector3()
  50685. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50686. __decorate([
  50687. BABYLON.serialize()
  50688. ], FlyCamera.prototype, "checkCollisions", void 0);
  50689. __decorate([
  50690. BABYLON.serialize()
  50691. ], FlyCamera.prototype, "applyGravity", void 0);
  50692. return FlyCamera;
  50693. }(BABYLON.TargetCamera));
  50694. BABYLON.FlyCamera = FlyCamera;
  50695. })(BABYLON || (BABYLON = {}));
  50696. //# sourceMappingURL=babylon.flyCamera.js.map
  50697. var BABYLON;
  50698. (function (BABYLON) {
  50699. /**
  50700. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50701. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50702. */
  50703. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50704. function ArcRotateCameraKeyboardMoveInput() {
  50705. /**
  50706. * Defines the list of key codes associated with the up action (increase alpha)
  50707. */
  50708. this.keysUp = [38];
  50709. /**
  50710. * Defines the list of key codes associated with the down action (decrease alpha)
  50711. */
  50712. this.keysDown = [40];
  50713. /**
  50714. * Defines the list of key codes associated with the left action (increase beta)
  50715. */
  50716. this.keysLeft = [37];
  50717. /**
  50718. * Defines the list of key codes associated with the right action (decrease beta)
  50719. */
  50720. this.keysRight = [39];
  50721. /**
  50722. * Defines the list of key codes associated with the reset action.
  50723. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50724. */
  50725. this.keysReset = [220];
  50726. /**
  50727. * Defines the panning sensibility of the inputs.
  50728. * (How fast is the camera paning)
  50729. */
  50730. this.panningSensibility = 50.0;
  50731. /**
  50732. * Defines the zooming sensibility of the inputs.
  50733. * (How fast is the camera zooming)
  50734. */
  50735. this.zoomingSensibility = 25.0;
  50736. /**
  50737. * Defines wether maintaining the alt key down switch the movement mode from
  50738. * orientation to zoom.
  50739. */
  50740. this.useAltToZoom = true;
  50741. /**
  50742. * Rotation speed of the camera
  50743. */
  50744. this.angularSpeed = 0.01;
  50745. this._keys = new Array();
  50746. }
  50747. /**
  50748. * Attach the input controls to a specific dom element to get the input from.
  50749. * @param element Defines the element the controls should be listened from
  50750. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50751. */
  50752. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50753. var _this = this;
  50754. if (this._onCanvasBlurObserver) {
  50755. return;
  50756. }
  50757. this._scene = this.camera.getScene();
  50758. this._engine = this._scene.getEngine();
  50759. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50760. _this._keys = [];
  50761. });
  50762. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50763. var evt = info.event;
  50764. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50765. _this._ctrlPressed = evt.ctrlKey;
  50766. _this._altPressed = evt.altKey;
  50767. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50768. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50769. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50770. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50771. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50772. var index = _this._keys.indexOf(evt.keyCode);
  50773. if (index === -1) {
  50774. _this._keys.push(evt.keyCode);
  50775. }
  50776. if (evt.preventDefault) {
  50777. if (!noPreventDefault) {
  50778. evt.preventDefault();
  50779. }
  50780. }
  50781. }
  50782. }
  50783. else {
  50784. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50785. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50786. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50787. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50788. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50789. var index = _this._keys.indexOf(evt.keyCode);
  50790. if (index >= 0) {
  50791. _this._keys.splice(index, 1);
  50792. }
  50793. if (evt.preventDefault) {
  50794. if (!noPreventDefault) {
  50795. evt.preventDefault();
  50796. }
  50797. }
  50798. }
  50799. }
  50800. });
  50801. };
  50802. /**
  50803. * Detach the current controls from the specified dom element.
  50804. * @param element Defines the element to stop listening the inputs from
  50805. */
  50806. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50807. if (this._scene) {
  50808. if (this._onKeyboardObserver) {
  50809. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50810. }
  50811. if (this._onCanvasBlurObserver) {
  50812. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50813. }
  50814. this._onKeyboardObserver = null;
  50815. this._onCanvasBlurObserver = null;
  50816. }
  50817. this._keys = [];
  50818. };
  50819. /**
  50820. * Update the current camera state depending on the inputs that have been used this frame.
  50821. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50822. */
  50823. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50824. if (this._onKeyboardObserver) {
  50825. var camera = this.camera;
  50826. for (var index = 0; index < this._keys.length; index++) {
  50827. var keyCode = this._keys[index];
  50828. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50829. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50830. camera.inertialPanningX -= 1 / this.panningSensibility;
  50831. }
  50832. else {
  50833. camera.inertialAlphaOffset -= this.angularSpeed;
  50834. }
  50835. }
  50836. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50837. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50838. camera.inertialPanningY += 1 / this.panningSensibility;
  50839. }
  50840. else if (this._altPressed && this.useAltToZoom) {
  50841. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50842. }
  50843. else {
  50844. camera.inertialBetaOffset -= this.angularSpeed;
  50845. }
  50846. }
  50847. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50848. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50849. camera.inertialPanningX += 1 / this.panningSensibility;
  50850. }
  50851. else {
  50852. camera.inertialAlphaOffset += this.angularSpeed;
  50853. }
  50854. }
  50855. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50856. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50857. camera.inertialPanningY -= 1 / this.panningSensibility;
  50858. }
  50859. else if (this._altPressed && this.useAltToZoom) {
  50860. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50861. }
  50862. else {
  50863. camera.inertialBetaOffset += this.angularSpeed;
  50864. }
  50865. }
  50866. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50867. if (camera.useInputToRestoreState) {
  50868. camera.restoreState();
  50869. }
  50870. }
  50871. }
  50872. }
  50873. };
  50874. /**
  50875. * Gets the class name of the current intput.
  50876. * @returns the class name
  50877. */
  50878. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50879. return "ArcRotateCameraKeyboardMoveInput";
  50880. };
  50881. /**
  50882. * Get the friendly name associated with the input class.
  50883. * @returns the input friendly name
  50884. */
  50885. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50886. return "keyboard";
  50887. };
  50888. __decorate([
  50889. BABYLON.serialize()
  50890. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50891. __decorate([
  50892. BABYLON.serialize()
  50893. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50894. __decorate([
  50895. BABYLON.serialize()
  50896. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50897. __decorate([
  50898. BABYLON.serialize()
  50899. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50900. __decorate([
  50901. BABYLON.serialize()
  50902. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50903. __decorate([
  50904. BABYLON.serialize()
  50905. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  50906. __decorate([
  50907. BABYLON.serialize()
  50908. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  50909. __decorate([
  50910. BABYLON.serialize()
  50911. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  50912. __decorate([
  50913. BABYLON.serialize()
  50914. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  50915. return ArcRotateCameraKeyboardMoveInput;
  50916. }());
  50917. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  50918. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  50919. })(BABYLON || (BABYLON = {}));
  50920. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  50921. var BABYLON;
  50922. (function (BABYLON) {
  50923. /**
  50924. * Manage the mouse wheel inputs to control an arc rotate camera.
  50925. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50926. */
  50927. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  50928. function ArcRotateCameraMouseWheelInput() {
  50929. /**
  50930. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  50931. */
  50932. this.wheelPrecision = 3.0;
  50933. /**
  50934. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  50935. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  50936. */
  50937. this.wheelDeltaPercentage = 0;
  50938. }
  50939. /**
  50940. * Attach the input controls to a specific dom element to get the input from.
  50941. * @param element Defines the element the controls should be listened from
  50942. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50943. */
  50944. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  50945. var _this = this;
  50946. this._wheel = function (p, s) {
  50947. //sanity check - this should be a PointerWheel event.
  50948. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  50949. return;
  50950. }
  50951. var event = p.event;
  50952. var delta = 0;
  50953. if (event.wheelDelta) {
  50954. if (_this.wheelDeltaPercentage) {
  50955. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  50956. if (event.wheelDelta > 0) {
  50957. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  50958. }
  50959. else {
  50960. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  50961. }
  50962. }
  50963. else {
  50964. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  50965. }
  50966. }
  50967. else {
  50968. var deltaValue = event.deltaY || event.detail;
  50969. delta = -deltaValue / _this.wheelPrecision;
  50970. }
  50971. if (delta) {
  50972. _this.camera.inertialRadiusOffset += delta;
  50973. }
  50974. if (event.preventDefault) {
  50975. if (!noPreventDefault) {
  50976. event.preventDefault();
  50977. }
  50978. }
  50979. };
  50980. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  50981. };
  50982. /**
  50983. * Detach the current controls from the specified dom element.
  50984. * @param element Defines the element to stop listening the inputs from
  50985. */
  50986. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  50987. if (this._observer && element) {
  50988. this.camera.getScene().onPointerObservable.remove(this._observer);
  50989. this._observer = null;
  50990. this._wheel = null;
  50991. }
  50992. };
  50993. /**
  50994. * Gets the class name of the current intput.
  50995. * @returns the class name
  50996. */
  50997. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  50998. return "ArcRotateCameraMouseWheelInput";
  50999. };
  51000. /**
  51001. * Get the friendly name associated with the input class.
  51002. * @returns the input friendly name
  51003. */
  51004. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  51005. return "mousewheel";
  51006. };
  51007. __decorate([
  51008. BABYLON.serialize()
  51009. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  51010. __decorate([
  51011. BABYLON.serialize()
  51012. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  51013. return ArcRotateCameraMouseWheelInput;
  51014. }());
  51015. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  51016. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  51017. })(BABYLON || (BABYLON = {}));
  51018. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  51019. var BABYLON;
  51020. (function (BABYLON) {
  51021. /**
  51022. * Manage the pointers inputs to control an arc rotate camera.
  51023. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51024. */
  51025. var ArcRotateCameraPointersInput = /** @class */ (function () {
  51026. function ArcRotateCameraPointersInput() {
  51027. /**
  51028. * Defines the buttons associated with the input to handle camera move.
  51029. */
  51030. this.buttons = [0, 1, 2];
  51031. /**
  51032. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51033. */
  51034. this.angularSensibilityX = 1000.0;
  51035. /**
  51036. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51037. */
  51038. this.angularSensibilityY = 1000.0;
  51039. /**
  51040. * Defines the pointer pinch precision or how fast is the camera zooming.
  51041. */
  51042. this.pinchPrecision = 12.0;
  51043. /**
  51044. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  51045. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51046. */
  51047. this.pinchDeltaPercentage = 0;
  51048. /**
  51049. * Defines the pointer panning sensibility or how fast is the camera moving.
  51050. */
  51051. this.panningSensibility = 1000.0;
  51052. /**
  51053. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  51054. */
  51055. this.multiTouchPanning = true;
  51056. /**
  51057. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  51058. */
  51059. this.multiTouchPanAndZoom = true;
  51060. /**
  51061. * Revers pinch action direction.
  51062. */
  51063. this.pinchInwards = true;
  51064. this._isPanClick = false;
  51065. }
  51066. /**
  51067. * Attach the input controls to a specific dom element to get the input from.
  51068. * @param element Defines the element the controls should be listened from
  51069. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51070. */
  51071. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  51072. var _this = this;
  51073. var engine = this.camera.getEngine();
  51074. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  51075. var pointA = null;
  51076. var pointB = null;
  51077. var previousPinchSquaredDistance = 0;
  51078. var initialDistance = 0;
  51079. var twoFingerActivityCount = 0;
  51080. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  51081. this._pointerInput = function (p, s) {
  51082. var evt = p.event;
  51083. var isTouch = p.event.pointerType === "touch";
  51084. if (engine.isInVRExclusivePointerMode) {
  51085. return;
  51086. }
  51087. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  51088. return;
  51089. }
  51090. var srcElement = (evt.srcElement || evt.target);
  51091. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  51092. try {
  51093. srcElement.setPointerCapture(evt.pointerId);
  51094. }
  51095. catch (e) {
  51096. //Nothing to do with the error. Execution will continue.
  51097. }
  51098. // Manage panning with pan button click
  51099. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  51100. // manage pointers
  51101. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  51102. if (pointA === null) {
  51103. pointA = cacheSoloPointer;
  51104. }
  51105. else if (pointB === null) {
  51106. pointB = cacheSoloPointer;
  51107. }
  51108. if (!noPreventDefault) {
  51109. evt.preventDefault();
  51110. element.focus();
  51111. }
  51112. }
  51113. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  51114. if (_this.camera.useInputToRestoreState) {
  51115. _this.camera.restoreState();
  51116. }
  51117. }
  51118. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  51119. try {
  51120. srcElement.releasePointerCapture(evt.pointerId);
  51121. }
  51122. catch (e) {
  51123. //Nothing to do with the error.
  51124. }
  51125. cacheSoloPointer = null;
  51126. previousPinchSquaredDistance = 0;
  51127. previousMultiTouchPanPosition.isPaning = false;
  51128. previousMultiTouchPanPosition.isPinching = false;
  51129. twoFingerActivityCount = 0;
  51130. initialDistance = 0;
  51131. if (!isTouch) {
  51132. pointB = null; // Mouse and pen are mono pointer
  51133. }
  51134. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  51135. //but emptying completly pointers collection is required to fix a bug on iPhone :
  51136. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  51137. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  51138. if (engine._badOS) {
  51139. pointA = pointB = null;
  51140. }
  51141. else {
  51142. //only remove the impacted pointer in case of multitouch allowing on most
  51143. //platforms switching from rotate to zoom and pan seamlessly.
  51144. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  51145. pointA = pointB;
  51146. pointB = null;
  51147. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51148. }
  51149. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  51150. pointB = null;
  51151. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51152. }
  51153. else {
  51154. pointA = pointB = null;
  51155. }
  51156. }
  51157. if (!noPreventDefault) {
  51158. evt.preventDefault();
  51159. }
  51160. }
  51161. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  51162. if (!noPreventDefault) {
  51163. evt.preventDefault();
  51164. }
  51165. // One button down
  51166. if (pointA && pointB === null && cacheSoloPointer) {
  51167. if (_this.panningSensibility !== 0 &&
  51168. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  51169. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  51170. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  51171. }
  51172. else {
  51173. var offsetX = evt.clientX - cacheSoloPointer.x;
  51174. var offsetY = evt.clientY - cacheSoloPointer.y;
  51175. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51176. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51177. }
  51178. cacheSoloPointer.x = evt.clientX;
  51179. cacheSoloPointer.y = evt.clientY;
  51180. }
  51181. // Two buttons down: pinch/pan
  51182. else if (pointA && pointB) {
  51183. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  51184. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  51185. ed.x = evt.clientX;
  51186. ed.y = evt.clientY;
  51187. var direction = _this.pinchInwards ? 1 : -1;
  51188. var distX = pointA.x - pointB.x;
  51189. var distY = pointA.y - pointB.y;
  51190. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  51191. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  51192. if (previousPinchSquaredDistance === 0) {
  51193. initialDistance = pinchDistance;
  51194. previousPinchSquaredDistance = pinchSquaredDistance;
  51195. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  51196. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  51197. return;
  51198. }
  51199. if (_this.multiTouchPanAndZoom) {
  51200. if (_this.pinchDeltaPercentage) {
  51201. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51202. }
  51203. else {
  51204. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51205. (_this.pinchPrecision *
  51206. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51207. direction);
  51208. }
  51209. if (_this.panningSensibility !== 0) {
  51210. var pointersCenterX = (pointA.x + pointB.x) / 2;
  51211. var pointersCenterY = (pointA.y + pointB.y) / 2;
  51212. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  51213. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  51214. previousMultiTouchPanPosition.x = pointersCenterX;
  51215. previousMultiTouchPanPosition.y = pointersCenterY;
  51216. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  51217. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  51218. }
  51219. }
  51220. else {
  51221. twoFingerActivityCount++;
  51222. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  51223. if (_this.pinchDeltaPercentage) {
  51224. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51225. }
  51226. else {
  51227. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51228. (_this.pinchPrecision *
  51229. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51230. direction);
  51231. }
  51232. previousMultiTouchPanPosition.isPaning = false;
  51233. previousMultiTouchPanPosition.isPinching = true;
  51234. }
  51235. else {
  51236. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  51237. if (!previousMultiTouchPanPosition.isPaning) {
  51238. previousMultiTouchPanPosition.isPaning = true;
  51239. previousMultiTouchPanPosition.isPinching = false;
  51240. previousMultiTouchPanPosition.x = ed.x;
  51241. previousMultiTouchPanPosition.y = ed.y;
  51242. return;
  51243. }
  51244. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  51245. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  51246. }
  51247. }
  51248. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  51249. previousMultiTouchPanPosition.x = ed.x;
  51250. previousMultiTouchPanPosition.y = ed.y;
  51251. }
  51252. }
  51253. previousPinchSquaredDistance = pinchSquaredDistance;
  51254. }
  51255. }
  51256. };
  51257. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  51258. this._onContextMenu = function (evt) {
  51259. evt.preventDefault();
  51260. };
  51261. if (!this.camera._useCtrlForPanning) {
  51262. element.addEventListener("contextmenu", this._onContextMenu, false);
  51263. }
  51264. this._onLostFocus = function () {
  51265. //this._keys = [];
  51266. pointA = pointB = null;
  51267. previousPinchSquaredDistance = 0;
  51268. previousMultiTouchPanPosition.isPaning = false;
  51269. previousMultiTouchPanPosition.isPinching = false;
  51270. twoFingerActivityCount = 0;
  51271. cacheSoloPointer = null;
  51272. initialDistance = 0;
  51273. };
  51274. this._onMouseMove = function (evt) {
  51275. if (!engine.isPointerLock) {
  51276. return;
  51277. }
  51278. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51279. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51280. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51281. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51282. if (!noPreventDefault) {
  51283. evt.preventDefault();
  51284. }
  51285. };
  51286. this._onGestureStart = function (e) {
  51287. if (window.MSGesture === undefined) {
  51288. return;
  51289. }
  51290. if (!_this._MSGestureHandler) {
  51291. _this._MSGestureHandler = new MSGesture();
  51292. _this._MSGestureHandler.target = element;
  51293. }
  51294. _this._MSGestureHandler.addPointer(e.pointerId);
  51295. };
  51296. this._onGesture = function (e) {
  51297. _this.camera.radius *= e.scale;
  51298. if (e.preventDefault) {
  51299. if (!noPreventDefault) {
  51300. e.stopPropagation();
  51301. e.preventDefault();
  51302. }
  51303. }
  51304. };
  51305. element.addEventListener("mousemove", this._onMouseMove, false);
  51306. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51307. element.addEventListener("MSGestureChange", this._onGesture, false);
  51308. BABYLON.Tools.RegisterTopRootEvents([
  51309. { name: "blur", handler: this._onLostFocus }
  51310. ]);
  51311. };
  51312. /**
  51313. * Detach the current controls from the specified dom element.
  51314. * @param element Defines the element to stop listening the inputs from
  51315. */
  51316. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51317. if (this._onLostFocus) {
  51318. BABYLON.Tools.UnregisterTopRootEvents([
  51319. { name: "blur", handler: this._onLostFocus }
  51320. ]);
  51321. }
  51322. if (element && this._observer) {
  51323. this.camera.getScene().onPointerObservable.remove(this._observer);
  51324. this._observer = null;
  51325. if (this._onContextMenu) {
  51326. element.removeEventListener("contextmenu", this._onContextMenu);
  51327. }
  51328. if (this._onMouseMove) {
  51329. element.removeEventListener("mousemove", this._onMouseMove);
  51330. }
  51331. if (this._onGestureStart) {
  51332. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51333. }
  51334. if (this._onGesture) {
  51335. element.removeEventListener("MSGestureChange", this._onGesture);
  51336. }
  51337. this._isPanClick = false;
  51338. this.pinchInwards = true;
  51339. this._onMouseMove = null;
  51340. this._onGestureStart = null;
  51341. this._onGesture = null;
  51342. this._MSGestureHandler = null;
  51343. this._onLostFocus = null;
  51344. this._onContextMenu = null;
  51345. }
  51346. };
  51347. /**
  51348. * Gets the class name of the current intput.
  51349. * @returns the class name
  51350. */
  51351. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51352. return "ArcRotateCameraPointersInput";
  51353. };
  51354. /**
  51355. * Get the friendly name associated with the input class.
  51356. * @returns the input friendly name
  51357. */
  51358. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51359. return "pointers";
  51360. };
  51361. __decorate([
  51362. BABYLON.serialize()
  51363. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51364. __decorate([
  51365. BABYLON.serialize()
  51366. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51367. __decorate([
  51368. BABYLON.serialize()
  51369. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51370. __decorate([
  51371. BABYLON.serialize()
  51372. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51373. __decorate([
  51374. BABYLON.serialize()
  51375. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51376. __decorate([
  51377. BABYLON.serialize()
  51378. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51379. __decorate([
  51380. BABYLON.serialize()
  51381. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51382. __decorate([
  51383. BABYLON.serialize()
  51384. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51385. return ArcRotateCameraPointersInput;
  51386. }());
  51387. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51388. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51389. })(BABYLON || (BABYLON = {}));
  51390. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51391. var BABYLON;
  51392. (function (BABYLON) {
  51393. /**
  51394. * Default Inputs manager for the ArcRotateCamera.
  51395. * It groups all the default supported inputs for ease of use.
  51396. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51397. */
  51398. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51399. __extends(ArcRotateCameraInputsManager, _super);
  51400. /**
  51401. * Instantiates a new ArcRotateCameraInputsManager.
  51402. * @param camera Defines the camera the inputs belong to
  51403. */
  51404. function ArcRotateCameraInputsManager(camera) {
  51405. return _super.call(this, camera) || this;
  51406. }
  51407. /**
  51408. * Add mouse wheel input support to the input manager.
  51409. * @returns the current input manager
  51410. */
  51411. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51412. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51413. return this;
  51414. };
  51415. /**
  51416. * Add pointers input support to the input manager.
  51417. * @returns the current input manager
  51418. */
  51419. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51420. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51421. return this;
  51422. };
  51423. /**
  51424. * Add keyboard input support to the input manager.
  51425. * @returns the current input manager
  51426. */
  51427. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51428. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51429. return this;
  51430. };
  51431. /**
  51432. * Add orientation input support to the input manager.
  51433. * @returns the current input manager
  51434. */
  51435. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51436. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51437. return this;
  51438. };
  51439. return ArcRotateCameraInputsManager;
  51440. }(BABYLON.CameraInputsManager));
  51441. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51442. })(BABYLON || (BABYLON = {}));
  51443. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51444. var BABYLON;
  51445. (function (BABYLON) {
  51446. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51447. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51448. });
  51449. /**
  51450. * This represents an orbital type of camera.
  51451. *
  51452. * 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.
  51453. * 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.
  51454. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51455. */
  51456. var ArcRotateCamera = /** @class */ (function (_super) {
  51457. __extends(ArcRotateCamera, _super);
  51458. /**
  51459. * Instantiates a new ArcRotateCamera in a given scene
  51460. * @param name Defines the name of the camera
  51461. * @param alpha Defines the camera rotation along the logitudinal axis
  51462. * @param beta Defines the camera rotation along the latitudinal axis
  51463. * @param radius Defines the camera distance from its target
  51464. * @param target Defines the camera target
  51465. * @param scene Defines the scene the camera belongs to
  51466. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51467. */
  51468. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51469. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51470. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51471. /**
  51472. * Current inertia value on the longitudinal axis.
  51473. * The bigger this number the longer it will take for the camera to stop.
  51474. */
  51475. _this.inertialAlphaOffset = 0;
  51476. /**
  51477. * Current inertia value on the latitudinal axis.
  51478. * The bigger this number the longer it will take for the camera to stop.
  51479. */
  51480. _this.inertialBetaOffset = 0;
  51481. /**
  51482. * Current inertia value on the radius axis.
  51483. * The bigger this number the longer it will take for the camera to stop.
  51484. */
  51485. _this.inertialRadiusOffset = 0;
  51486. /**
  51487. * Minimum allowed angle on the longitudinal axis.
  51488. * This can help limiting how the Camera is able to move in the scene.
  51489. */
  51490. _this.lowerAlphaLimit = null;
  51491. /**
  51492. * Maximum allowed angle on the longitudinal axis.
  51493. * This can help limiting how the Camera is able to move in the scene.
  51494. */
  51495. _this.upperAlphaLimit = null;
  51496. /**
  51497. * Minimum allowed angle on the latitudinal axis.
  51498. * This can help limiting how the Camera is able to move in the scene.
  51499. */
  51500. _this.lowerBetaLimit = 0.01;
  51501. /**
  51502. * Maximum allowed angle on the latitudinal axis.
  51503. * This can help limiting how the Camera is able to move in the scene.
  51504. */
  51505. _this.upperBetaLimit = Math.PI;
  51506. /**
  51507. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51508. * This can help limiting how the Camera is able to move in the scene.
  51509. */
  51510. _this.lowerRadiusLimit = null;
  51511. /**
  51512. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51513. * This can help limiting how the Camera is able to move in the scene.
  51514. */
  51515. _this.upperRadiusLimit = null;
  51516. /**
  51517. * Defines the current inertia value used during panning of the camera along the X axis.
  51518. */
  51519. _this.inertialPanningX = 0;
  51520. /**
  51521. * Defines the current inertia value used during panning of the camera along the Y axis.
  51522. */
  51523. _this.inertialPanningY = 0;
  51524. /**
  51525. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51526. * Basically if your fingers moves away from more than this distance you will be considered
  51527. * in pinch mode.
  51528. */
  51529. _this.pinchToPanMaxDistance = 20;
  51530. /**
  51531. * Defines the maximum distance the camera can pan.
  51532. * This could help keeping the cammera always in your scene.
  51533. */
  51534. _this.panningDistanceLimit = null;
  51535. /**
  51536. * Defines the target of the camera before paning.
  51537. */
  51538. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51539. /**
  51540. * Defines the value of the inertia used during panning.
  51541. * 0 would mean stop inertia and one would mean no decelleration at all.
  51542. */
  51543. _this.panningInertia = 0.9;
  51544. //-- end properties for backward compatibility for inputs
  51545. /**
  51546. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51547. */
  51548. _this.zoomOnFactor = 1;
  51549. /**
  51550. * Defines a screen offset for the camera position.
  51551. */
  51552. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51553. /**
  51554. * Allows the camera to be completely reversed.
  51555. * If false the camera can not arrive upside down.
  51556. */
  51557. _this.allowUpsideDown = true;
  51558. /**
  51559. * Define if double tap/click is used to restore the previously saved state of the camera.
  51560. */
  51561. _this.useInputToRestoreState = true;
  51562. /** @hidden */
  51563. _this._viewMatrix = new BABYLON.Matrix();
  51564. /**
  51565. * Defines the allowed panning axis.
  51566. */
  51567. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51568. /**
  51569. * Observable triggered when the mesh target has been changed on the camera.
  51570. */
  51571. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51572. /**
  51573. * Defines whether the camera should check collision with the objects oh the scene.
  51574. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51575. */
  51576. _this.checkCollisions = false;
  51577. /**
  51578. * Defines the collision radius of the camera.
  51579. * This simulates a sphere around the camera.
  51580. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51581. */
  51582. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51583. _this._previousPosition = BABYLON.Vector3.Zero();
  51584. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51585. _this._newPosition = BABYLON.Vector3.Zero();
  51586. _this._computationVector = BABYLON.Vector3.Zero();
  51587. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51588. if (collidedMesh === void 0) { collidedMesh = null; }
  51589. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51590. newPosition.multiplyInPlace(_this._collider._radius);
  51591. }
  51592. if (!collidedMesh) {
  51593. _this._previousPosition.copyFrom(_this.position);
  51594. }
  51595. else {
  51596. _this.setPosition(newPosition);
  51597. if (_this.onCollide) {
  51598. _this.onCollide(collidedMesh);
  51599. }
  51600. }
  51601. // Recompute because of constraints
  51602. var cosa = Math.cos(_this.alpha);
  51603. var sina = Math.sin(_this.alpha);
  51604. var cosb = Math.cos(_this.beta);
  51605. var sinb = Math.sin(_this.beta);
  51606. if (sinb === 0) {
  51607. sinb = 0.0001;
  51608. }
  51609. var target = _this._getTargetPosition();
  51610. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51611. target.addToRef(_this._computationVector, _this._newPosition);
  51612. _this.position.copyFrom(_this._newPosition);
  51613. var up = _this.upVector;
  51614. if (_this.allowUpsideDown && _this.beta < 0) {
  51615. up = up.clone();
  51616. up = up.negate();
  51617. }
  51618. _this._computeViewMatrix(_this.position, target, up);
  51619. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51620. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51621. _this._collisionTriggered = false;
  51622. };
  51623. _this._target = BABYLON.Vector3.Zero();
  51624. if (target) {
  51625. _this.setTarget(target);
  51626. }
  51627. _this.alpha = alpha;
  51628. _this.beta = beta;
  51629. _this.radius = radius;
  51630. _this.getViewMatrix();
  51631. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51632. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51633. return _this;
  51634. }
  51635. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51636. /**
  51637. * Defines the target point of the camera.
  51638. * The camera looks towards it form the radius distance.
  51639. */
  51640. get: function () {
  51641. return this._target;
  51642. },
  51643. set: function (value) {
  51644. this.setTarget(value);
  51645. },
  51646. enumerable: true,
  51647. configurable: true
  51648. });
  51649. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51650. //-- begin properties for backward compatibility for inputs
  51651. /**
  51652. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51653. */
  51654. get: function () {
  51655. var pointers = this.inputs.attached["pointers"];
  51656. if (pointers) {
  51657. return pointers.angularSensibilityX;
  51658. }
  51659. return 0;
  51660. },
  51661. set: function (value) {
  51662. var pointers = this.inputs.attached["pointers"];
  51663. if (pointers) {
  51664. pointers.angularSensibilityX = value;
  51665. }
  51666. },
  51667. enumerable: true,
  51668. configurable: true
  51669. });
  51670. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51671. /**
  51672. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51673. */
  51674. get: function () {
  51675. var pointers = this.inputs.attached["pointers"];
  51676. if (pointers) {
  51677. return pointers.angularSensibilityY;
  51678. }
  51679. return 0;
  51680. },
  51681. set: function (value) {
  51682. var pointers = this.inputs.attached["pointers"];
  51683. if (pointers) {
  51684. pointers.angularSensibilityY = value;
  51685. }
  51686. },
  51687. enumerable: true,
  51688. configurable: true
  51689. });
  51690. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51691. /**
  51692. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51693. */
  51694. get: function () {
  51695. var pointers = this.inputs.attached["pointers"];
  51696. if (pointers) {
  51697. return pointers.pinchPrecision;
  51698. }
  51699. return 0;
  51700. },
  51701. set: function (value) {
  51702. var pointers = this.inputs.attached["pointers"];
  51703. if (pointers) {
  51704. pointers.pinchPrecision = value;
  51705. }
  51706. },
  51707. enumerable: true,
  51708. configurable: true
  51709. });
  51710. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51711. /**
  51712. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51713. * It will be used instead of pinchDeltaPrecision if different from 0.
  51714. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51715. */
  51716. get: function () {
  51717. var pointers = this.inputs.attached["pointers"];
  51718. if (pointers) {
  51719. return pointers.pinchDeltaPercentage;
  51720. }
  51721. return 0;
  51722. },
  51723. set: function (value) {
  51724. var pointers = this.inputs.attached["pointers"];
  51725. if (pointers) {
  51726. pointers.pinchDeltaPercentage = value;
  51727. }
  51728. },
  51729. enumerable: true,
  51730. configurable: true
  51731. });
  51732. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51733. /**
  51734. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51735. */
  51736. get: function () {
  51737. var pointers = this.inputs.attached["pointers"];
  51738. if (pointers) {
  51739. return pointers.panningSensibility;
  51740. }
  51741. return 0;
  51742. },
  51743. set: function (value) {
  51744. var pointers = this.inputs.attached["pointers"];
  51745. if (pointers) {
  51746. pointers.panningSensibility = value;
  51747. }
  51748. },
  51749. enumerable: true,
  51750. configurable: true
  51751. });
  51752. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51753. /**
  51754. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51755. */
  51756. get: function () {
  51757. var keyboard = this.inputs.attached["keyboard"];
  51758. if (keyboard) {
  51759. return keyboard.keysUp;
  51760. }
  51761. return [];
  51762. },
  51763. set: function (value) {
  51764. var keyboard = this.inputs.attached["keyboard"];
  51765. if (keyboard) {
  51766. keyboard.keysUp = value;
  51767. }
  51768. },
  51769. enumerable: true,
  51770. configurable: true
  51771. });
  51772. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51773. /**
  51774. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51775. */
  51776. get: function () {
  51777. var keyboard = this.inputs.attached["keyboard"];
  51778. if (keyboard) {
  51779. return keyboard.keysDown;
  51780. }
  51781. return [];
  51782. },
  51783. set: function (value) {
  51784. var keyboard = this.inputs.attached["keyboard"];
  51785. if (keyboard) {
  51786. keyboard.keysDown = value;
  51787. }
  51788. },
  51789. enumerable: true,
  51790. configurable: true
  51791. });
  51792. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51793. /**
  51794. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51795. */
  51796. get: function () {
  51797. var keyboard = this.inputs.attached["keyboard"];
  51798. if (keyboard) {
  51799. return keyboard.keysLeft;
  51800. }
  51801. return [];
  51802. },
  51803. set: function (value) {
  51804. var keyboard = this.inputs.attached["keyboard"];
  51805. if (keyboard) {
  51806. keyboard.keysLeft = value;
  51807. }
  51808. },
  51809. enumerable: true,
  51810. configurable: true
  51811. });
  51812. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51813. /**
  51814. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51815. */
  51816. get: function () {
  51817. var keyboard = this.inputs.attached["keyboard"];
  51818. if (keyboard) {
  51819. return keyboard.keysRight;
  51820. }
  51821. return [];
  51822. },
  51823. set: function (value) {
  51824. var keyboard = this.inputs.attached["keyboard"];
  51825. if (keyboard) {
  51826. keyboard.keysRight = value;
  51827. }
  51828. },
  51829. enumerable: true,
  51830. configurable: true
  51831. });
  51832. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51833. /**
  51834. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51835. */
  51836. get: function () {
  51837. var mousewheel = this.inputs.attached["mousewheel"];
  51838. if (mousewheel) {
  51839. return mousewheel.wheelPrecision;
  51840. }
  51841. return 0;
  51842. },
  51843. set: function (value) {
  51844. var mousewheel = this.inputs.attached["mousewheel"];
  51845. if (mousewheel) {
  51846. mousewheel.wheelPrecision = value;
  51847. }
  51848. },
  51849. enumerable: true,
  51850. configurable: true
  51851. });
  51852. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51853. /**
  51854. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51855. * It will be used instead of pinchDeltaPrecision if different from 0.
  51856. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51857. */
  51858. get: function () {
  51859. var mousewheel = this.inputs.attached["mousewheel"];
  51860. if (mousewheel) {
  51861. return mousewheel.wheelDeltaPercentage;
  51862. }
  51863. return 0;
  51864. },
  51865. set: function (value) {
  51866. var mousewheel = this.inputs.attached["mousewheel"];
  51867. if (mousewheel) {
  51868. mousewheel.wheelDeltaPercentage = value;
  51869. }
  51870. },
  51871. enumerable: true,
  51872. configurable: true
  51873. });
  51874. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51875. /**
  51876. * Gets the bouncing behavior of the camera if it has been enabled.
  51877. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51878. */
  51879. get: function () {
  51880. return this._bouncingBehavior;
  51881. },
  51882. enumerable: true,
  51883. configurable: true
  51884. });
  51885. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51886. /**
  51887. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51888. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51889. */
  51890. get: function () {
  51891. return this._bouncingBehavior != null;
  51892. },
  51893. set: function (value) {
  51894. if (value === this.useBouncingBehavior) {
  51895. return;
  51896. }
  51897. if (value) {
  51898. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51899. this.addBehavior(this._bouncingBehavior);
  51900. }
  51901. else if (this._bouncingBehavior) {
  51902. this.removeBehavior(this._bouncingBehavior);
  51903. this._bouncingBehavior = null;
  51904. }
  51905. },
  51906. enumerable: true,
  51907. configurable: true
  51908. });
  51909. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  51910. /**
  51911. * Gets the framing behavior of the camera if it has been enabled.
  51912. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51913. */
  51914. get: function () {
  51915. return this._framingBehavior;
  51916. },
  51917. enumerable: true,
  51918. configurable: true
  51919. });
  51920. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  51921. /**
  51922. * Defines if the framing behavior of the camera is enabled on the camera.
  51923. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51924. */
  51925. get: function () {
  51926. return this._framingBehavior != null;
  51927. },
  51928. set: function (value) {
  51929. if (value === this.useFramingBehavior) {
  51930. return;
  51931. }
  51932. if (value) {
  51933. this._framingBehavior = new BABYLON.FramingBehavior();
  51934. this.addBehavior(this._framingBehavior);
  51935. }
  51936. else if (this._framingBehavior) {
  51937. this.removeBehavior(this._framingBehavior);
  51938. this._framingBehavior = null;
  51939. }
  51940. },
  51941. enumerable: true,
  51942. configurable: true
  51943. });
  51944. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  51945. /**
  51946. * Gets the auto rotation behavior of the camera if it has been enabled.
  51947. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51948. */
  51949. get: function () {
  51950. return this._autoRotationBehavior;
  51951. },
  51952. enumerable: true,
  51953. configurable: true
  51954. });
  51955. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  51956. /**
  51957. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  51958. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51959. */
  51960. get: function () {
  51961. return this._autoRotationBehavior != null;
  51962. },
  51963. set: function (value) {
  51964. if (value === this.useAutoRotationBehavior) {
  51965. return;
  51966. }
  51967. if (value) {
  51968. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  51969. this.addBehavior(this._autoRotationBehavior);
  51970. }
  51971. else if (this._autoRotationBehavior) {
  51972. this.removeBehavior(this._autoRotationBehavior);
  51973. this._autoRotationBehavior = null;
  51974. }
  51975. },
  51976. enumerable: true,
  51977. configurable: true
  51978. });
  51979. // Cache
  51980. /** @hidden */
  51981. ArcRotateCamera.prototype._initCache = function () {
  51982. _super.prototype._initCache.call(this);
  51983. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  51984. this._cache.alpha = undefined;
  51985. this._cache.beta = undefined;
  51986. this._cache.radius = undefined;
  51987. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  51988. };
  51989. /** @hidden */
  51990. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  51991. if (!ignoreParentClass) {
  51992. _super.prototype._updateCache.call(this);
  51993. }
  51994. this._cache._target.copyFrom(this._getTargetPosition());
  51995. this._cache.alpha = this.alpha;
  51996. this._cache.beta = this.beta;
  51997. this._cache.radius = this.radius;
  51998. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  51999. };
  52000. ArcRotateCamera.prototype._getTargetPosition = function () {
  52001. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  52002. var pos = this._targetHost.absolutePosition;
  52003. if (this._targetBoundingCenter) {
  52004. pos.addToRef(this._targetBoundingCenter, this._target);
  52005. }
  52006. else {
  52007. this._target.copyFrom(pos);
  52008. }
  52009. }
  52010. var lockedTargetPosition = this._getLockedTargetPosition();
  52011. if (lockedTargetPosition) {
  52012. return lockedTargetPosition;
  52013. }
  52014. return this._target;
  52015. };
  52016. /**
  52017. * Stores the current state of the camera (alpha, beta, radius and target)
  52018. * @returns the camera itself
  52019. */
  52020. ArcRotateCamera.prototype.storeState = function () {
  52021. this._storedAlpha = this.alpha;
  52022. this._storedBeta = this.beta;
  52023. this._storedRadius = this.radius;
  52024. this._storedTarget = this._getTargetPosition().clone();
  52025. return _super.prototype.storeState.call(this);
  52026. };
  52027. /**
  52028. * @hidden
  52029. * Restored camera state. You must call storeState() first
  52030. */
  52031. ArcRotateCamera.prototype._restoreStateValues = function () {
  52032. if (!_super.prototype._restoreStateValues.call(this)) {
  52033. return false;
  52034. }
  52035. this.alpha = this._storedAlpha;
  52036. this.beta = this._storedBeta;
  52037. this.radius = this._storedRadius;
  52038. this.setTarget(this._storedTarget.clone());
  52039. this.inertialAlphaOffset = 0;
  52040. this.inertialBetaOffset = 0;
  52041. this.inertialRadiusOffset = 0;
  52042. this.inertialPanningX = 0;
  52043. this.inertialPanningY = 0;
  52044. return true;
  52045. };
  52046. // Synchronized
  52047. /** @hidden */
  52048. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  52049. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  52050. return false;
  52051. }
  52052. return this._cache._target.equals(this._getTargetPosition())
  52053. && this._cache.alpha === this.alpha
  52054. && this._cache.beta === this.beta
  52055. && this._cache.radius === this.radius
  52056. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  52057. };
  52058. /**
  52059. * Attached controls to the current camera.
  52060. * @param element Defines the element the controls should be listened from
  52061. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  52062. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  52063. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  52064. */
  52065. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  52066. var _this = this;
  52067. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  52068. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  52069. this._useCtrlForPanning = useCtrlForPanning;
  52070. this._panningMouseButton = panningMouseButton;
  52071. this.inputs.attachElement(element, noPreventDefault);
  52072. this._reset = function () {
  52073. _this.inertialAlphaOffset = 0;
  52074. _this.inertialBetaOffset = 0;
  52075. _this.inertialRadiusOffset = 0;
  52076. _this.inertialPanningX = 0;
  52077. _this.inertialPanningY = 0;
  52078. };
  52079. };
  52080. /**
  52081. * Detach the current controls from the camera.
  52082. * The camera will stop reacting to inputs.
  52083. * @param element Defines the element to stop listening the inputs from
  52084. */
  52085. ArcRotateCamera.prototype.detachControl = function (element) {
  52086. this.inputs.detachElement(element);
  52087. if (this._reset) {
  52088. this._reset();
  52089. }
  52090. };
  52091. /** @hidden */
  52092. ArcRotateCamera.prototype._checkInputs = function () {
  52093. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  52094. if (this._collisionTriggered) {
  52095. return;
  52096. }
  52097. this.inputs.checkInputs();
  52098. // Inertia
  52099. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  52100. var inertialAlphaOffset = this.inertialAlphaOffset;
  52101. if (this.beta <= 0) {
  52102. inertialAlphaOffset *= -1;
  52103. }
  52104. if (this.getScene().useRightHandedSystem) {
  52105. inertialAlphaOffset *= -1;
  52106. }
  52107. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  52108. inertialAlphaOffset *= -1;
  52109. }
  52110. this.alpha += inertialAlphaOffset;
  52111. this.beta += this.inertialBetaOffset;
  52112. this.radius -= this.inertialRadiusOffset;
  52113. this.inertialAlphaOffset *= this.inertia;
  52114. this.inertialBetaOffset *= this.inertia;
  52115. this.inertialRadiusOffset *= this.inertia;
  52116. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  52117. this.inertialAlphaOffset = 0;
  52118. }
  52119. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  52120. this.inertialBetaOffset = 0;
  52121. }
  52122. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  52123. this.inertialRadiusOffset = 0;
  52124. }
  52125. }
  52126. // Panning inertia
  52127. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  52128. if (!this._localDirection) {
  52129. this._localDirection = BABYLON.Vector3.Zero();
  52130. this._transformedDirection = BABYLON.Vector3.Zero();
  52131. }
  52132. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  52133. this._localDirection.multiplyInPlace(this.panningAxis);
  52134. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  52135. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  52136. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  52137. if (!this.panningAxis.y) {
  52138. this._transformedDirection.y = 0;
  52139. }
  52140. if (!this._targetHost) {
  52141. if (this.panningDistanceLimit) {
  52142. this._transformedDirection.addInPlace(this._target);
  52143. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  52144. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  52145. this._target.copyFrom(this._transformedDirection);
  52146. }
  52147. }
  52148. else {
  52149. this._target.addInPlace(this._transformedDirection);
  52150. }
  52151. }
  52152. this.inertialPanningX *= this.panningInertia;
  52153. this.inertialPanningY *= this.panningInertia;
  52154. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  52155. this.inertialPanningX = 0;
  52156. }
  52157. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  52158. this.inertialPanningY = 0;
  52159. }
  52160. }
  52161. // Limits
  52162. this._checkLimits();
  52163. _super.prototype._checkInputs.call(this);
  52164. };
  52165. ArcRotateCamera.prototype._checkLimits = function () {
  52166. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  52167. if (this.allowUpsideDown && this.beta > Math.PI) {
  52168. this.beta = this.beta - (2 * Math.PI);
  52169. }
  52170. }
  52171. else {
  52172. if (this.beta < this.lowerBetaLimit) {
  52173. this.beta = this.lowerBetaLimit;
  52174. }
  52175. }
  52176. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  52177. if (this.allowUpsideDown && this.beta < -Math.PI) {
  52178. this.beta = this.beta + (2 * Math.PI);
  52179. }
  52180. }
  52181. else {
  52182. if (this.beta > this.upperBetaLimit) {
  52183. this.beta = this.upperBetaLimit;
  52184. }
  52185. }
  52186. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  52187. this.alpha = this.lowerAlphaLimit;
  52188. }
  52189. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  52190. this.alpha = this.upperAlphaLimit;
  52191. }
  52192. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  52193. this.radius = this.lowerRadiusLimit;
  52194. this.inertialRadiusOffset = 0;
  52195. }
  52196. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  52197. this.radius = this.upperRadiusLimit;
  52198. this.inertialRadiusOffset = 0;
  52199. }
  52200. };
  52201. /**
  52202. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  52203. */
  52204. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  52205. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  52206. this.radius = this._computationVector.length();
  52207. if (this.radius === 0) {
  52208. this.radius = 0.0001; // Just to avoid division by zero
  52209. }
  52210. // Alpha
  52211. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  52212. if (this._computationVector.z < 0) {
  52213. this.alpha = 2 * Math.PI - this.alpha;
  52214. }
  52215. // Beta
  52216. this.beta = Math.acos(this._computationVector.y / this.radius);
  52217. this._checkLimits();
  52218. };
  52219. /**
  52220. * Use a position to define the current camera related information like aplha, beta and radius
  52221. * @param position Defines the position to set the camera at
  52222. */
  52223. ArcRotateCamera.prototype.setPosition = function (position) {
  52224. if (this.position.equals(position)) {
  52225. return;
  52226. }
  52227. this.position.copyFrom(position);
  52228. this.rebuildAnglesAndRadius();
  52229. };
  52230. /**
  52231. * Defines the target the camera should look at.
  52232. * This will automatically adapt alpha beta and radius to fit within the new target.
  52233. * @param target Defines the new target as a Vector or a mesh
  52234. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  52235. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  52236. */
  52237. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  52238. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  52239. if (allowSamePosition === void 0) { allowSamePosition = false; }
  52240. if (target.getBoundingInfo) {
  52241. if (toBoundingCenter) {
  52242. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  52243. }
  52244. else {
  52245. this._targetBoundingCenter = null;
  52246. }
  52247. this._targetHost = target;
  52248. this._target = this._getTargetPosition();
  52249. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  52250. }
  52251. else {
  52252. var newTarget = target;
  52253. var currentTarget = this._getTargetPosition();
  52254. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  52255. return;
  52256. }
  52257. this._targetHost = null;
  52258. this._target = newTarget;
  52259. this._targetBoundingCenter = null;
  52260. this.onMeshTargetChangedObservable.notifyObservers(null);
  52261. }
  52262. this.rebuildAnglesAndRadius();
  52263. };
  52264. /** @hidden */
  52265. ArcRotateCamera.prototype._getViewMatrix = function () {
  52266. // Compute
  52267. var cosa = Math.cos(this.alpha);
  52268. var sina = Math.sin(this.alpha);
  52269. var cosb = Math.cos(this.beta);
  52270. var sinb = Math.sin(this.beta);
  52271. if (sinb === 0) {
  52272. sinb = 0.0001;
  52273. }
  52274. var target = this._getTargetPosition();
  52275. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52276. target.addToRef(this._computationVector, this._newPosition);
  52277. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52278. if (!this._collider) {
  52279. this._collider = new BABYLON.Collider();
  52280. }
  52281. this._collider._radius = this.collisionRadius;
  52282. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52283. this._collisionTriggered = true;
  52284. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52285. }
  52286. else {
  52287. this.position.copyFrom(this._newPosition);
  52288. var up = this.upVector;
  52289. if (this.allowUpsideDown && sinb < 0) {
  52290. up = up.clone();
  52291. up = up.negate();
  52292. }
  52293. this._computeViewMatrix(this.position, target, up);
  52294. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52295. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52296. }
  52297. this._currentTarget = target;
  52298. return this._viewMatrix;
  52299. };
  52300. /**
  52301. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52302. * @param meshes Defines the mesh to zoom on
  52303. * @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)
  52304. */
  52305. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52306. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52307. meshes = meshes || this.getScene().meshes;
  52308. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52309. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52310. this.radius = distance * this.zoomOnFactor;
  52311. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52312. };
  52313. /**
  52314. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52315. * The target will be changed but the radius
  52316. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52317. * @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)
  52318. */
  52319. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52320. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52321. var meshesOrMinMaxVector;
  52322. var distance;
  52323. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52324. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52325. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52326. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52327. }
  52328. else { //minMaxVector and distance
  52329. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52330. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52331. distance = minMaxVectorAndDistance.distance;
  52332. }
  52333. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52334. if (!doNotUpdateMaxZ) {
  52335. this.maxZ = distance * 2;
  52336. }
  52337. };
  52338. /**
  52339. * @override
  52340. * Override Camera.createRigCamera
  52341. */
  52342. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52343. var alphaShift = 0;
  52344. switch (this.cameraRigMode) {
  52345. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52346. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52347. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52348. case BABYLON.Camera.RIG_MODE_VR:
  52349. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52350. break;
  52351. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52352. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52353. break;
  52354. }
  52355. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52356. rigCam._cameraRigParams = {};
  52357. return rigCam;
  52358. };
  52359. /**
  52360. * @hidden
  52361. * @override
  52362. * Override Camera._updateRigCameras
  52363. */
  52364. ArcRotateCamera.prototype._updateRigCameras = function () {
  52365. var camLeft = this._rigCameras[0];
  52366. var camRight = this._rigCameras[1];
  52367. camLeft.beta = camRight.beta = this.beta;
  52368. camLeft.radius = camRight.radius = this.radius;
  52369. switch (this.cameraRigMode) {
  52370. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52371. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52372. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52373. case BABYLON.Camera.RIG_MODE_VR:
  52374. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52375. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52376. break;
  52377. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52378. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52379. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52380. break;
  52381. }
  52382. _super.prototype._updateRigCameras.call(this);
  52383. };
  52384. /**
  52385. * Destroy the camera and release the current resources hold by it.
  52386. */
  52387. ArcRotateCamera.prototype.dispose = function () {
  52388. this.inputs.clear();
  52389. _super.prototype.dispose.call(this);
  52390. };
  52391. /**
  52392. * Gets the current object class name.
  52393. * @return the class name
  52394. */
  52395. ArcRotateCamera.prototype.getClassName = function () {
  52396. return "ArcRotateCamera";
  52397. };
  52398. __decorate([
  52399. BABYLON.serialize()
  52400. ], ArcRotateCamera.prototype, "alpha", void 0);
  52401. __decorate([
  52402. BABYLON.serialize()
  52403. ], ArcRotateCamera.prototype, "beta", void 0);
  52404. __decorate([
  52405. BABYLON.serialize()
  52406. ], ArcRotateCamera.prototype, "radius", void 0);
  52407. __decorate([
  52408. BABYLON.serializeAsVector3("target")
  52409. ], ArcRotateCamera.prototype, "_target", void 0);
  52410. __decorate([
  52411. BABYLON.serialize()
  52412. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52413. __decorate([
  52414. BABYLON.serialize()
  52415. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52416. __decorate([
  52417. BABYLON.serialize()
  52418. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52419. __decorate([
  52420. BABYLON.serialize()
  52421. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52422. __decorate([
  52423. BABYLON.serialize()
  52424. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52425. __decorate([
  52426. BABYLON.serialize()
  52427. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52428. __decorate([
  52429. BABYLON.serialize()
  52430. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52431. __decorate([
  52432. BABYLON.serialize()
  52433. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52434. __decorate([
  52435. BABYLON.serialize()
  52436. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52437. __decorate([
  52438. BABYLON.serialize()
  52439. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52440. __decorate([
  52441. BABYLON.serialize()
  52442. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52443. __decorate([
  52444. BABYLON.serialize()
  52445. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52446. __decorate([
  52447. BABYLON.serialize()
  52448. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52449. __decorate([
  52450. BABYLON.serializeAsVector3()
  52451. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52452. __decorate([
  52453. BABYLON.serialize()
  52454. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52455. __decorate([
  52456. BABYLON.serialize()
  52457. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52458. __decorate([
  52459. BABYLON.serialize()
  52460. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52461. __decorate([
  52462. BABYLON.serialize()
  52463. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52464. __decorate([
  52465. BABYLON.serialize()
  52466. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52467. return ArcRotateCamera;
  52468. }(BABYLON.TargetCamera));
  52469. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52470. })(BABYLON || (BABYLON = {}));
  52471. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52472. var BABYLON;
  52473. (function (BABYLON) {
  52474. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52475. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52476. });
  52477. /**
  52478. * The HemisphericLight simulates the ambient environment light,
  52479. * so the passed direction is the light reflection direction, not the incoming direction.
  52480. */
  52481. var HemisphericLight = /** @class */ (function (_super) {
  52482. __extends(HemisphericLight, _super);
  52483. /**
  52484. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52485. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52486. * The HemisphericLight can't cast shadows.
  52487. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52488. * @param name The friendly name of the light
  52489. * @param direction The direction of the light reflection
  52490. * @param scene The scene the light belongs to
  52491. */
  52492. function HemisphericLight(name, direction, scene) {
  52493. var _this = _super.call(this, name, scene) || this;
  52494. /**
  52495. * The groundColor is the light in the opposite direction to the one specified during creation.
  52496. * 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.
  52497. */
  52498. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52499. _this.direction = direction || BABYLON.Vector3.Up();
  52500. return _this;
  52501. }
  52502. HemisphericLight.prototype._buildUniformLayout = function () {
  52503. this._uniformBuffer.addUniform("vLightData", 4);
  52504. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52505. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52506. this._uniformBuffer.addUniform("vLightGround", 3);
  52507. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52508. this._uniformBuffer.addUniform("depthValues", 2);
  52509. this._uniformBuffer.create();
  52510. };
  52511. /**
  52512. * Returns the string "HemisphericLight".
  52513. * @return The class name
  52514. */
  52515. HemisphericLight.prototype.getClassName = function () {
  52516. return "HemisphericLight";
  52517. };
  52518. /**
  52519. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52520. * Returns the updated direction.
  52521. * @param target The target the direction should point to
  52522. * @return The computed direction
  52523. */
  52524. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52525. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52526. return this.direction;
  52527. };
  52528. /**
  52529. * Returns the shadow generator associated to the light.
  52530. * @returns Always null for hemispheric lights because it does not support shadows.
  52531. */
  52532. HemisphericLight.prototype.getShadowGenerator = function () {
  52533. return null;
  52534. };
  52535. /**
  52536. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52537. * @param effect The effect to update
  52538. * @param lightIndex The index of the light in the effect to update
  52539. * @returns The hemispheric light
  52540. */
  52541. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52542. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52543. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52544. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52545. return this;
  52546. };
  52547. /**
  52548. * Computes the world matrix of the node
  52549. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52550. * @param useWasUpdatedFlag defines a reserved property
  52551. * @returns the world matrix
  52552. */
  52553. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52554. if (!this._worldMatrix) {
  52555. this._worldMatrix = BABYLON.Matrix.Identity();
  52556. }
  52557. return this._worldMatrix;
  52558. };
  52559. /**
  52560. * Returns the integer 3.
  52561. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52562. */
  52563. HemisphericLight.prototype.getTypeID = function () {
  52564. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52565. };
  52566. /**
  52567. * Prepares the list of defines specific to the light type.
  52568. * @param defines the list of defines
  52569. * @param lightIndex defines the index of the light for the effect
  52570. */
  52571. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52572. defines["HEMILIGHT" + lightIndex] = true;
  52573. };
  52574. __decorate([
  52575. BABYLON.serializeAsColor3()
  52576. ], HemisphericLight.prototype, "groundColor", void 0);
  52577. __decorate([
  52578. BABYLON.serializeAsVector3()
  52579. ], HemisphericLight.prototype, "direction", void 0);
  52580. return HemisphericLight;
  52581. }(BABYLON.Light));
  52582. BABYLON.HemisphericLight = HemisphericLight;
  52583. })(BABYLON || (BABYLON = {}));
  52584. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52585. var BABYLON;
  52586. (function (BABYLON) {
  52587. /**
  52588. * Base implementation IShadowLight
  52589. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52590. */
  52591. var ShadowLight = /** @class */ (function (_super) {
  52592. __extends(ShadowLight, _super);
  52593. function ShadowLight() {
  52594. var _this = _super !== null && _super.apply(this, arguments) || this;
  52595. _this._needProjectionMatrixCompute = true;
  52596. return _this;
  52597. }
  52598. ShadowLight.prototype._setPosition = function (value) {
  52599. this._position = value;
  52600. };
  52601. Object.defineProperty(ShadowLight.prototype, "position", {
  52602. /**
  52603. * Sets the position the shadow will be casted from. Also use as the light position for both
  52604. * point and spot lights.
  52605. */
  52606. get: function () {
  52607. return this._position;
  52608. },
  52609. /**
  52610. * Sets the position the shadow will be casted from. Also use as the light position for both
  52611. * point and spot lights.
  52612. */
  52613. set: function (value) {
  52614. this._setPosition(value);
  52615. },
  52616. enumerable: true,
  52617. configurable: true
  52618. });
  52619. ShadowLight.prototype._setDirection = function (value) {
  52620. this._direction = value;
  52621. };
  52622. Object.defineProperty(ShadowLight.prototype, "direction", {
  52623. /**
  52624. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52625. * Also use as the light direction on spot and directional lights.
  52626. */
  52627. get: function () {
  52628. return this._direction;
  52629. },
  52630. /**
  52631. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52632. * Also use as the light direction on spot and directional lights.
  52633. */
  52634. set: function (value) {
  52635. this._setDirection(value);
  52636. },
  52637. enumerable: true,
  52638. configurable: true
  52639. });
  52640. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52641. /**
  52642. * Gets the shadow projection clipping minimum z value.
  52643. */
  52644. get: function () {
  52645. return this._shadowMinZ;
  52646. },
  52647. /**
  52648. * Sets the shadow projection clipping minimum z value.
  52649. */
  52650. set: function (value) {
  52651. this._shadowMinZ = value;
  52652. this.forceProjectionMatrixCompute();
  52653. },
  52654. enumerable: true,
  52655. configurable: true
  52656. });
  52657. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52658. /**
  52659. * Sets the shadow projection clipping maximum z value.
  52660. */
  52661. get: function () {
  52662. return this._shadowMaxZ;
  52663. },
  52664. /**
  52665. * Gets the shadow projection clipping maximum z value.
  52666. */
  52667. set: function (value) {
  52668. this._shadowMaxZ = value;
  52669. this.forceProjectionMatrixCompute();
  52670. },
  52671. enumerable: true,
  52672. configurable: true
  52673. });
  52674. /**
  52675. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52676. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52677. */
  52678. ShadowLight.prototype.computeTransformedInformation = function () {
  52679. if (this.parent && this.parent.getWorldMatrix) {
  52680. if (!this.transformedPosition) {
  52681. this.transformedPosition = BABYLON.Vector3.Zero();
  52682. }
  52683. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52684. // In case the direction is present.
  52685. if (this.direction) {
  52686. if (!this.transformedDirection) {
  52687. this.transformedDirection = BABYLON.Vector3.Zero();
  52688. }
  52689. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52690. }
  52691. return true;
  52692. }
  52693. return false;
  52694. };
  52695. /**
  52696. * Return the depth scale used for the shadow map.
  52697. * @returns the depth scale.
  52698. */
  52699. ShadowLight.prototype.getDepthScale = function () {
  52700. return 50.0;
  52701. };
  52702. /**
  52703. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52704. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52705. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52706. */
  52707. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52708. return this.transformedDirection ? this.transformedDirection : this.direction;
  52709. };
  52710. /**
  52711. * Returns the ShadowLight absolute position in the World.
  52712. * @returns the position vector in world space
  52713. */
  52714. ShadowLight.prototype.getAbsolutePosition = function () {
  52715. return this.transformedPosition ? this.transformedPosition : this.position;
  52716. };
  52717. /**
  52718. * Sets the ShadowLight direction toward the passed target.
  52719. * @param target The point tot target in local space
  52720. * @returns the updated ShadowLight direction
  52721. */
  52722. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52723. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52724. return this.direction;
  52725. };
  52726. /**
  52727. * Returns the light rotation in euler definition.
  52728. * @returns the x y z rotation in local space.
  52729. */
  52730. ShadowLight.prototype.getRotation = function () {
  52731. this.direction.normalize();
  52732. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52733. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52734. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52735. };
  52736. /**
  52737. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52738. * @returns true if a cube texture needs to be use
  52739. */
  52740. ShadowLight.prototype.needCube = function () {
  52741. return false;
  52742. };
  52743. /**
  52744. * Detects if the projection matrix requires to be recomputed this frame.
  52745. * @returns true if it requires to be recomputed otherwise, false.
  52746. */
  52747. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52748. return this._needProjectionMatrixCompute;
  52749. };
  52750. /**
  52751. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52752. */
  52753. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52754. this._needProjectionMatrixCompute = true;
  52755. };
  52756. /** @hidden */
  52757. ShadowLight.prototype._initCache = function () {
  52758. _super.prototype._initCache.call(this);
  52759. this._cache.position = BABYLON.Vector3.Zero();
  52760. };
  52761. /** @hidden */
  52762. ShadowLight.prototype._isSynchronized = function () {
  52763. if (!this._cache.position.equals(this.position)) {
  52764. return false;
  52765. }
  52766. return true;
  52767. };
  52768. /**
  52769. * Computes the world matrix of the node
  52770. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52771. * @returns the world matrix
  52772. */
  52773. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52774. if (!force && this.isSynchronized()) {
  52775. this._currentRenderId = this.getScene().getRenderId();
  52776. return this._worldMatrix;
  52777. }
  52778. this._updateCache();
  52779. this._cache.position.copyFrom(this.position);
  52780. if (!this._worldMatrix) {
  52781. this._worldMatrix = BABYLON.Matrix.Identity();
  52782. }
  52783. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52784. if (this.parent && this.parent.getWorldMatrix) {
  52785. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52786. this._markSyncedWithParent();
  52787. }
  52788. // Cache the determinant
  52789. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52790. return this._worldMatrix;
  52791. };
  52792. /**
  52793. * Gets the minZ used for shadow according to both the scene and the light.
  52794. * @param activeCamera The camera we are returning the min for
  52795. * @returns the depth min z
  52796. */
  52797. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52798. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52799. };
  52800. /**
  52801. * Gets the maxZ used for shadow according to both the scene and the light.
  52802. * @param activeCamera The camera we are returning the max for
  52803. * @returns the depth max z
  52804. */
  52805. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52806. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52807. };
  52808. /**
  52809. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52810. * @param matrix The materix to updated with the projection information
  52811. * @param viewMatrix The transform matrix of the light
  52812. * @param renderList The list of mesh to render in the map
  52813. * @returns The current light
  52814. */
  52815. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52816. if (this.customProjectionMatrixBuilder) {
  52817. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52818. }
  52819. else {
  52820. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52821. }
  52822. return this;
  52823. };
  52824. __decorate([
  52825. BABYLON.serializeAsVector3()
  52826. ], ShadowLight.prototype, "position", null);
  52827. __decorate([
  52828. BABYLON.serializeAsVector3()
  52829. ], ShadowLight.prototype, "direction", null);
  52830. __decorate([
  52831. BABYLON.serialize()
  52832. ], ShadowLight.prototype, "shadowMinZ", null);
  52833. __decorate([
  52834. BABYLON.serialize()
  52835. ], ShadowLight.prototype, "shadowMaxZ", null);
  52836. return ShadowLight;
  52837. }(BABYLON.Light));
  52838. BABYLON.ShadowLight = ShadowLight;
  52839. })(BABYLON || (BABYLON = {}));
  52840. //# sourceMappingURL=babylon.shadowLight.js.map
  52841. var BABYLON;
  52842. (function (BABYLON) {
  52843. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52844. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52845. });
  52846. /**
  52847. * A point light is a light defined by an unique point in world space.
  52848. * The light is emitted in every direction from this point.
  52849. * A good example of a point light is a standard light bulb.
  52850. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52851. */
  52852. var PointLight = /** @class */ (function (_super) {
  52853. __extends(PointLight, _super);
  52854. /**
  52855. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52856. * A PointLight emits the light in every direction.
  52857. * It can cast shadows.
  52858. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52859. * ```javascript
  52860. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52861. * ```
  52862. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52863. * @param name The light friendly name
  52864. * @param position The position of the point light in the scene
  52865. * @param scene The scene the lights belongs to
  52866. */
  52867. function PointLight(name, position, scene) {
  52868. var _this = _super.call(this, name, scene) || this;
  52869. _this._shadowAngle = Math.PI / 2;
  52870. _this.position = position;
  52871. return _this;
  52872. }
  52873. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52874. /**
  52875. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52876. * This specifies what angle the shadow will use to be created.
  52877. *
  52878. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52879. */
  52880. get: function () {
  52881. return this._shadowAngle;
  52882. },
  52883. /**
  52884. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52885. * This specifies what angle the shadow will use to be created.
  52886. *
  52887. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52888. */
  52889. set: function (value) {
  52890. this._shadowAngle = value;
  52891. this.forceProjectionMatrixCompute();
  52892. },
  52893. enumerable: true,
  52894. configurable: true
  52895. });
  52896. Object.defineProperty(PointLight.prototype, "direction", {
  52897. /**
  52898. * Gets the direction if it has been set.
  52899. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52900. */
  52901. get: function () {
  52902. return this._direction;
  52903. },
  52904. /**
  52905. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52906. */
  52907. set: function (value) {
  52908. var previousNeedCube = this.needCube();
  52909. this._direction = value;
  52910. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  52911. this._shadowGenerator.recreateShadowMap();
  52912. }
  52913. },
  52914. enumerable: true,
  52915. configurable: true
  52916. });
  52917. /**
  52918. * Returns the string "PointLight"
  52919. * @returns the class name
  52920. */
  52921. PointLight.prototype.getClassName = function () {
  52922. return "PointLight";
  52923. };
  52924. /**
  52925. * Returns the integer 0.
  52926. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52927. */
  52928. PointLight.prototype.getTypeID = function () {
  52929. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  52930. };
  52931. /**
  52932. * Specifies wether or not the shadowmap should be a cube texture.
  52933. * @returns true if the shadowmap needs to be a cube texture.
  52934. */
  52935. PointLight.prototype.needCube = function () {
  52936. return !this.direction;
  52937. };
  52938. /**
  52939. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52940. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52941. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52942. */
  52943. PointLight.prototype.getShadowDirection = function (faceIndex) {
  52944. if (this.direction) {
  52945. return _super.prototype.getShadowDirection.call(this, faceIndex);
  52946. }
  52947. else {
  52948. switch (faceIndex) {
  52949. case 0:
  52950. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  52951. case 1:
  52952. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  52953. case 2:
  52954. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  52955. case 3:
  52956. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  52957. case 4:
  52958. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  52959. case 5:
  52960. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  52961. }
  52962. }
  52963. return BABYLON.Vector3.Zero();
  52964. };
  52965. /**
  52966. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52967. * - fov = PI / 2
  52968. * - aspect ratio : 1.0
  52969. * - z-near and far equal to the active camera minZ and maxZ.
  52970. * Returns the PointLight.
  52971. */
  52972. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52973. var activeCamera = this.getScene().activeCamera;
  52974. if (!activeCamera) {
  52975. return;
  52976. }
  52977. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52978. };
  52979. PointLight.prototype._buildUniformLayout = function () {
  52980. this._uniformBuffer.addUniform("vLightData", 4);
  52981. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52982. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52983. this._uniformBuffer.addUniform("vLightFalloff", 4);
  52984. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52985. this._uniformBuffer.addUniform("depthValues", 2);
  52986. this._uniformBuffer.create();
  52987. };
  52988. /**
  52989. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52990. * @param effect The effect to update
  52991. * @param lightIndex The index of the light in the effect to update
  52992. * @returns The point light
  52993. */
  52994. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  52995. if (this.computeTransformedInformation()) {
  52996. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  52997. }
  52998. else {
  52999. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  53000. }
  53001. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  53002. return this;
  53003. };
  53004. /**
  53005. * Prepares the list of defines specific to the light type.
  53006. * @param defines the list of defines
  53007. * @param lightIndex defines the index of the light for the effect
  53008. */
  53009. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53010. defines["POINTLIGHT" + lightIndex] = true;
  53011. };
  53012. __decorate([
  53013. BABYLON.serialize()
  53014. ], PointLight.prototype, "shadowAngle", null);
  53015. return PointLight;
  53016. }(BABYLON.ShadowLight));
  53017. BABYLON.PointLight = PointLight;
  53018. })(BABYLON || (BABYLON = {}));
  53019. //# sourceMappingURL=babylon.pointLight.js.map
  53020. var BABYLON;
  53021. (function (BABYLON) {
  53022. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  53023. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  53024. });
  53025. /**
  53026. * A directional light is defined by a direction (what a surprise!).
  53027. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  53028. * 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.
  53029. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53030. */
  53031. var DirectionalLight = /** @class */ (function (_super) {
  53032. __extends(DirectionalLight, _super);
  53033. /**
  53034. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  53035. * The directional light is emitted from everywhere in the given direction.
  53036. * It can cast shadows.
  53037. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53038. * @param name The friendly name of the light
  53039. * @param direction The direction of the light
  53040. * @param scene The scene the light belongs to
  53041. */
  53042. function DirectionalLight(name, direction, scene) {
  53043. var _this = _super.call(this, name, scene) || this;
  53044. _this._shadowFrustumSize = 0;
  53045. _this._shadowOrthoScale = 0.1;
  53046. /**
  53047. * Automatically compute the projection matrix to best fit (including all the casters)
  53048. * on each frame.
  53049. */
  53050. _this.autoUpdateExtends = true;
  53051. // Cache
  53052. _this._orthoLeft = Number.MAX_VALUE;
  53053. _this._orthoRight = Number.MIN_VALUE;
  53054. _this._orthoTop = Number.MIN_VALUE;
  53055. _this._orthoBottom = Number.MAX_VALUE;
  53056. _this.position = direction.scale(-1.0);
  53057. _this.direction = direction;
  53058. return _this;
  53059. }
  53060. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  53061. /**
  53062. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  53063. */
  53064. get: function () {
  53065. return this._shadowFrustumSize;
  53066. },
  53067. /**
  53068. * Specifies a fix frustum size for the shadow generation.
  53069. */
  53070. set: function (value) {
  53071. this._shadowFrustumSize = value;
  53072. this.forceProjectionMatrixCompute();
  53073. },
  53074. enumerable: true,
  53075. configurable: true
  53076. });
  53077. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  53078. /**
  53079. * Gets the shadow projection scale against the optimal computed one.
  53080. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53081. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53082. */
  53083. get: function () {
  53084. return this._shadowOrthoScale;
  53085. },
  53086. /**
  53087. * Sets the shadow projection scale against the optimal computed one.
  53088. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53089. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53090. */
  53091. set: function (value) {
  53092. this._shadowOrthoScale = value;
  53093. this.forceProjectionMatrixCompute();
  53094. },
  53095. enumerable: true,
  53096. configurable: true
  53097. });
  53098. /**
  53099. * Returns the string "DirectionalLight".
  53100. * @return The class name
  53101. */
  53102. DirectionalLight.prototype.getClassName = function () {
  53103. return "DirectionalLight";
  53104. };
  53105. /**
  53106. * Returns the integer 1.
  53107. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53108. */
  53109. DirectionalLight.prototype.getTypeID = function () {
  53110. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  53111. };
  53112. /**
  53113. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  53114. * Returns the DirectionalLight Shadow projection matrix.
  53115. */
  53116. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53117. if (this.shadowFrustumSize > 0) {
  53118. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  53119. }
  53120. else {
  53121. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  53122. }
  53123. };
  53124. /**
  53125. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  53126. * Returns the DirectionalLight Shadow projection matrix.
  53127. */
  53128. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  53129. var activeCamera = this.getScene().activeCamera;
  53130. if (!activeCamera) {
  53131. return;
  53132. }
  53133. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  53134. };
  53135. /**
  53136. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  53137. * Returns the DirectionalLight Shadow projection matrix.
  53138. */
  53139. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53140. var activeCamera = this.getScene().activeCamera;
  53141. if (!activeCamera) {
  53142. return;
  53143. }
  53144. // Check extends
  53145. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  53146. var tempVector3 = BABYLON.Vector3.Zero();
  53147. this._orthoLeft = Number.MAX_VALUE;
  53148. this._orthoRight = Number.MIN_VALUE;
  53149. this._orthoTop = Number.MIN_VALUE;
  53150. this._orthoBottom = Number.MAX_VALUE;
  53151. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  53152. var mesh = renderList[meshIndex];
  53153. if (!mesh) {
  53154. continue;
  53155. }
  53156. var boundingInfo = mesh.getBoundingInfo();
  53157. var boundingBox = boundingInfo.boundingBox;
  53158. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  53159. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  53160. if (tempVector3.x < this._orthoLeft) {
  53161. this._orthoLeft = tempVector3.x;
  53162. }
  53163. if (tempVector3.y < this._orthoBottom) {
  53164. this._orthoBottom = tempVector3.y;
  53165. }
  53166. if (tempVector3.x > this._orthoRight) {
  53167. this._orthoRight = tempVector3.x;
  53168. }
  53169. if (tempVector3.y > this._orthoTop) {
  53170. this._orthoTop = tempVector3.y;
  53171. }
  53172. }
  53173. }
  53174. }
  53175. var xOffset = this._orthoRight - this._orthoLeft;
  53176. var yOffset = this._orthoTop - this._orthoBottom;
  53177. 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);
  53178. };
  53179. DirectionalLight.prototype._buildUniformLayout = function () {
  53180. this._uniformBuffer.addUniform("vLightData", 4);
  53181. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53182. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53183. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53184. this._uniformBuffer.addUniform("depthValues", 2);
  53185. this._uniformBuffer.create();
  53186. };
  53187. /**
  53188. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  53189. * @param effect The effect to update
  53190. * @param lightIndex The index of the light in the effect to update
  53191. * @returns The directional light
  53192. */
  53193. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  53194. if (this.computeTransformedInformation()) {
  53195. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  53196. return this;
  53197. }
  53198. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  53199. return this;
  53200. };
  53201. /**
  53202. * Gets the minZ used for shadow according to both the scene and the light.
  53203. *
  53204. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53205. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53206. * @param activeCamera The camera we are returning the min for
  53207. * @returns the depth min z
  53208. */
  53209. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  53210. return 1;
  53211. };
  53212. /**
  53213. * Gets the maxZ used for shadow according to both the scene and the light.
  53214. *
  53215. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53216. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53217. * @param activeCamera The camera we are returning the max for
  53218. * @returns the depth max z
  53219. */
  53220. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  53221. return 1;
  53222. };
  53223. /**
  53224. * Prepares the list of defines specific to the light type.
  53225. * @param defines the list of defines
  53226. * @param lightIndex defines the index of the light for the effect
  53227. */
  53228. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53229. defines["DIRLIGHT" + lightIndex] = true;
  53230. };
  53231. __decorate([
  53232. BABYLON.serialize()
  53233. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  53234. __decorate([
  53235. BABYLON.serialize()
  53236. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  53237. __decorate([
  53238. BABYLON.serialize()
  53239. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  53240. return DirectionalLight;
  53241. }(BABYLON.ShadowLight));
  53242. BABYLON.DirectionalLight = DirectionalLight;
  53243. })(BABYLON || (BABYLON = {}));
  53244. //# sourceMappingURL=babylon.directionalLight.js.map
  53245. var BABYLON;
  53246. (function (BABYLON) {
  53247. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  53248. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  53249. });
  53250. /**
  53251. * A spot light is defined by a position, a direction, an angle, and an exponent.
  53252. * These values define a cone of light starting from the position, emitting toward the direction.
  53253. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  53254. * and the exponent defines the speed of the decay of the light with distance (reach).
  53255. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53256. */
  53257. var SpotLight = /** @class */ (function (_super) {
  53258. __extends(SpotLight, _super);
  53259. /**
  53260. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53261. * It can cast shadows.
  53262. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53263. * @param name The light friendly name
  53264. * @param position The position of the spot light in the scene
  53265. * @param direction The direction of the light in the scene
  53266. * @param angle The cone angle of the light in Radians
  53267. * @param exponent The light decay speed with the distance from the emission spot
  53268. * @param scene The scene the lights belongs to
  53269. */
  53270. function SpotLight(name, position, direction, angle, exponent, scene) {
  53271. var _this = _super.call(this, name, scene) || this;
  53272. _this._innerAngle = 0;
  53273. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53274. _this._projectionTextureLightNear = 1e-6;
  53275. _this._projectionTextureLightFar = 1000.0;
  53276. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53277. _this._projectionTextureViewLightDirty = true;
  53278. _this._projectionTextureProjectionLightDirty = true;
  53279. _this._projectionTextureDirty = true;
  53280. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53281. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53282. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53283. _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);
  53284. _this.position = position;
  53285. _this.direction = direction;
  53286. _this.angle = angle;
  53287. _this.exponent = exponent;
  53288. return _this;
  53289. }
  53290. Object.defineProperty(SpotLight.prototype, "angle", {
  53291. /**
  53292. * Gets the cone angle of the spot light in Radians.
  53293. */
  53294. get: function () {
  53295. return this._angle;
  53296. },
  53297. /**
  53298. * Sets the cone angle of the spot light in Radians.
  53299. */
  53300. set: function (value) {
  53301. this._angle = value;
  53302. this._cosHalfAngle = Math.cos(value * 0.5);
  53303. this._projectionTextureProjectionLightDirty = true;
  53304. this.forceProjectionMatrixCompute();
  53305. this._computeAngleValues();
  53306. },
  53307. enumerable: true,
  53308. configurable: true
  53309. });
  53310. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53311. /**
  53312. * Only used in gltf falloff mode, this defines the angle where
  53313. * the directional falloff will start before cutting at angle which could be seen
  53314. * as outer angle.
  53315. */
  53316. get: function () {
  53317. return this._innerAngle;
  53318. },
  53319. /**
  53320. * Only used in gltf falloff mode, this defines the angle where
  53321. * the directional falloff will start before cutting at angle which could be seen
  53322. * as outer angle.
  53323. */
  53324. set: function (value) {
  53325. this._innerAngle = value;
  53326. this._computeAngleValues();
  53327. },
  53328. enumerable: true,
  53329. configurable: true
  53330. });
  53331. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53332. /**
  53333. * Allows scaling the angle of the light for shadow generation only.
  53334. */
  53335. get: function () {
  53336. return this._shadowAngleScale;
  53337. },
  53338. /**
  53339. * Allows scaling the angle of the light for shadow generation only.
  53340. */
  53341. set: function (value) {
  53342. this._shadowAngleScale = value;
  53343. this.forceProjectionMatrixCompute();
  53344. },
  53345. enumerable: true,
  53346. configurable: true
  53347. });
  53348. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53349. /**
  53350. * Allows reading the projecton texture
  53351. */
  53352. get: function () {
  53353. return this._projectionTextureMatrix;
  53354. },
  53355. enumerable: true,
  53356. configurable: true
  53357. });
  53358. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53359. /**
  53360. * Gets the near clip of the Spotlight for texture projection.
  53361. */
  53362. get: function () {
  53363. return this._projectionTextureLightNear;
  53364. },
  53365. /**
  53366. * Sets the near clip of the Spotlight for texture projection.
  53367. */
  53368. set: function (value) {
  53369. this._projectionTextureLightNear = value;
  53370. this._projectionTextureProjectionLightDirty = true;
  53371. },
  53372. enumerable: true,
  53373. configurable: true
  53374. });
  53375. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53376. /**
  53377. * Gets the far clip of the Spotlight for texture projection.
  53378. */
  53379. get: function () {
  53380. return this._projectionTextureLightFar;
  53381. },
  53382. /**
  53383. * Sets the far clip of the Spotlight for texture projection.
  53384. */
  53385. set: function (value) {
  53386. this._projectionTextureLightFar = value;
  53387. this._projectionTextureProjectionLightDirty = true;
  53388. },
  53389. enumerable: true,
  53390. configurable: true
  53391. });
  53392. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53393. /**
  53394. * Gets the Up vector of the Spotlight for texture projection.
  53395. */
  53396. get: function () {
  53397. return this._projectionTextureUpDirection;
  53398. },
  53399. /**
  53400. * Sets the Up vector of the Spotlight for texture projection.
  53401. */
  53402. set: function (value) {
  53403. this._projectionTextureUpDirection = value;
  53404. this._projectionTextureProjectionLightDirty = true;
  53405. },
  53406. enumerable: true,
  53407. configurable: true
  53408. });
  53409. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53410. /**
  53411. * Gets the projection texture of the light.
  53412. */
  53413. get: function () {
  53414. return this._projectionTexture;
  53415. },
  53416. /**
  53417. * Sets the projection texture of the light.
  53418. */
  53419. set: function (value) {
  53420. this._projectionTexture = value;
  53421. this._projectionTextureDirty = true;
  53422. },
  53423. enumerable: true,
  53424. configurable: true
  53425. });
  53426. /**
  53427. * Returns the string "SpotLight".
  53428. * @returns the class name
  53429. */
  53430. SpotLight.prototype.getClassName = function () {
  53431. return "SpotLight";
  53432. };
  53433. /**
  53434. * Returns the integer 2.
  53435. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53436. */
  53437. SpotLight.prototype.getTypeID = function () {
  53438. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53439. };
  53440. /**
  53441. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53442. */
  53443. SpotLight.prototype._setDirection = function (value) {
  53444. _super.prototype._setDirection.call(this, value);
  53445. this._projectionTextureViewLightDirty = true;
  53446. };
  53447. /**
  53448. * Overrides the position setter to recompute the projection texture view light Matrix.
  53449. */
  53450. SpotLight.prototype._setPosition = function (value) {
  53451. _super.prototype._setPosition.call(this, value);
  53452. this._projectionTextureViewLightDirty = true;
  53453. };
  53454. /**
  53455. * 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.
  53456. * Returns the SpotLight.
  53457. */
  53458. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53459. var activeCamera = this.getScene().activeCamera;
  53460. if (!activeCamera) {
  53461. return;
  53462. }
  53463. this._shadowAngleScale = this._shadowAngleScale || 1;
  53464. var angle = this._shadowAngleScale * this._angle;
  53465. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53466. };
  53467. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53468. this._projectionTextureViewLightDirty = false;
  53469. this._projectionTextureDirty = true;
  53470. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53471. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53472. };
  53473. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53474. this._projectionTextureProjectionLightDirty = false;
  53475. this._projectionTextureDirty = true;
  53476. var light_far = this.projectionTextureLightFar;
  53477. var light_near = this.projectionTextureLightNear;
  53478. var P = light_far / (light_far - light_near);
  53479. var Q = -P * light_near;
  53480. var S = 1.0 / Math.tan(this._angle / 2.0);
  53481. var A = 1.0;
  53482. 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);
  53483. };
  53484. /**
  53485. * Main function for light texture projection matrix computing.
  53486. */
  53487. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53488. this._projectionTextureDirty = false;
  53489. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53490. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53491. };
  53492. SpotLight.prototype._buildUniformLayout = function () {
  53493. this._uniformBuffer.addUniform("vLightData", 4);
  53494. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53495. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53496. this._uniformBuffer.addUniform("vLightDirection", 3);
  53497. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53498. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53499. this._uniformBuffer.addUniform("depthValues", 2);
  53500. this._uniformBuffer.create();
  53501. };
  53502. SpotLight.prototype._computeAngleValues = function () {
  53503. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53504. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53505. };
  53506. /**
  53507. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53508. * @param effect The effect to update
  53509. * @param lightIndex The index of the light in the effect to update
  53510. * @returns The spot light
  53511. */
  53512. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53513. var normalizeDirection;
  53514. if (this.computeTransformedInformation()) {
  53515. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53516. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53517. }
  53518. else {
  53519. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53520. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53521. }
  53522. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53523. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53524. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53525. if (this._projectionTextureViewLightDirty) {
  53526. this._computeProjectionTextureViewLightMatrix();
  53527. }
  53528. if (this._projectionTextureProjectionLightDirty) {
  53529. this._computeProjectionTextureProjectionLightMatrix();
  53530. }
  53531. if (this._projectionTextureDirty) {
  53532. this._computeProjectionTextureMatrix();
  53533. }
  53534. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53535. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53536. }
  53537. return this;
  53538. };
  53539. /**
  53540. * Disposes the light and the associated resources.
  53541. */
  53542. SpotLight.prototype.dispose = function () {
  53543. _super.prototype.dispose.call(this);
  53544. if (this._projectionTexture) {
  53545. this._projectionTexture.dispose();
  53546. }
  53547. };
  53548. /**
  53549. * Prepares the list of defines specific to the light type.
  53550. * @param defines the list of defines
  53551. * @param lightIndex defines the index of the light for the effect
  53552. */
  53553. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53554. defines["SPOTLIGHT" + lightIndex] = true;
  53555. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53556. };
  53557. __decorate([
  53558. BABYLON.serialize()
  53559. ], SpotLight.prototype, "angle", null);
  53560. __decorate([
  53561. BABYLON.serialize()
  53562. ], SpotLight.prototype, "innerAngle", null);
  53563. __decorate([
  53564. BABYLON.serialize()
  53565. ], SpotLight.prototype, "shadowAngleScale", null);
  53566. __decorate([
  53567. BABYLON.serialize()
  53568. ], SpotLight.prototype, "exponent", void 0);
  53569. __decorate([
  53570. BABYLON.serialize()
  53571. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53572. __decorate([
  53573. BABYLON.serialize()
  53574. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53575. __decorate([
  53576. BABYLON.serialize()
  53577. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53578. __decorate([
  53579. BABYLON.serializeAsTexture("projectedLightTexture")
  53580. ], SpotLight.prototype, "_projectionTexture", void 0);
  53581. return SpotLight;
  53582. }(BABYLON.ShadowLight));
  53583. BABYLON.SpotLight = SpotLight;
  53584. })(BABYLON || (BABYLON = {}));
  53585. //# sourceMappingURL=babylon.spotLight.js.map
  53586. var BABYLON;
  53587. (function (BABYLON) {
  53588. /**
  53589. * Class used to override all child animations of a given target
  53590. */
  53591. var AnimationPropertiesOverride = /** @class */ (function () {
  53592. function AnimationPropertiesOverride() {
  53593. /**
  53594. * Gets or sets a value indicating if animation blending must be used
  53595. */
  53596. this.enableBlending = false;
  53597. /**
  53598. * Gets or sets the blending speed to use when enableBlending is true
  53599. */
  53600. this.blendingSpeed = 0.01;
  53601. /**
  53602. * Gets or sets the default loop mode to use
  53603. */
  53604. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53605. }
  53606. return AnimationPropertiesOverride;
  53607. }());
  53608. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53609. })(BABYLON || (BABYLON = {}));
  53610. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53611. var BABYLON;
  53612. (function (BABYLON) {
  53613. /**
  53614. * Represents the range of an animation
  53615. */
  53616. var AnimationRange = /** @class */ (function () {
  53617. /**
  53618. * Initializes the range of an animation
  53619. * @param name The name of the animation range
  53620. * @param from The starting frame of the animation
  53621. * @param to The ending frame of the animation
  53622. */
  53623. function AnimationRange(
  53624. /**The name of the animation range**/
  53625. name,
  53626. /**The starting frame of the animation */
  53627. from,
  53628. /**The ending frame of the animation*/
  53629. to) {
  53630. this.name = name;
  53631. this.from = from;
  53632. this.to = to;
  53633. }
  53634. /**
  53635. * Makes a copy of the animation range
  53636. * @returns A copy of the animation range
  53637. */
  53638. AnimationRange.prototype.clone = function () {
  53639. return new AnimationRange(this.name, this.from, this.to);
  53640. };
  53641. return AnimationRange;
  53642. }());
  53643. BABYLON.AnimationRange = AnimationRange;
  53644. /**
  53645. * Composed of a frame, and an action function
  53646. */
  53647. var AnimationEvent = /** @class */ (function () {
  53648. /**
  53649. * Initializes the animation event
  53650. * @param frame The frame for which the event is triggered
  53651. * @param action The event to perform when triggered
  53652. * @param onlyOnce Specifies if the event should be triggered only once
  53653. */
  53654. function AnimationEvent(
  53655. /** The frame for which the event is triggered **/
  53656. frame,
  53657. /** The event to perform when triggered **/
  53658. action,
  53659. /** Specifies if the event should be triggered only once**/
  53660. onlyOnce) {
  53661. this.frame = frame;
  53662. this.action = action;
  53663. this.onlyOnce = onlyOnce;
  53664. /**
  53665. * Specifies if the animation event is done
  53666. */
  53667. this.isDone = false;
  53668. }
  53669. /** @hidden */
  53670. AnimationEvent.prototype._clone = function () {
  53671. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53672. };
  53673. return AnimationEvent;
  53674. }());
  53675. BABYLON.AnimationEvent = AnimationEvent;
  53676. /**
  53677. * A cursor which tracks a point on a path
  53678. */
  53679. var PathCursor = /** @class */ (function () {
  53680. /**
  53681. * Initializes the path cursor
  53682. * @param path The path to track
  53683. */
  53684. function PathCursor(path) {
  53685. this.path = path;
  53686. /**
  53687. * Stores path cursor callbacks for when an onchange event is triggered
  53688. */
  53689. this._onchange = new Array();
  53690. /**
  53691. * The value of the path cursor
  53692. */
  53693. this.value = 0;
  53694. /**
  53695. * The animation array of the path cursor
  53696. */
  53697. this.animations = new Array();
  53698. }
  53699. /**
  53700. * Gets the cursor point on the path
  53701. * @returns A point on the path cursor at the cursor location
  53702. */
  53703. PathCursor.prototype.getPoint = function () {
  53704. var point = this.path.getPointAtLengthPosition(this.value);
  53705. return new BABYLON.Vector3(point.x, 0, point.y);
  53706. };
  53707. /**
  53708. * Moves the cursor ahead by the step amount
  53709. * @param step The amount to move the cursor forward
  53710. * @returns This path cursor
  53711. */
  53712. PathCursor.prototype.moveAhead = function (step) {
  53713. if (step === void 0) { step = 0.002; }
  53714. this.move(step);
  53715. return this;
  53716. };
  53717. /**
  53718. * Moves the cursor behind by the step amount
  53719. * @param step The amount to move the cursor back
  53720. * @returns This path cursor
  53721. */
  53722. PathCursor.prototype.moveBack = function (step) {
  53723. if (step === void 0) { step = 0.002; }
  53724. this.move(-step);
  53725. return this;
  53726. };
  53727. /**
  53728. * Moves the cursor by the step amount
  53729. * If the step amount is greater than one, an exception is thrown
  53730. * @param step The amount to move the cursor
  53731. * @returns This path cursor
  53732. */
  53733. PathCursor.prototype.move = function (step) {
  53734. if (Math.abs(step) > 1) {
  53735. throw "step size should be less than 1.";
  53736. }
  53737. this.value += step;
  53738. this.ensureLimits();
  53739. this.raiseOnChange();
  53740. return this;
  53741. };
  53742. /**
  53743. * Ensures that the value is limited between zero and one
  53744. * @returns This path cursor
  53745. */
  53746. PathCursor.prototype.ensureLimits = function () {
  53747. while (this.value > 1) {
  53748. this.value -= 1;
  53749. }
  53750. while (this.value < 0) {
  53751. this.value += 1;
  53752. }
  53753. return this;
  53754. };
  53755. /**
  53756. * Runs onchange callbacks on change (used by the animation engine)
  53757. * @returns This path cursor
  53758. */
  53759. PathCursor.prototype.raiseOnChange = function () {
  53760. var _this = this;
  53761. this._onchange.forEach(function (f) { return f(_this); });
  53762. return this;
  53763. };
  53764. /**
  53765. * Executes a function on change
  53766. * @param f A path cursor onchange callback
  53767. * @returns This path cursor
  53768. */
  53769. PathCursor.prototype.onchange = function (f) {
  53770. this._onchange.push(f);
  53771. return this;
  53772. };
  53773. return PathCursor;
  53774. }());
  53775. BABYLON.PathCursor = PathCursor;
  53776. /**
  53777. * Enum for the animation key frame interpolation type
  53778. */
  53779. var AnimationKeyInterpolation;
  53780. (function (AnimationKeyInterpolation) {
  53781. /**
  53782. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53783. */
  53784. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53785. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53786. /**
  53787. * Class used to store any kind of animation
  53788. */
  53789. var Animation = /** @class */ (function () {
  53790. /**
  53791. * Initializes the animation
  53792. * @param name Name of the animation
  53793. * @param targetProperty Property to animate
  53794. * @param framePerSecond The frames per second of the animation
  53795. * @param dataType The data type of the animation
  53796. * @param loopMode The loop mode of the animation
  53797. * @param enableBlendings Specifies if blending should be enabled
  53798. */
  53799. function Animation(
  53800. /**Name of the animation */
  53801. name,
  53802. /**Property to animate */
  53803. targetProperty,
  53804. /**The frames per second of the animation */
  53805. framePerSecond,
  53806. /**The data type of the animation */
  53807. dataType,
  53808. /**The loop mode of the animation */
  53809. loopMode,
  53810. /**Specifies if blending should be enabled */
  53811. enableBlending) {
  53812. this.name = name;
  53813. this.targetProperty = targetProperty;
  53814. this.framePerSecond = framePerSecond;
  53815. this.dataType = dataType;
  53816. this.loopMode = loopMode;
  53817. this.enableBlending = enableBlending;
  53818. /**
  53819. * @hidden Internal use only
  53820. */
  53821. this._runtimeAnimations = new Array();
  53822. /**
  53823. * The set of event that will be linked to this animation
  53824. */
  53825. this._events = new Array();
  53826. /**
  53827. * Stores the blending speed of the animation
  53828. */
  53829. this.blendingSpeed = 0.01;
  53830. /**
  53831. * Stores the animation ranges for the animation
  53832. */
  53833. this._ranges = {};
  53834. this.targetPropertyPath = targetProperty.split(".");
  53835. this.dataType = dataType;
  53836. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53837. }
  53838. /**
  53839. * @hidden Internal use
  53840. */
  53841. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53842. var dataType = undefined;
  53843. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53844. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53845. }
  53846. else if (from instanceof BABYLON.Quaternion) {
  53847. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53848. }
  53849. else if (from instanceof BABYLON.Vector3) {
  53850. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53851. }
  53852. else if (from instanceof BABYLON.Vector2) {
  53853. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53854. }
  53855. else if (from instanceof BABYLON.Color3) {
  53856. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53857. }
  53858. else if (from instanceof BABYLON.Size) {
  53859. dataType = Animation.ANIMATIONTYPE_SIZE;
  53860. }
  53861. if (dataType == undefined) {
  53862. return null;
  53863. }
  53864. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53865. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53866. animation.setKeys(keys);
  53867. if (easingFunction !== undefined) {
  53868. animation.setEasingFunction(easingFunction);
  53869. }
  53870. return animation;
  53871. };
  53872. /**
  53873. * Sets up an animation
  53874. * @param property The property to animate
  53875. * @param animationType The animation type to apply
  53876. * @param framePerSecond The frames per second of the animation
  53877. * @param easingFunction The easing function used in the animation
  53878. * @returns The created animation
  53879. */
  53880. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53881. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53882. animation.setEasingFunction(easingFunction);
  53883. return animation;
  53884. };
  53885. /**
  53886. * Create and start an animation on a node
  53887. * @param name defines the name of the global animation that will be run on all nodes
  53888. * @param node defines the root node where the animation will take place
  53889. * @param targetProperty defines property to animate
  53890. * @param framePerSecond defines the number of frame per second yo use
  53891. * @param totalFrame defines the number of frames in total
  53892. * @param from defines the initial value
  53893. * @param to defines the final value
  53894. * @param loopMode defines which loop mode you want to use (off by default)
  53895. * @param easingFunction defines the easing function to use (linear by default)
  53896. * @param onAnimationEnd defines the callback to call when animation end
  53897. * @returns the animatable created for this animation
  53898. */
  53899. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53900. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53901. if (!animation) {
  53902. return null;
  53903. }
  53904. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53905. };
  53906. /**
  53907. * Create and start an animation on a node and its descendants
  53908. * @param name defines the name of the global animation that will be run on all nodes
  53909. * @param node defines the root node where the animation will take place
  53910. * @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
  53911. * @param targetProperty defines property to animate
  53912. * @param framePerSecond defines the number of frame per second to use
  53913. * @param totalFrame defines the number of frames in total
  53914. * @param from defines the initial value
  53915. * @param to defines the final value
  53916. * @param loopMode defines which loop mode you want to use (off by default)
  53917. * @param easingFunction defines the easing function to use (linear by default)
  53918. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  53919. * @returns the list of animatables created for all nodes
  53920. * @example https://www.babylonjs-playground.com/#MH0VLI
  53921. */
  53922. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53923. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53924. if (!animation) {
  53925. return null;
  53926. }
  53927. var scene = node.getScene();
  53928. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53929. };
  53930. /**
  53931. * Creates a new animation, merges it with the existing animations and starts it
  53932. * @param name Name of the animation
  53933. * @param node Node which contains the scene that begins the animations
  53934. * @param targetProperty Specifies which property to animate
  53935. * @param framePerSecond The frames per second of the animation
  53936. * @param totalFrame The total number of frames
  53937. * @param from The frame at the beginning of the animation
  53938. * @param to The frame at the end of the animation
  53939. * @param loopMode Specifies the loop mode of the animation
  53940. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  53941. * @param onAnimationEnd Callback to run once the animation is complete
  53942. * @returns Nullable animation
  53943. */
  53944. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53945. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53946. if (!animation) {
  53947. return null;
  53948. }
  53949. node.animations.push(animation);
  53950. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53951. };
  53952. /**
  53953. * Transition property of an host to the target Value
  53954. * @param property The property to transition
  53955. * @param targetValue The target Value of the property
  53956. * @param host The object where the property to animate belongs
  53957. * @param scene Scene used to run the animation
  53958. * @param frameRate Framerate (in frame/s) to use
  53959. * @param transition The transition type we want to use
  53960. * @param duration The duration of the animation, in milliseconds
  53961. * @param onAnimationEnd Callback trigger at the end of the animation
  53962. * @returns Nullable animation
  53963. */
  53964. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  53965. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  53966. if (duration <= 0) {
  53967. host[property] = targetValue;
  53968. if (onAnimationEnd) {
  53969. onAnimationEnd();
  53970. }
  53971. return null;
  53972. }
  53973. var endFrame = frameRate * (duration / 1000);
  53974. transition.setKeys([{
  53975. frame: 0,
  53976. value: host[property].clone ? host[property].clone() : host[property]
  53977. },
  53978. {
  53979. frame: endFrame,
  53980. value: targetValue
  53981. }]);
  53982. if (!host.animations) {
  53983. host.animations = [];
  53984. }
  53985. host.animations.push(transition);
  53986. var animation = scene.beginAnimation(host, 0, endFrame, false);
  53987. animation.onAnimationEnd = onAnimationEnd;
  53988. return animation;
  53989. };
  53990. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  53991. /**
  53992. * Return the array of runtime animations currently using this animation
  53993. */
  53994. get: function () {
  53995. return this._runtimeAnimations;
  53996. },
  53997. enumerable: true,
  53998. configurable: true
  53999. });
  54000. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  54001. /**
  54002. * Specifies if any of the runtime animations are currently running
  54003. */
  54004. get: function () {
  54005. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  54006. var runtimeAnimation = _a[_i];
  54007. if (!runtimeAnimation.isStopped) {
  54008. return true;
  54009. }
  54010. }
  54011. return false;
  54012. },
  54013. enumerable: true,
  54014. configurable: true
  54015. });
  54016. // Methods
  54017. /**
  54018. * Converts the animation to a string
  54019. * @param fullDetails support for multiple levels of logging within scene loading
  54020. * @returns String form of the animation
  54021. */
  54022. Animation.prototype.toString = function (fullDetails) {
  54023. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  54024. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  54025. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  54026. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  54027. if (fullDetails) {
  54028. ret += ", Ranges: {";
  54029. var first = true;
  54030. for (var name in this._ranges) {
  54031. if (first) {
  54032. ret += ", ";
  54033. first = false;
  54034. }
  54035. ret += name;
  54036. }
  54037. ret += "}";
  54038. }
  54039. return ret;
  54040. };
  54041. /**
  54042. * Add an event to this animation
  54043. * @param event Event to add
  54044. */
  54045. Animation.prototype.addEvent = function (event) {
  54046. this._events.push(event);
  54047. };
  54048. /**
  54049. * Remove all events found at the given frame
  54050. * @param frame The frame to remove events from
  54051. */
  54052. Animation.prototype.removeEvents = function (frame) {
  54053. for (var index = 0; index < this._events.length; index++) {
  54054. if (this._events[index].frame === frame) {
  54055. this._events.splice(index, 1);
  54056. index--;
  54057. }
  54058. }
  54059. };
  54060. /**
  54061. * Retrieves all the events from the animation
  54062. * @returns Events from the animation
  54063. */
  54064. Animation.prototype.getEvents = function () {
  54065. return this._events;
  54066. };
  54067. /**
  54068. * Creates an animation range
  54069. * @param name Name of the animation range
  54070. * @param from Starting frame of the animation range
  54071. * @param to Ending frame of the animation
  54072. */
  54073. Animation.prototype.createRange = function (name, from, to) {
  54074. // check name not already in use; could happen for bones after serialized
  54075. if (!this._ranges[name]) {
  54076. this._ranges[name] = new AnimationRange(name, from, to);
  54077. }
  54078. };
  54079. /**
  54080. * Deletes an animation range by name
  54081. * @param name Name of the animation range to delete
  54082. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  54083. */
  54084. Animation.prototype.deleteRange = function (name, deleteFrames) {
  54085. if (deleteFrames === void 0) { deleteFrames = true; }
  54086. var range = this._ranges[name];
  54087. if (!range) {
  54088. return;
  54089. }
  54090. if (deleteFrames) {
  54091. var from = range.from;
  54092. var to = range.to;
  54093. // this loop MUST go high to low for multiple splices to work
  54094. for (var key = this._keys.length - 1; key >= 0; key--) {
  54095. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  54096. this._keys.splice(key, 1);
  54097. }
  54098. }
  54099. }
  54100. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  54101. };
  54102. /**
  54103. * Gets the animation range by name, or null if not defined
  54104. * @param name Name of the animation range
  54105. * @returns Nullable animation range
  54106. */
  54107. Animation.prototype.getRange = function (name) {
  54108. return this._ranges[name];
  54109. };
  54110. /**
  54111. * Gets the key frames from the animation
  54112. * @returns The key frames of the animation
  54113. */
  54114. Animation.prototype.getKeys = function () {
  54115. return this._keys;
  54116. };
  54117. /**
  54118. * Gets the highest frame rate of the animation
  54119. * @returns Highest frame rate of the animation
  54120. */
  54121. Animation.prototype.getHighestFrame = function () {
  54122. var ret = 0;
  54123. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  54124. if (ret < this._keys[key].frame) {
  54125. ret = this._keys[key].frame;
  54126. }
  54127. }
  54128. return ret;
  54129. };
  54130. /**
  54131. * Gets the easing function of the animation
  54132. * @returns Easing function of the animation
  54133. */
  54134. Animation.prototype.getEasingFunction = function () {
  54135. return this._easingFunction;
  54136. };
  54137. /**
  54138. * Sets the easing function of the animation
  54139. * @param easingFunction A custom mathematical formula for animation
  54140. */
  54141. Animation.prototype.setEasingFunction = function (easingFunction) {
  54142. this._easingFunction = easingFunction;
  54143. };
  54144. /**
  54145. * Interpolates a scalar linearly
  54146. * @param startValue Start value of the animation curve
  54147. * @param endValue End value of the animation curve
  54148. * @param gradient Scalar amount to interpolate
  54149. * @returns Interpolated scalar value
  54150. */
  54151. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  54152. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  54153. };
  54154. /**
  54155. * Interpolates a scalar cubically
  54156. * @param startValue Start value of the animation curve
  54157. * @param outTangent End tangent of the animation
  54158. * @param endValue End value of the animation curve
  54159. * @param inTangent Start tangent of the animation curve
  54160. * @param gradient Scalar amount to interpolate
  54161. * @returns Interpolated scalar value
  54162. */
  54163. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54164. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54165. };
  54166. /**
  54167. * Interpolates a quaternion using a spherical linear interpolation
  54168. * @param startValue Start value of the animation curve
  54169. * @param endValue End value of the animation curve
  54170. * @param gradient Scalar amount to interpolate
  54171. * @returns Interpolated quaternion value
  54172. */
  54173. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  54174. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  54175. };
  54176. /**
  54177. * Interpolates a quaternion cubically
  54178. * @param startValue Start value of the animation curve
  54179. * @param outTangent End tangent of the animation curve
  54180. * @param endValue End value of the animation curve
  54181. * @param inTangent Start tangent of the animation curve
  54182. * @param gradient Scalar amount to interpolate
  54183. * @returns Interpolated quaternion value
  54184. */
  54185. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54186. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  54187. };
  54188. /**
  54189. * Interpolates a Vector3 linearl
  54190. * @param startValue Start value of the animation curve
  54191. * @param endValue End value of the animation curve
  54192. * @param gradient Scalar amount to interpolate
  54193. * @returns Interpolated scalar value
  54194. */
  54195. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  54196. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  54197. };
  54198. /**
  54199. * Interpolates a Vector3 cubically
  54200. * @param startValue Start value of the animation curve
  54201. * @param outTangent End tangent of the animation
  54202. * @param endValue End value of the animation curve
  54203. * @param inTangent Start tangent of the animation curve
  54204. * @param gradient Scalar amount to interpolate
  54205. * @returns InterpolatedVector3 value
  54206. */
  54207. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54208. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54209. };
  54210. /**
  54211. * Interpolates a Vector2 linearly
  54212. * @param startValue Start value of the animation curve
  54213. * @param endValue End value of the animation curve
  54214. * @param gradient Scalar amount to interpolate
  54215. * @returns Interpolated Vector2 value
  54216. */
  54217. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  54218. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  54219. };
  54220. /**
  54221. * Interpolates a Vector2 cubically
  54222. * @param startValue Start value of the animation curve
  54223. * @param outTangent End tangent of the animation
  54224. * @param endValue End value of the animation curve
  54225. * @param inTangent Start tangent of the animation curve
  54226. * @param gradient Scalar amount to interpolate
  54227. * @returns Interpolated Vector2 value
  54228. */
  54229. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54230. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54231. };
  54232. /**
  54233. * Interpolates a size linearly
  54234. * @param startValue Start value of the animation curve
  54235. * @param endValue End value of the animation curve
  54236. * @param gradient Scalar amount to interpolate
  54237. * @returns Interpolated Size value
  54238. */
  54239. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  54240. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  54241. };
  54242. /**
  54243. * Interpolates a Color3 linearly
  54244. * @param startValue Start value of the animation curve
  54245. * @param endValue End value of the animation curve
  54246. * @param gradient Scalar amount to interpolate
  54247. * @returns Interpolated Color3 value
  54248. */
  54249. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  54250. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  54251. };
  54252. /**
  54253. * @hidden Internal use only
  54254. */
  54255. Animation.prototype._getKeyValue = function (value) {
  54256. if (typeof value === "function") {
  54257. return value();
  54258. }
  54259. return value;
  54260. };
  54261. /**
  54262. * @hidden Internal use only
  54263. */
  54264. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54265. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54266. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54267. }
  54268. var keys = this.getKeys();
  54269. // Try to get a hash to find the right key
  54270. 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));
  54271. if (keys[startKeyIndex].frame >= currentFrame) {
  54272. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54273. startKeyIndex--;
  54274. }
  54275. }
  54276. for (var key = startKeyIndex; key < keys.length; key++) {
  54277. var endKey = keys[key + 1];
  54278. if (endKey.frame >= currentFrame) {
  54279. var startKey = keys[key];
  54280. var startValue = this._getKeyValue(startKey.value);
  54281. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54282. return startValue;
  54283. }
  54284. var endValue = this._getKeyValue(endKey.value);
  54285. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54286. var frameDelta = endKey.frame - startKey.frame;
  54287. // gradient : percent of currentFrame between the frame inf and the frame sup
  54288. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54289. // check for easingFunction and correction of gradient
  54290. var easingFunction = this.getEasingFunction();
  54291. if (easingFunction != null) {
  54292. gradient = easingFunction.ease(gradient);
  54293. }
  54294. switch (this.dataType) {
  54295. // Float
  54296. case Animation.ANIMATIONTYPE_FLOAT:
  54297. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54298. switch (loopMode) {
  54299. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54300. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54301. return floatValue;
  54302. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54303. return offsetValue * repeatCount + floatValue;
  54304. }
  54305. break;
  54306. // Quaternion
  54307. case Animation.ANIMATIONTYPE_QUATERNION:
  54308. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54309. switch (loopMode) {
  54310. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54311. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54312. return quatValue;
  54313. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54314. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54315. }
  54316. return quatValue;
  54317. // Vector3
  54318. case Animation.ANIMATIONTYPE_VECTOR3:
  54319. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54320. switch (loopMode) {
  54321. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54322. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54323. return vec3Value;
  54324. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54325. return vec3Value.add(offsetValue.scale(repeatCount));
  54326. }
  54327. // Vector2
  54328. case Animation.ANIMATIONTYPE_VECTOR2:
  54329. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54330. switch (loopMode) {
  54331. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54332. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54333. return vec2Value;
  54334. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54335. return vec2Value.add(offsetValue.scale(repeatCount));
  54336. }
  54337. // Size
  54338. case Animation.ANIMATIONTYPE_SIZE:
  54339. switch (loopMode) {
  54340. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54341. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54342. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54343. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54344. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54345. }
  54346. // Color3
  54347. case Animation.ANIMATIONTYPE_COLOR3:
  54348. switch (loopMode) {
  54349. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54350. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54351. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54352. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54353. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54354. }
  54355. // Matrix
  54356. case Animation.ANIMATIONTYPE_MATRIX:
  54357. switch (loopMode) {
  54358. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54359. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54360. if (Animation.AllowMatricesInterpolation) {
  54361. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54362. }
  54363. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54364. return startValue;
  54365. }
  54366. default:
  54367. break;
  54368. }
  54369. break;
  54370. }
  54371. }
  54372. return this._getKeyValue(keys[keys.length - 1].value);
  54373. };
  54374. /**
  54375. * Defines the function to use to interpolate matrices
  54376. * @param startValue defines the start matrix
  54377. * @param endValue defines the end matrix
  54378. * @param gradient defines the gradient between both matrices
  54379. * @param result defines an optional target matrix where to store the interpolation
  54380. * @returns the interpolated matrix
  54381. */
  54382. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54383. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54384. if (result) {
  54385. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54386. return result;
  54387. }
  54388. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54389. }
  54390. if (result) {
  54391. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54392. return result;
  54393. }
  54394. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54395. };
  54396. /**
  54397. * Makes a copy of the animation
  54398. * @returns Cloned animation
  54399. */
  54400. Animation.prototype.clone = function () {
  54401. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54402. clone.enableBlending = this.enableBlending;
  54403. clone.blendingSpeed = this.blendingSpeed;
  54404. if (this._keys) {
  54405. clone.setKeys(this._keys);
  54406. }
  54407. if (this._ranges) {
  54408. clone._ranges = {};
  54409. for (var name in this._ranges) {
  54410. var range = this._ranges[name];
  54411. if (!range) {
  54412. continue;
  54413. }
  54414. clone._ranges[name] = range.clone();
  54415. }
  54416. }
  54417. return clone;
  54418. };
  54419. /**
  54420. * Sets the key frames of the animation
  54421. * @param values The animation key frames to set
  54422. */
  54423. Animation.prototype.setKeys = function (values) {
  54424. this._keys = values.slice(0);
  54425. };
  54426. /**
  54427. * Serializes the animation to an object
  54428. * @returns Serialized object
  54429. */
  54430. Animation.prototype.serialize = function () {
  54431. var serializationObject = {};
  54432. serializationObject.name = this.name;
  54433. serializationObject.property = this.targetProperty;
  54434. serializationObject.framePerSecond = this.framePerSecond;
  54435. serializationObject.dataType = this.dataType;
  54436. serializationObject.loopBehavior = this.loopMode;
  54437. serializationObject.enableBlending = this.enableBlending;
  54438. serializationObject.blendingSpeed = this.blendingSpeed;
  54439. var dataType = this.dataType;
  54440. serializationObject.keys = [];
  54441. var keys = this.getKeys();
  54442. for (var index = 0; index < keys.length; index++) {
  54443. var animationKey = keys[index];
  54444. var key = {};
  54445. key.frame = animationKey.frame;
  54446. switch (dataType) {
  54447. case Animation.ANIMATIONTYPE_FLOAT:
  54448. key.values = [animationKey.value];
  54449. break;
  54450. case Animation.ANIMATIONTYPE_QUATERNION:
  54451. case Animation.ANIMATIONTYPE_MATRIX:
  54452. case Animation.ANIMATIONTYPE_VECTOR3:
  54453. case Animation.ANIMATIONTYPE_COLOR3:
  54454. key.values = animationKey.value.asArray();
  54455. break;
  54456. }
  54457. serializationObject.keys.push(key);
  54458. }
  54459. serializationObject.ranges = [];
  54460. for (var name in this._ranges) {
  54461. var source = this._ranges[name];
  54462. if (!source) {
  54463. continue;
  54464. }
  54465. var range = {};
  54466. range.name = name;
  54467. range.from = source.from;
  54468. range.to = source.to;
  54469. serializationObject.ranges.push(range);
  54470. }
  54471. return serializationObject;
  54472. };
  54473. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54474. /**
  54475. * Get the float animation type
  54476. */
  54477. get: function () {
  54478. return Animation._ANIMATIONTYPE_FLOAT;
  54479. },
  54480. enumerable: true,
  54481. configurable: true
  54482. });
  54483. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54484. /**
  54485. * Get the Vector3 animation type
  54486. */
  54487. get: function () {
  54488. return Animation._ANIMATIONTYPE_VECTOR3;
  54489. },
  54490. enumerable: true,
  54491. configurable: true
  54492. });
  54493. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54494. /**
  54495. * Get the Vector2 animation type
  54496. */
  54497. get: function () {
  54498. return Animation._ANIMATIONTYPE_VECTOR2;
  54499. },
  54500. enumerable: true,
  54501. configurable: true
  54502. });
  54503. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54504. /**
  54505. * Get the Size animation type
  54506. */
  54507. get: function () {
  54508. return Animation._ANIMATIONTYPE_SIZE;
  54509. },
  54510. enumerable: true,
  54511. configurable: true
  54512. });
  54513. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54514. /**
  54515. * Get the Quaternion animation type
  54516. */
  54517. get: function () {
  54518. return Animation._ANIMATIONTYPE_QUATERNION;
  54519. },
  54520. enumerable: true,
  54521. configurable: true
  54522. });
  54523. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54524. /**
  54525. * Get the Matrix animation type
  54526. */
  54527. get: function () {
  54528. return Animation._ANIMATIONTYPE_MATRIX;
  54529. },
  54530. enumerable: true,
  54531. configurable: true
  54532. });
  54533. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54534. /**
  54535. * Get the Color3 animation type
  54536. */
  54537. get: function () {
  54538. return Animation._ANIMATIONTYPE_COLOR3;
  54539. },
  54540. enumerable: true,
  54541. configurable: true
  54542. });
  54543. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54544. /**
  54545. * Get the Relative Loop Mode
  54546. */
  54547. get: function () {
  54548. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54549. },
  54550. enumerable: true,
  54551. configurable: true
  54552. });
  54553. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54554. /**
  54555. * Get the Cycle Loop Mode
  54556. */
  54557. get: function () {
  54558. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54559. },
  54560. enumerable: true,
  54561. configurable: true
  54562. });
  54563. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54564. /**
  54565. * Get the Constant Loop Mode
  54566. */
  54567. get: function () {
  54568. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54569. },
  54570. enumerable: true,
  54571. configurable: true
  54572. });
  54573. /** @hidden */
  54574. Animation._UniversalLerp = function (left, right, amount) {
  54575. var constructor = left.constructor;
  54576. if (constructor.Lerp) { // Lerp supported
  54577. return constructor.Lerp(left, right, amount);
  54578. }
  54579. else if (constructor.Slerp) { // Slerp supported
  54580. return constructor.Slerp(left, right, amount);
  54581. }
  54582. else if (left.toFixed) { // Number
  54583. return left * (1.0 - amount) + amount * right;
  54584. }
  54585. else { // Blending not supported
  54586. return right;
  54587. }
  54588. };
  54589. /**
  54590. * Parses an animation object and creates an animation
  54591. * @param parsedAnimation Parsed animation object
  54592. * @returns Animation object
  54593. */
  54594. Animation.Parse = function (parsedAnimation) {
  54595. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54596. var dataType = parsedAnimation.dataType;
  54597. var keys = [];
  54598. var data;
  54599. var index;
  54600. if (parsedAnimation.enableBlending) {
  54601. animation.enableBlending = parsedAnimation.enableBlending;
  54602. }
  54603. if (parsedAnimation.blendingSpeed) {
  54604. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54605. }
  54606. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54607. var key = parsedAnimation.keys[index];
  54608. var inTangent;
  54609. var outTangent;
  54610. switch (dataType) {
  54611. case Animation.ANIMATIONTYPE_FLOAT:
  54612. data = key.values[0];
  54613. if (key.values.length >= 1) {
  54614. inTangent = key.values[1];
  54615. }
  54616. if (key.values.length >= 2) {
  54617. outTangent = key.values[2];
  54618. }
  54619. break;
  54620. case Animation.ANIMATIONTYPE_QUATERNION:
  54621. data = BABYLON.Quaternion.FromArray(key.values);
  54622. if (key.values.length >= 8) {
  54623. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54624. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54625. inTangent = _inTangent;
  54626. }
  54627. }
  54628. if (key.values.length >= 12) {
  54629. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54630. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54631. outTangent = _outTangent;
  54632. }
  54633. }
  54634. break;
  54635. case Animation.ANIMATIONTYPE_MATRIX:
  54636. data = BABYLON.Matrix.FromArray(key.values);
  54637. break;
  54638. case Animation.ANIMATIONTYPE_COLOR3:
  54639. data = BABYLON.Color3.FromArray(key.values);
  54640. break;
  54641. case Animation.ANIMATIONTYPE_VECTOR3:
  54642. default:
  54643. data = BABYLON.Vector3.FromArray(key.values);
  54644. break;
  54645. }
  54646. var keyData = {};
  54647. keyData.frame = key.frame;
  54648. keyData.value = data;
  54649. if (inTangent != undefined) {
  54650. keyData.inTangent = inTangent;
  54651. }
  54652. if (outTangent != undefined) {
  54653. keyData.outTangent = outTangent;
  54654. }
  54655. keys.push(keyData);
  54656. }
  54657. animation.setKeys(keys);
  54658. if (parsedAnimation.ranges) {
  54659. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54660. data = parsedAnimation.ranges[index];
  54661. animation.createRange(data.name, data.from, data.to);
  54662. }
  54663. }
  54664. return animation;
  54665. };
  54666. /**
  54667. * Appends the serialized animations from the source animations
  54668. * @param source Source containing the animations
  54669. * @param destination Target to store the animations
  54670. */
  54671. Animation.AppendSerializedAnimations = function (source, destination) {
  54672. if (source.animations) {
  54673. destination.animations = [];
  54674. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54675. var animation = source.animations[animationIndex];
  54676. destination.animations.push(animation.serialize());
  54677. }
  54678. }
  54679. };
  54680. /**
  54681. * Use matrix interpolation instead of using direct key value when animating matrices
  54682. */
  54683. Animation.AllowMatricesInterpolation = false;
  54684. /**
  54685. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54686. */
  54687. Animation.AllowMatrixDecomposeForInterpolation = true;
  54688. // Statics
  54689. /**
  54690. * Float animation type
  54691. */
  54692. Animation._ANIMATIONTYPE_FLOAT = 0;
  54693. /**
  54694. * Vector3 animation type
  54695. */
  54696. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54697. /**
  54698. * Quaternion animation type
  54699. */
  54700. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54701. /**
  54702. * Matrix animation type
  54703. */
  54704. Animation._ANIMATIONTYPE_MATRIX = 3;
  54705. /**
  54706. * Color3 animation type
  54707. */
  54708. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54709. /**
  54710. * Vector2 animation type
  54711. */
  54712. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54713. /**
  54714. * Size animation type
  54715. */
  54716. Animation._ANIMATIONTYPE_SIZE = 6;
  54717. /**
  54718. * Relative Loop Mode
  54719. */
  54720. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54721. /**
  54722. * Cycle Loop Mode
  54723. */
  54724. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54725. /**
  54726. * Constant Loop Mode
  54727. */
  54728. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54729. return Animation;
  54730. }());
  54731. BABYLON.Animation = Animation;
  54732. })(BABYLON || (BABYLON = {}));
  54733. //# sourceMappingURL=babylon.animation.js.map
  54734. var BABYLON;
  54735. (function (BABYLON) {
  54736. /**
  54737. * This class defines the direct association between an animation and a target
  54738. */
  54739. var TargetedAnimation = /** @class */ (function () {
  54740. function TargetedAnimation() {
  54741. }
  54742. return TargetedAnimation;
  54743. }());
  54744. BABYLON.TargetedAnimation = TargetedAnimation;
  54745. /**
  54746. * Use this class to create coordinated animations on multiple targets
  54747. */
  54748. var AnimationGroup = /** @class */ (function () {
  54749. /**
  54750. * Instantiates a new Animation Group.
  54751. * This helps managing several animations at once.
  54752. * @see http://doc.babylonjs.com/how_to/group
  54753. * @param name Defines the name of the group
  54754. * @param scene Defines the scene the group belongs to
  54755. */
  54756. function AnimationGroup(
  54757. /** The name of the animation group */
  54758. name, scene) {
  54759. if (scene === void 0) { scene = null; }
  54760. this.name = name;
  54761. this._targetedAnimations = new Array();
  54762. this._animatables = new Array();
  54763. this._from = Number.MAX_VALUE;
  54764. this._to = -Number.MAX_VALUE;
  54765. this._speedRatio = 1;
  54766. /**
  54767. * This observable will notify when one animation have ended.
  54768. */
  54769. this.onAnimationEndObservable = new BABYLON.Observable();
  54770. /**
  54771. * This observable will notify when all animations have ended.
  54772. */
  54773. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54774. /**
  54775. * This observable will notify when all animations have paused.
  54776. */
  54777. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54778. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54779. this._scene.animationGroups.push(this);
  54780. }
  54781. Object.defineProperty(AnimationGroup.prototype, "from", {
  54782. /**
  54783. * Gets the first frame
  54784. */
  54785. get: function () {
  54786. return this._from;
  54787. },
  54788. enumerable: true,
  54789. configurable: true
  54790. });
  54791. Object.defineProperty(AnimationGroup.prototype, "to", {
  54792. /**
  54793. * Gets the last frame
  54794. */
  54795. get: function () {
  54796. return this._to;
  54797. },
  54798. enumerable: true,
  54799. configurable: true
  54800. });
  54801. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54802. /**
  54803. * Define if the animations are started
  54804. */
  54805. get: function () {
  54806. return this._isStarted;
  54807. },
  54808. enumerable: true,
  54809. configurable: true
  54810. });
  54811. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54812. /**
  54813. * Gets or sets the speed ratio to use for all animations
  54814. */
  54815. get: function () {
  54816. return this._speedRatio;
  54817. },
  54818. /**
  54819. * Gets or sets the speed ratio to use for all animations
  54820. */
  54821. set: function (value) {
  54822. if (this._speedRatio === value) {
  54823. return;
  54824. }
  54825. this._speedRatio = value;
  54826. for (var index = 0; index < this._animatables.length; index++) {
  54827. var animatable = this._animatables[index];
  54828. animatable.speedRatio = this._speedRatio;
  54829. }
  54830. },
  54831. enumerable: true,
  54832. configurable: true
  54833. });
  54834. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54835. /**
  54836. * Gets the targeted animations for this animation group
  54837. */
  54838. get: function () {
  54839. return this._targetedAnimations;
  54840. },
  54841. enumerable: true,
  54842. configurable: true
  54843. });
  54844. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54845. /**
  54846. * returning the list of animatables controlled by this animation group.
  54847. */
  54848. get: function () {
  54849. return this._animatables;
  54850. },
  54851. enumerable: true,
  54852. configurable: true
  54853. });
  54854. /**
  54855. * Add an animation (with its target) in the group
  54856. * @param animation defines the animation we want to add
  54857. * @param target defines the target of the animation
  54858. * @returns the TargetedAnimation object
  54859. */
  54860. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54861. var targetedAnimation = {
  54862. animation: animation,
  54863. target: target
  54864. };
  54865. var keys = animation.getKeys();
  54866. if (this._from > keys[0].frame) {
  54867. this._from = keys[0].frame;
  54868. }
  54869. if (this._to < keys[keys.length - 1].frame) {
  54870. this._to = keys[keys.length - 1].frame;
  54871. }
  54872. this._targetedAnimations.push(targetedAnimation);
  54873. return targetedAnimation;
  54874. };
  54875. /**
  54876. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54877. * It can add constant keys at begin or end
  54878. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54879. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54880. * @returns the animation group
  54881. */
  54882. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54883. if (beginFrame === void 0) { beginFrame = null; }
  54884. if (endFrame === void 0) { endFrame = null; }
  54885. if (beginFrame == null) {
  54886. beginFrame = this._from;
  54887. }
  54888. if (endFrame == null) {
  54889. endFrame = this._to;
  54890. }
  54891. for (var index = 0; index < this._targetedAnimations.length; index++) {
  54892. var targetedAnimation = this._targetedAnimations[index];
  54893. var keys = targetedAnimation.animation.getKeys();
  54894. var startKey = keys[0];
  54895. var endKey = keys[keys.length - 1];
  54896. if (startKey.frame > beginFrame) {
  54897. var newKey = {
  54898. frame: beginFrame,
  54899. value: startKey.value,
  54900. inTangent: startKey.inTangent,
  54901. outTangent: startKey.outTangent,
  54902. interpolation: startKey.interpolation
  54903. };
  54904. keys.splice(0, 0, newKey);
  54905. }
  54906. if (endKey.frame < endFrame) {
  54907. var newKey = {
  54908. frame: endFrame,
  54909. value: endKey.value,
  54910. inTangent: endKey.outTangent,
  54911. outTangent: endKey.outTangent,
  54912. interpolation: endKey.interpolation
  54913. };
  54914. keys.push(newKey);
  54915. }
  54916. }
  54917. this._from = beginFrame;
  54918. this._to = endFrame;
  54919. return this;
  54920. };
  54921. /**
  54922. * Start all animations on given targets
  54923. * @param loop defines if animations must loop
  54924. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  54925. * @param from defines the from key (optional)
  54926. * @param to defines the to key (optional)
  54927. * @returns the current animation group
  54928. */
  54929. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  54930. var _this = this;
  54931. if (loop === void 0) { loop = false; }
  54932. if (speedRatio === void 0) { speedRatio = 1; }
  54933. if (this._isStarted || this._targetedAnimations.length === 0) {
  54934. return this;
  54935. }
  54936. var _loop_1 = function (targetedAnimation) {
  54937. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  54938. animatable.onAnimationEnd = function () {
  54939. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  54940. _this._checkAnimationGroupEnded(animatable);
  54941. };
  54942. this_1._animatables.push(animatable);
  54943. };
  54944. var this_1 = this;
  54945. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  54946. var targetedAnimation = _a[_i];
  54947. _loop_1(targetedAnimation);
  54948. }
  54949. this._speedRatio = speedRatio;
  54950. if (from !== undefined && to !== undefined && from > to && this._speedRatio > 0) {
  54951. this._speedRatio = -speedRatio;
  54952. }
  54953. this._isStarted = true;
  54954. return this;
  54955. };
  54956. /**
  54957. * Pause all animations
  54958. * @returns the animation group
  54959. */
  54960. AnimationGroup.prototype.pause = function () {
  54961. if (!this._isStarted) {
  54962. return this;
  54963. }
  54964. for (var index = 0; index < this._animatables.length; index++) {
  54965. var animatable = this._animatables[index];
  54966. animatable.pause();
  54967. }
  54968. this.onAnimationGroupPauseObservable.notifyObservers(this);
  54969. return this;
  54970. };
  54971. /**
  54972. * Play all animations to initial state
  54973. * This function will start() the animations if they were not started or will restart() them if they were paused
  54974. * @param loop defines if animations must loop
  54975. * @returns the animation group
  54976. */
  54977. AnimationGroup.prototype.play = function (loop) {
  54978. // only if all animatables are ready and exist
  54979. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  54980. if (loop !== undefined) {
  54981. for (var index = 0; index < this._animatables.length; index++) {
  54982. var animatable = this._animatables[index];
  54983. animatable.loopAnimation = loop;
  54984. }
  54985. }
  54986. this.restart();
  54987. }
  54988. else {
  54989. this.stop();
  54990. this.start(loop, this._speedRatio);
  54991. }
  54992. return this;
  54993. };
  54994. /**
  54995. * Reset all animations to initial state
  54996. * @returns the animation group
  54997. */
  54998. AnimationGroup.prototype.reset = function () {
  54999. if (!this._isStarted) {
  55000. return this;
  55001. }
  55002. for (var index = 0; index < this._animatables.length; index++) {
  55003. var animatable = this._animatables[index];
  55004. animatable.reset();
  55005. }
  55006. return this;
  55007. };
  55008. /**
  55009. * Restart animations from key 0
  55010. * @returns the animation group
  55011. */
  55012. AnimationGroup.prototype.restart = function () {
  55013. if (!this._isStarted) {
  55014. return this;
  55015. }
  55016. for (var index = 0; index < this._animatables.length; index++) {
  55017. var animatable = this._animatables[index];
  55018. animatable.restart();
  55019. }
  55020. return this;
  55021. };
  55022. /**
  55023. * Stop all animations
  55024. * @returns the animation group
  55025. */
  55026. AnimationGroup.prototype.stop = function () {
  55027. if (!this._isStarted) {
  55028. return this;
  55029. }
  55030. var list = this._animatables.slice();
  55031. for (var index = 0; index < list.length; index++) {
  55032. list[index].stop();
  55033. }
  55034. this._isStarted = false;
  55035. return this;
  55036. };
  55037. /**
  55038. * Set animation weight for all animatables
  55039. * @param weight defines the weight to use
  55040. * @return the animationGroup
  55041. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55042. */
  55043. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  55044. for (var index = 0; index < this._animatables.length; index++) {
  55045. var animatable = this._animatables[index];
  55046. animatable.weight = weight;
  55047. }
  55048. return this;
  55049. };
  55050. /**
  55051. * Synchronize and normalize all animatables with a source animatable
  55052. * @param root defines the root animatable to synchronize with
  55053. * @return the animationGroup
  55054. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55055. */
  55056. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  55057. for (var index = 0; index < this._animatables.length; index++) {
  55058. var animatable = this._animatables[index];
  55059. animatable.syncWith(root);
  55060. }
  55061. return this;
  55062. };
  55063. /**
  55064. * Goes to a specific frame in this animation group
  55065. * @param frame the frame number to go to
  55066. * @return the animationGroup
  55067. */
  55068. AnimationGroup.prototype.goToFrame = function (frame) {
  55069. if (!this._isStarted) {
  55070. return this;
  55071. }
  55072. for (var index = 0; index < this._animatables.length; index++) {
  55073. var animatable = this._animatables[index];
  55074. animatable.goToFrame(frame);
  55075. }
  55076. return this;
  55077. };
  55078. /**
  55079. * Dispose all associated resources
  55080. */
  55081. AnimationGroup.prototype.dispose = function () {
  55082. this._targetedAnimations = [];
  55083. this._animatables = [];
  55084. var index = this._scene.animationGroups.indexOf(this);
  55085. if (index > -1) {
  55086. this._scene.animationGroups.splice(index, 1);
  55087. }
  55088. };
  55089. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  55090. // animatable should be taken out of the array
  55091. var idx = this._animatables.indexOf(animatable);
  55092. if (idx > -1) {
  55093. this._animatables.splice(idx, 1);
  55094. }
  55095. // all animatables were removed? animation group ended!
  55096. if (this._animatables.length === 0) {
  55097. this._isStarted = false;
  55098. this.onAnimationGroupEndObservable.notifyObservers(this);
  55099. }
  55100. };
  55101. // Statics
  55102. /**
  55103. * Returns a new AnimationGroup object parsed from the source provided.
  55104. * @param parsedAnimationGroup defines the source
  55105. * @param scene defines the scene that will receive the animationGroup
  55106. * @returns a new AnimationGroup
  55107. */
  55108. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  55109. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  55110. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  55111. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  55112. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  55113. var id = targetedAnimation.targetId;
  55114. if (targetedAnimation.animation.property === "influence") { // morph target animation
  55115. var morphTarget = scene.getMorphTargetById(id);
  55116. if (morphTarget) {
  55117. animationGroup.addTargetedAnimation(animation, morphTarget);
  55118. }
  55119. }
  55120. else {
  55121. var targetNode = scene.getNodeByID(id);
  55122. if (targetNode != null) {
  55123. animationGroup.addTargetedAnimation(animation, targetNode);
  55124. }
  55125. }
  55126. }
  55127. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  55128. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  55129. }
  55130. return animationGroup;
  55131. };
  55132. /**
  55133. * Returns the string "AnimationGroup"
  55134. * @returns "AnimationGroup"
  55135. */
  55136. AnimationGroup.prototype.getClassName = function () {
  55137. return "AnimationGroup";
  55138. };
  55139. /**
  55140. * Creates a detailled string about the object
  55141. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  55142. * @returns a string representing the object
  55143. */
  55144. AnimationGroup.prototype.toString = function (fullDetails) {
  55145. var ret = "Name: " + this.name;
  55146. ret += ", type: " + this.getClassName();
  55147. if (fullDetails) {
  55148. ret += ", from: " + this._from;
  55149. ret += ", to: " + this._to;
  55150. ret += ", isStarted: " + this._isStarted;
  55151. ret += ", speedRatio: " + this._speedRatio;
  55152. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  55153. ret += ", animatables length: " + this._animatables;
  55154. }
  55155. return ret;
  55156. };
  55157. return AnimationGroup;
  55158. }());
  55159. BABYLON.AnimationGroup = AnimationGroup;
  55160. })(BABYLON || (BABYLON = {}));
  55161. //# sourceMappingURL=babylon.animationGroup.js.map
  55162. var BABYLON;
  55163. (function (BABYLON) {
  55164. // Static values to help the garbage collector
  55165. // Quaternion
  55166. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  55167. // Vector3
  55168. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  55169. // Vector2
  55170. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  55171. // Size
  55172. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  55173. // Color3
  55174. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  55175. /**
  55176. * Defines a runtime animation
  55177. */
  55178. var RuntimeAnimation = /** @class */ (function () {
  55179. /**
  55180. * Create a new RuntimeAnimation object
  55181. * @param target defines the target of the animation
  55182. * @param animation defines the source animation object
  55183. * @param scene defines the hosting scene
  55184. * @param host defines the initiating Animatable
  55185. */
  55186. function RuntimeAnimation(target, animation, scene, host) {
  55187. var _this = this;
  55188. this._events = new Array();
  55189. /**
  55190. * The current frame of the runtime animation
  55191. */
  55192. this._currentFrame = 0;
  55193. /**
  55194. * The original value of the runtime animation
  55195. */
  55196. this._originalValue = new Array();
  55197. /**
  55198. * The offsets cache of the runtime animation
  55199. */
  55200. this._offsetsCache = {};
  55201. /**
  55202. * The high limits cache of the runtime animation
  55203. */
  55204. this._highLimitsCache = {};
  55205. /**
  55206. * Specifies if the runtime animation has been stopped
  55207. */
  55208. this._stopped = false;
  55209. /**
  55210. * The blending factor of the runtime animation
  55211. */
  55212. this._blendingFactor = 0;
  55213. /**
  55214. * The target path of the runtime animation
  55215. */
  55216. this._targetPath = "";
  55217. /**
  55218. * The weight of the runtime animation
  55219. */
  55220. this._weight = 1.0;
  55221. /**
  55222. * The ratio offset of the runtime animation
  55223. */
  55224. this._ratioOffset = 0;
  55225. /**
  55226. * The previous delay of the runtime animation
  55227. */
  55228. this._previousDelay = 0;
  55229. /**
  55230. * The previous ratio of the runtime animation
  55231. */
  55232. this._previousRatio = 0;
  55233. this._animation = animation;
  55234. this._target = target;
  55235. this._scene = scene;
  55236. this._host = host;
  55237. animation._runtimeAnimations.push(this);
  55238. // Cloning events locally
  55239. var events = animation.getEvents();
  55240. if (events && events.length > 0) {
  55241. events.forEach(function (e) {
  55242. _this._events.push(e._clone());
  55243. });
  55244. }
  55245. }
  55246. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  55247. /**
  55248. * Gets the current frame of the runtime animation
  55249. */
  55250. get: function () {
  55251. return this._currentFrame;
  55252. },
  55253. enumerable: true,
  55254. configurable: true
  55255. });
  55256. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  55257. /**
  55258. * Gets the weight of the runtime animation
  55259. */
  55260. get: function () {
  55261. return this._weight;
  55262. },
  55263. enumerable: true,
  55264. configurable: true
  55265. });
  55266. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  55267. /**
  55268. * Gets the current value of the runtime animation
  55269. */
  55270. get: function () {
  55271. return this._currentValue;
  55272. },
  55273. enumerable: true,
  55274. configurable: true
  55275. });
  55276. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55277. /**
  55278. * Gets the target path of the runtime animation
  55279. */
  55280. get: function () {
  55281. return this._targetPath;
  55282. },
  55283. enumerable: true,
  55284. configurable: true
  55285. });
  55286. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55287. /**
  55288. * Gets the actual target of the runtime animation
  55289. */
  55290. get: function () {
  55291. return this._activeTarget;
  55292. },
  55293. enumerable: true,
  55294. configurable: true
  55295. });
  55296. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55297. /**
  55298. * Gets the animation from the runtime animation
  55299. */
  55300. get: function () {
  55301. return this._animation;
  55302. },
  55303. enumerable: true,
  55304. configurable: true
  55305. });
  55306. /**
  55307. * Resets the runtime animation to the beginning
  55308. * @param restoreOriginal defines whether to restore the target property to the original value
  55309. */
  55310. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55311. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55312. if (restoreOriginal) {
  55313. if (this._target instanceof Array) {
  55314. var index = 0;
  55315. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55316. var target = _a[_i];
  55317. if (this._originalValue[index] !== undefined) {
  55318. this._setValue(target, this._originalValue[index], -1);
  55319. }
  55320. index++;
  55321. }
  55322. }
  55323. else {
  55324. if (this._originalValue[0] !== undefined) {
  55325. this._setValue(this._target, this._originalValue[0], -1);
  55326. }
  55327. }
  55328. }
  55329. this._offsetsCache = {};
  55330. this._highLimitsCache = {};
  55331. this._currentFrame = 0;
  55332. this._blendingFactor = 0;
  55333. this._originalValue = new Array();
  55334. // Events
  55335. for (var index = 0; index < this._events.length; index++) {
  55336. this._events[index].isDone = false;
  55337. }
  55338. };
  55339. /**
  55340. * Specifies if the runtime animation is stopped
  55341. * @returns Boolean specifying if the runtime animation is stopped
  55342. */
  55343. RuntimeAnimation.prototype.isStopped = function () {
  55344. return this._stopped;
  55345. };
  55346. /**
  55347. * Disposes of the runtime animation
  55348. */
  55349. RuntimeAnimation.prototype.dispose = function () {
  55350. var index = this._animation.runtimeAnimations.indexOf(this);
  55351. if (index > -1) {
  55352. this._animation.runtimeAnimations.splice(index, 1);
  55353. }
  55354. };
  55355. /**
  55356. * Interpolates the animation from the current frame
  55357. * @param currentFrame The frame to interpolate the animation to
  55358. * @param repeatCount The number of times that the animation should loop
  55359. * @param loopMode The type of looping mode to use
  55360. * @param offsetValue Animation offset value
  55361. * @param highLimitValue The high limit value
  55362. * @returns The interpolated value
  55363. */
  55364. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55365. this._currentFrame = currentFrame;
  55366. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55367. this._workValue = BABYLON.Matrix.Zero();
  55368. }
  55369. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55370. };
  55371. /**
  55372. * Apply the interpolated value to the target
  55373. * @param currentValue defines the value computed by the animation
  55374. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55375. */
  55376. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55377. if (weight === void 0) { weight = 1.0; }
  55378. if (this._target instanceof Array) {
  55379. var index = 0;
  55380. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55381. var target = _a[_i];
  55382. this._setValue(target, currentValue, weight, index);
  55383. index++;
  55384. }
  55385. }
  55386. else {
  55387. this._setValue(this._target, currentValue, weight);
  55388. }
  55389. };
  55390. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55391. if (targetIndex === void 0) { targetIndex = 0; }
  55392. // Set value
  55393. var path;
  55394. var destination;
  55395. var targetPropertyPath = this._animation.targetPropertyPath;
  55396. if (targetPropertyPath.length > 1) {
  55397. var property = target[targetPropertyPath[0]];
  55398. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55399. property = property[targetPropertyPath[index]];
  55400. }
  55401. path = targetPropertyPath[targetPropertyPath.length - 1];
  55402. destination = property;
  55403. }
  55404. else {
  55405. path = targetPropertyPath[0];
  55406. destination = target;
  55407. }
  55408. this._targetPath = path;
  55409. this._activeTarget = destination;
  55410. this._weight = weight;
  55411. if (this._originalValue[targetIndex] === undefined) {
  55412. var originalValue = void 0;
  55413. if (destination.getRestPose && path === "_matrix") { // For bones
  55414. originalValue = destination.getRestPose();
  55415. }
  55416. else {
  55417. originalValue = destination[path];
  55418. }
  55419. if (originalValue && originalValue.clone) {
  55420. this._originalValue[targetIndex] = originalValue.clone();
  55421. }
  55422. else {
  55423. this._originalValue[targetIndex] = originalValue;
  55424. }
  55425. }
  55426. // Blending
  55427. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55428. if (enableBlending && this._blendingFactor <= 1.0) {
  55429. if (!this._originalBlendValue) {
  55430. var originalValue = destination[path];
  55431. if (originalValue.clone) {
  55432. this._originalBlendValue = originalValue.clone();
  55433. }
  55434. else {
  55435. this._originalBlendValue = originalValue;
  55436. }
  55437. }
  55438. if (this._originalBlendValue.m) { // Matrix
  55439. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55440. if (this._currentValue) {
  55441. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55442. }
  55443. else {
  55444. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55445. }
  55446. }
  55447. else {
  55448. if (this._currentValue) {
  55449. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55450. }
  55451. else {
  55452. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55453. }
  55454. }
  55455. }
  55456. else {
  55457. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55458. }
  55459. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55460. this._blendingFactor += blendingSpeed;
  55461. }
  55462. else {
  55463. this._currentValue = currentValue;
  55464. }
  55465. if (weight !== -1.0) {
  55466. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55467. }
  55468. else {
  55469. destination[path] = this._currentValue;
  55470. }
  55471. if (target.markAsDirty) {
  55472. target.markAsDirty(this._animation.targetProperty);
  55473. }
  55474. };
  55475. /**
  55476. * Gets the loop pmode of the runtime animation
  55477. * @returns Loop Mode
  55478. */
  55479. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55480. if (this._target && this._target.animationPropertiesOverride) {
  55481. return this._target.animationPropertiesOverride.loopMode;
  55482. }
  55483. return this._animation.loopMode;
  55484. };
  55485. /**
  55486. * Move the current animation to a given frame
  55487. * @param frame defines the frame to move to
  55488. */
  55489. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55490. var keys = this._animation.getKeys();
  55491. if (frame < keys[0].frame) {
  55492. frame = keys[0].frame;
  55493. }
  55494. else if (frame > keys[keys.length - 1].frame) {
  55495. frame = keys[keys.length - 1].frame;
  55496. }
  55497. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55498. this.setValue(currentValue, -1);
  55499. };
  55500. /**
  55501. * @hidden Internal use only
  55502. */
  55503. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55504. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55505. this._ratioOffset = this._previousRatio - newRatio;
  55506. };
  55507. /**
  55508. * Execute the current animation
  55509. * @param delay defines the delay to add to the current frame
  55510. * @param from defines the lower bound of the animation range
  55511. * @param to defines the upper bound of the animation range
  55512. * @param loop defines if the current animation must loop
  55513. * @param speedRatio defines the current speed ratio
  55514. * @param weight defines the weight of the animation (default is -1 so no weight)
  55515. * @returns a boolean indicating if the animation is running
  55516. */
  55517. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  55518. if (weight === void 0) { weight = -1.0; }
  55519. var targetPropertyPath = this._animation.targetPropertyPath;
  55520. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55521. this._stopped = true;
  55522. return false;
  55523. }
  55524. var returnValue = true;
  55525. var keys = this._animation.getKeys();
  55526. // Adding a start key at frame 0 if missing
  55527. if (keys[0].frame !== 0) {
  55528. var newKey = { frame: 0, value: keys[0].value };
  55529. keys.splice(0, 0, newKey);
  55530. }
  55531. // Adding a duplicate key when there is only one key at frame zero
  55532. else if (keys.length === 1) {
  55533. var newKey = { frame: 0.001, value: keys[0].value };
  55534. keys.push(newKey);
  55535. }
  55536. // Check limits
  55537. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55538. from = keys[0].frame;
  55539. }
  55540. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55541. to = keys[keys.length - 1].frame;
  55542. }
  55543. //to and from cannot be the same key
  55544. if (from === to) {
  55545. if (from > keys[0].frame) {
  55546. from--;
  55547. }
  55548. else if (to < keys[keys.length - 1].frame) {
  55549. to++;
  55550. }
  55551. }
  55552. // Compute ratio
  55553. var range = to - from;
  55554. var offsetValue;
  55555. // ratio represents the frame delta between from and to
  55556. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55557. var highLimitValue = 0;
  55558. this._previousDelay = delay;
  55559. this._previousRatio = ratio;
  55560. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55561. returnValue = false;
  55562. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55563. }
  55564. else {
  55565. // Get max value if required
  55566. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55567. var keyOffset = to.toString() + from.toString();
  55568. if (!this._offsetsCache[keyOffset]) {
  55569. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55570. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55571. switch (this._animation.dataType) {
  55572. // Float
  55573. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55574. this._offsetsCache[keyOffset] = toValue - fromValue;
  55575. break;
  55576. // Quaternion
  55577. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55578. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55579. break;
  55580. // Vector3
  55581. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55582. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55583. // Vector2
  55584. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55585. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55586. // Size
  55587. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55588. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55589. // Color3
  55590. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55591. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55592. default:
  55593. break;
  55594. }
  55595. this._highLimitsCache[keyOffset] = toValue;
  55596. }
  55597. highLimitValue = this._highLimitsCache[keyOffset];
  55598. offsetValue = this._offsetsCache[keyOffset];
  55599. }
  55600. }
  55601. if (offsetValue === undefined) {
  55602. switch (this._animation.dataType) {
  55603. // Float
  55604. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55605. offsetValue = 0;
  55606. break;
  55607. // Quaternion
  55608. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55609. offsetValue = _staticOffsetValueQuaternion;
  55610. break;
  55611. // Vector3
  55612. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55613. offsetValue = _staticOffsetValueVector3;
  55614. break;
  55615. // Vector2
  55616. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55617. offsetValue = _staticOffsetValueVector2;
  55618. break;
  55619. // Size
  55620. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55621. offsetValue = _staticOffsetValueSize;
  55622. break;
  55623. // Color3
  55624. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55625. offsetValue = _staticOffsetValueColor3;
  55626. }
  55627. }
  55628. // Compute value
  55629. var repeatCount = (ratio / range) >> 0;
  55630. var currentFrame = returnValue ? from + ratio % range : to;
  55631. // Need to normalize?
  55632. if (this._host && this._host.syncRoot) {
  55633. var syncRoot = this._host.syncRoot;
  55634. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55635. currentFrame = from + (to - from) * hostNormalizedFrame;
  55636. }
  55637. // Reset events if looping
  55638. var events = this._events;
  55639. if (range > 0 && this.currentFrame > currentFrame ||
  55640. range < 0 && this.currentFrame < currentFrame) {
  55641. // Need to reset animation events
  55642. for (var index = 0; index < events.length; index++) {
  55643. if (!events[index].onlyOnce) {
  55644. // reset event, the animation is looping
  55645. events[index].isDone = false;
  55646. }
  55647. }
  55648. }
  55649. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55650. // Set value
  55651. this.setValue(currentValue, weight);
  55652. // Check events
  55653. for (var index = 0; index < events.length; index++) {
  55654. // Make sure current frame has passed event frame and that event frame is within the current range
  55655. // Also, handle both forward and reverse animations
  55656. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55657. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55658. var event = events[index];
  55659. if (!event.isDone) {
  55660. // If event should be done only once, remove it.
  55661. if (event.onlyOnce) {
  55662. events.splice(index, 1);
  55663. index--;
  55664. }
  55665. event.isDone = true;
  55666. event.action(currentFrame);
  55667. } // Don't do anything if the event has already be done.
  55668. }
  55669. }
  55670. if (!returnValue) {
  55671. this._stopped = true;
  55672. }
  55673. return returnValue;
  55674. };
  55675. return RuntimeAnimation;
  55676. }());
  55677. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55678. })(BABYLON || (BABYLON = {}));
  55679. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55680. var BABYLON;
  55681. (function (BABYLON) {
  55682. /**
  55683. * Class used to store an actual running animation
  55684. */
  55685. var Animatable = /** @class */ (function () {
  55686. /**
  55687. * Creates a new Animatable
  55688. * @param scene defines the hosting scene
  55689. * @param target defines the target object
  55690. * @param fromFrame defines the starting frame number (default is 0)
  55691. * @param toFrame defines the ending frame number (default is 100)
  55692. * @param loopAnimation defines if the animation must loop (default is false)
  55693. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55694. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55695. * @param animations defines a group of animation to add to the new Animatable
  55696. */
  55697. function Animatable(scene,
  55698. /** defines the target object */
  55699. target,
  55700. /** defines the starting frame number (default is 0) */
  55701. fromFrame,
  55702. /** defines the ending frame number (default is 100) */
  55703. toFrame,
  55704. /** defines if the animation must loop (default is false) */
  55705. loopAnimation, speedRatio,
  55706. /** defines a callback to call when animation ends if it is not looping */
  55707. onAnimationEnd, animations) {
  55708. if (fromFrame === void 0) { fromFrame = 0; }
  55709. if (toFrame === void 0) { toFrame = 100; }
  55710. if (loopAnimation === void 0) { loopAnimation = false; }
  55711. if (speedRatio === void 0) { speedRatio = 1.0; }
  55712. this.target = target;
  55713. this.fromFrame = fromFrame;
  55714. this.toFrame = toFrame;
  55715. this.loopAnimation = loopAnimation;
  55716. this.onAnimationEnd = onAnimationEnd;
  55717. this._localDelayOffset = null;
  55718. this._pausedDelay = null;
  55719. this._runtimeAnimations = new Array();
  55720. this._paused = false;
  55721. this._speedRatio = 1;
  55722. this._weight = -1.0;
  55723. /**
  55724. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55725. * This will only apply for non looping animation (default is true)
  55726. */
  55727. this.disposeOnEnd = true;
  55728. /**
  55729. * Gets a boolean indicating if the animation has started
  55730. */
  55731. this.animationStarted = false;
  55732. /**
  55733. * Observer raised when the animation ends
  55734. */
  55735. this.onAnimationEndObservable = new BABYLON.Observable();
  55736. this._scene = scene;
  55737. if (animations) {
  55738. this.appendAnimations(target, animations);
  55739. }
  55740. this._speedRatio = speedRatio;
  55741. scene._activeAnimatables.push(this);
  55742. }
  55743. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55744. /**
  55745. * Gets the root Animatable used to synchronize and normalize animations
  55746. */
  55747. get: function () {
  55748. return this._syncRoot;
  55749. },
  55750. enumerable: true,
  55751. configurable: true
  55752. });
  55753. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55754. /**
  55755. * Gets the current frame of the first RuntimeAnimation
  55756. * Used to synchronize Animatables
  55757. */
  55758. get: function () {
  55759. if (this._runtimeAnimations.length === 0) {
  55760. return 0;
  55761. }
  55762. return this._runtimeAnimations[0].currentFrame;
  55763. },
  55764. enumerable: true,
  55765. configurable: true
  55766. });
  55767. Object.defineProperty(Animatable.prototype, "weight", {
  55768. /**
  55769. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55770. */
  55771. get: function () {
  55772. return this._weight;
  55773. },
  55774. set: function (value) {
  55775. if (value === -1) { // -1 is ok and means no weight
  55776. this._weight = -1;
  55777. return;
  55778. }
  55779. // Else weight must be in [0, 1] range
  55780. this._weight = Math.min(Math.max(value, 0), 1.0);
  55781. },
  55782. enumerable: true,
  55783. configurable: true
  55784. });
  55785. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55786. /**
  55787. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55788. */
  55789. get: function () {
  55790. return this._speedRatio;
  55791. },
  55792. set: function (value) {
  55793. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55794. var animation = this._runtimeAnimations[index];
  55795. animation._prepareForSpeedRatioChange(value);
  55796. }
  55797. this._speedRatio = value;
  55798. },
  55799. enumerable: true,
  55800. configurable: true
  55801. });
  55802. // Methods
  55803. /**
  55804. * Synchronize and normalize current Animatable with a source Animatable
  55805. * This is useful when using animation weights and when animations are not of the same length
  55806. * @param root defines the root Animatable to synchronize with
  55807. * @returns the current Animatable
  55808. */
  55809. Animatable.prototype.syncWith = function (root) {
  55810. this._syncRoot = root;
  55811. if (root) {
  55812. // Make sure this animatable will animate after the root
  55813. var index = this._scene._activeAnimatables.indexOf(this);
  55814. if (index > -1) {
  55815. this._scene._activeAnimatables.splice(index, 1);
  55816. this._scene._activeAnimatables.push(this);
  55817. }
  55818. }
  55819. return this;
  55820. };
  55821. /**
  55822. * Gets the list of runtime animations
  55823. * @returns an array of RuntimeAnimation
  55824. */
  55825. Animatable.prototype.getAnimations = function () {
  55826. return this._runtimeAnimations;
  55827. };
  55828. /**
  55829. * Adds more animations to the current animatable
  55830. * @param target defines the target of the animations
  55831. * @param animations defines the new animations to add
  55832. */
  55833. Animatable.prototype.appendAnimations = function (target, animations) {
  55834. for (var index = 0; index < animations.length; index++) {
  55835. var animation = animations[index];
  55836. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55837. }
  55838. };
  55839. /**
  55840. * Gets the source animation for a specific property
  55841. * @param property defines the propertyu to look for
  55842. * @returns null or the source animation for the given property
  55843. */
  55844. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55845. var runtimeAnimations = this._runtimeAnimations;
  55846. for (var index = 0; index < runtimeAnimations.length; index++) {
  55847. if (runtimeAnimations[index].animation.targetProperty === property) {
  55848. return runtimeAnimations[index].animation;
  55849. }
  55850. }
  55851. return null;
  55852. };
  55853. /**
  55854. * Gets the runtime animation for a specific property
  55855. * @param property defines the propertyu to look for
  55856. * @returns null or the runtime animation for the given property
  55857. */
  55858. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55859. var runtimeAnimations = this._runtimeAnimations;
  55860. for (var index = 0; index < runtimeAnimations.length; index++) {
  55861. if (runtimeAnimations[index].animation.targetProperty === property) {
  55862. return runtimeAnimations[index];
  55863. }
  55864. }
  55865. return null;
  55866. };
  55867. /**
  55868. * Resets the animatable to its original state
  55869. */
  55870. Animatable.prototype.reset = function () {
  55871. var runtimeAnimations = this._runtimeAnimations;
  55872. for (var index = 0; index < runtimeAnimations.length; index++) {
  55873. runtimeAnimations[index].reset(true);
  55874. }
  55875. this._localDelayOffset = null;
  55876. this._pausedDelay = null;
  55877. };
  55878. /**
  55879. * Allows the animatable to blend with current running animations
  55880. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55881. * @param blendingSpeed defines the blending speed to use
  55882. */
  55883. Animatable.prototype.enableBlending = function (blendingSpeed) {
  55884. var runtimeAnimations = this._runtimeAnimations;
  55885. for (var index = 0; index < runtimeAnimations.length; index++) {
  55886. runtimeAnimations[index].animation.enableBlending = true;
  55887. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  55888. }
  55889. };
  55890. /**
  55891. * Disable animation blending
  55892. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55893. */
  55894. Animatable.prototype.disableBlending = function () {
  55895. var runtimeAnimations = this._runtimeAnimations;
  55896. for (var index = 0; index < runtimeAnimations.length; index++) {
  55897. runtimeAnimations[index].animation.enableBlending = false;
  55898. }
  55899. };
  55900. /**
  55901. * Jump directly to a given frame
  55902. * @param frame defines the frame to jump to
  55903. */
  55904. Animatable.prototype.goToFrame = function (frame) {
  55905. var runtimeAnimations = this._runtimeAnimations;
  55906. if (runtimeAnimations[0]) {
  55907. var fps = runtimeAnimations[0].animation.framePerSecond;
  55908. var currentFrame = runtimeAnimations[0].currentFrame;
  55909. var adjustTime = frame - currentFrame;
  55910. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  55911. if (this._localDelayOffset === null) {
  55912. this._localDelayOffset = 0;
  55913. }
  55914. this._localDelayOffset -= delay;
  55915. }
  55916. for (var index = 0; index < runtimeAnimations.length; index++) {
  55917. runtimeAnimations[index].goToFrame(frame);
  55918. }
  55919. };
  55920. /**
  55921. * Pause the animation
  55922. */
  55923. Animatable.prototype.pause = function () {
  55924. if (this._paused) {
  55925. return;
  55926. }
  55927. this._paused = true;
  55928. };
  55929. /**
  55930. * Restart the animation
  55931. */
  55932. Animatable.prototype.restart = function () {
  55933. this._paused = false;
  55934. };
  55935. Animatable.prototype._raiseOnAnimationEnd = function () {
  55936. if (this.onAnimationEnd) {
  55937. this.onAnimationEnd();
  55938. }
  55939. this.onAnimationEndObservable.notifyObservers(this);
  55940. };
  55941. /**
  55942. * Stop and delete the current animation
  55943. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  55944. * @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)
  55945. */
  55946. Animatable.prototype.stop = function (animationName, targetMask) {
  55947. if (animationName || targetMask) {
  55948. var idx = this._scene._activeAnimatables.indexOf(this);
  55949. if (idx > -1) {
  55950. var runtimeAnimations = this._runtimeAnimations;
  55951. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  55952. var runtimeAnimation = runtimeAnimations[index];
  55953. if (animationName && runtimeAnimation.animation.name != animationName) {
  55954. continue;
  55955. }
  55956. if (targetMask && !targetMask(runtimeAnimation.target)) {
  55957. continue;
  55958. }
  55959. runtimeAnimation.dispose();
  55960. runtimeAnimations.splice(index, 1);
  55961. }
  55962. if (runtimeAnimations.length == 0) {
  55963. this._scene._activeAnimatables.splice(idx, 1);
  55964. this._raiseOnAnimationEnd();
  55965. }
  55966. }
  55967. }
  55968. else {
  55969. var index = this._scene._activeAnimatables.indexOf(this);
  55970. if (index > -1) {
  55971. this._scene._activeAnimatables.splice(index, 1);
  55972. var runtimeAnimations = this._runtimeAnimations;
  55973. for (var index = 0; index < runtimeAnimations.length; index++) {
  55974. runtimeAnimations[index].dispose();
  55975. }
  55976. this._raiseOnAnimationEnd();
  55977. }
  55978. }
  55979. };
  55980. /**
  55981. * Wait asynchronously for the animation to end
  55982. * @returns a promise which will be fullfilled when the animation ends
  55983. */
  55984. Animatable.prototype.waitAsync = function () {
  55985. var _this = this;
  55986. return new Promise(function (resolve, reject) {
  55987. _this.onAnimationEndObservable.add(function () {
  55988. resolve(_this);
  55989. }, undefined, undefined, _this, true);
  55990. });
  55991. };
  55992. /** @hidden */
  55993. Animatable.prototype._animate = function (delay) {
  55994. if (this._paused) {
  55995. this.animationStarted = false;
  55996. if (this._pausedDelay === null) {
  55997. this._pausedDelay = delay;
  55998. }
  55999. return true;
  56000. }
  56001. if (this._localDelayOffset === null) {
  56002. this._localDelayOffset = delay;
  56003. this._pausedDelay = null;
  56004. }
  56005. else if (this._pausedDelay !== null) {
  56006. this._localDelayOffset += delay - this._pausedDelay;
  56007. this._pausedDelay = null;
  56008. }
  56009. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  56010. return true;
  56011. }
  56012. // Animating
  56013. var running = false;
  56014. var runtimeAnimations = this._runtimeAnimations;
  56015. var index;
  56016. for (index = 0; index < runtimeAnimations.length; index++) {
  56017. var animation = runtimeAnimations[index];
  56018. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  56019. running = running || isRunning;
  56020. }
  56021. this.animationStarted = running;
  56022. if (!running) {
  56023. if (this.disposeOnEnd) {
  56024. // Remove from active animatables
  56025. index = this._scene._activeAnimatables.indexOf(this);
  56026. this._scene._activeAnimatables.splice(index, 1);
  56027. // Dispose all runtime animations
  56028. for (index = 0; index < runtimeAnimations.length; index++) {
  56029. runtimeAnimations[index].dispose();
  56030. }
  56031. }
  56032. this._raiseOnAnimationEnd();
  56033. if (this.disposeOnEnd) {
  56034. this.onAnimationEnd = null;
  56035. this.onAnimationEndObservable.clear();
  56036. }
  56037. }
  56038. return running;
  56039. };
  56040. return Animatable;
  56041. }());
  56042. BABYLON.Animatable = Animatable;
  56043. })(BABYLON || (BABYLON = {}));
  56044. //# sourceMappingURL=babylon.animatable.js.map
  56045. var BABYLON;
  56046. (function (BABYLON) {
  56047. /**
  56048. * Base class used for every default easing function.
  56049. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56050. */
  56051. var EasingFunction = /** @class */ (function () {
  56052. function EasingFunction() {
  56053. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  56054. }
  56055. /**
  56056. * Sets the easing mode of the current function.
  56057. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  56058. */
  56059. EasingFunction.prototype.setEasingMode = function (easingMode) {
  56060. var n = Math.min(Math.max(easingMode, 0), 2);
  56061. this._easingMode = n;
  56062. };
  56063. /**
  56064. * Gets the current easing mode.
  56065. * @returns the easing mode
  56066. */
  56067. EasingFunction.prototype.getEasingMode = function () {
  56068. return this._easingMode;
  56069. };
  56070. /**
  56071. * @hidden
  56072. */
  56073. EasingFunction.prototype.easeInCore = function (gradient) {
  56074. throw new Error('You must implement this method');
  56075. };
  56076. /**
  56077. * Given an input gradient between 0 and 1, this returns the corrseponding value
  56078. * of the easing function.
  56079. * @param gradient Defines the value between 0 and 1 we want the easing value for
  56080. * @returns the corresponding value on the curve defined by the easing function
  56081. */
  56082. EasingFunction.prototype.ease = function (gradient) {
  56083. switch (this._easingMode) {
  56084. case EasingFunction.EASINGMODE_EASEIN:
  56085. return this.easeInCore(gradient);
  56086. case EasingFunction.EASINGMODE_EASEOUT:
  56087. return (1 - this.easeInCore(1 - gradient));
  56088. }
  56089. if (gradient >= 0.5) {
  56090. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  56091. }
  56092. return (this.easeInCore(gradient * 2) * 0.5);
  56093. };
  56094. /**
  56095. * Interpolation follows the mathematical formula associated with the easing function.
  56096. */
  56097. EasingFunction.EASINGMODE_EASEIN = 0;
  56098. /**
  56099. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  56100. */
  56101. EasingFunction.EASINGMODE_EASEOUT = 1;
  56102. /**
  56103. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  56104. */
  56105. EasingFunction.EASINGMODE_EASEINOUT = 2;
  56106. return EasingFunction;
  56107. }());
  56108. BABYLON.EasingFunction = EasingFunction;
  56109. /**
  56110. * Easing function with a circle shape (see link below).
  56111. * @see https://easings.net/#easeInCirc
  56112. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56113. */
  56114. var CircleEase = /** @class */ (function (_super) {
  56115. __extends(CircleEase, _super);
  56116. function CircleEase() {
  56117. return _super !== null && _super.apply(this, arguments) || this;
  56118. }
  56119. /** @hidden */
  56120. CircleEase.prototype.easeInCore = function (gradient) {
  56121. gradient = Math.max(0, Math.min(1, gradient));
  56122. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  56123. };
  56124. return CircleEase;
  56125. }(EasingFunction));
  56126. BABYLON.CircleEase = CircleEase;
  56127. /**
  56128. * Easing function with a ease back shape (see link below).
  56129. * @see https://easings.net/#easeInBack
  56130. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56131. */
  56132. var BackEase = /** @class */ (function (_super) {
  56133. __extends(BackEase, _super);
  56134. /**
  56135. * Instantiates a back ease easing
  56136. * @see https://easings.net/#easeInBack
  56137. * @param amplitude Defines the amplitude of the function
  56138. */
  56139. function BackEase(
  56140. /** Defines the amplitude of the function */
  56141. amplitude) {
  56142. if (amplitude === void 0) { amplitude = 1; }
  56143. var _this = _super.call(this) || this;
  56144. _this.amplitude = amplitude;
  56145. return _this;
  56146. }
  56147. /** @hidden */
  56148. BackEase.prototype.easeInCore = function (gradient) {
  56149. var num = Math.max(0, this.amplitude);
  56150. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  56151. };
  56152. return BackEase;
  56153. }(EasingFunction));
  56154. BABYLON.BackEase = BackEase;
  56155. /**
  56156. * Easing function with a bouncing shape (see link below).
  56157. * @see https://easings.net/#easeInBounce
  56158. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56159. */
  56160. var BounceEase = /** @class */ (function (_super) {
  56161. __extends(BounceEase, _super);
  56162. /**
  56163. * Instantiates a bounce easing
  56164. * @see https://easings.net/#easeInBounce
  56165. * @param bounces Defines the number of bounces
  56166. * @param bounciness Defines the amplitude of the bounce
  56167. */
  56168. function BounceEase(
  56169. /** Defines the number of bounces */
  56170. bounces,
  56171. /** Defines the amplitude of the bounce */
  56172. bounciness) {
  56173. if (bounces === void 0) { bounces = 3; }
  56174. if (bounciness === void 0) { bounciness = 2; }
  56175. var _this = _super.call(this) || this;
  56176. _this.bounces = bounces;
  56177. _this.bounciness = bounciness;
  56178. return _this;
  56179. }
  56180. /** @hidden */
  56181. BounceEase.prototype.easeInCore = function (gradient) {
  56182. var y = Math.max(0.0, this.bounces);
  56183. var bounciness = this.bounciness;
  56184. if (bounciness <= 1.0) {
  56185. bounciness = 1.001;
  56186. }
  56187. var num9 = Math.pow(bounciness, y);
  56188. var num5 = 1.0 - bounciness;
  56189. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  56190. var num15 = gradient * num4;
  56191. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  56192. var num3 = Math.floor(num65);
  56193. var num13 = num3 + 1.0;
  56194. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  56195. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  56196. var num7 = (num8 + num12) * 0.5;
  56197. var num6 = gradient - num7;
  56198. var num2 = num7 - num8;
  56199. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  56200. };
  56201. return BounceEase;
  56202. }(EasingFunction));
  56203. BABYLON.BounceEase = BounceEase;
  56204. /**
  56205. * Easing function with a power of 3 shape (see link below).
  56206. * @see https://easings.net/#easeInCubic
  56207. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56208. */
  56209. var CubicEase = /** @class */ (function (_super) {
  56210. __extends(CubicEase, _super);
  56211. function CubicEase() {
  56212. return _super !== null && _super.apply(this, arguments) || this;
  56213. }
  56214. /** @hidden */
  56215. CubicEase.prototype.easeInCore = function (gradient) {
  56216. return (gradient * gradient * gradient);
  56217. };
  56218. return CubicEase;
  56219. }(EasingFunction));
  56220. BABYLON.CubicEase = CubicEase;
  56221. /**
  56222. * Easing function with an elastic shape (see link below).
  56223. * @see https://easings.net/#easeInElastic
  56224. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56225. */
  56226. var ElasticEase = /** @class */ (function (_super) {
  56227. __extends(ElasticEase, _super);
  56228. /**
  56229. * Instantiates an elastic easing function
  56230. * @see https://easings.net/#easeInElastic
  56231. * @param oscillations Defines the number of oscillations
  56232. * @param springiness Defines the amplitude of the oscillations
  56233. */
  56234. function ElasticEase(
  56235. /** Defines the number of oscillations*/
  56236. oscillations,
  56237. /** Defines the amplitude of the oscillations*/
  56238. springiness) {
  56239. if (oscillations === void 0) { oscillations = 3; }
  56240. if (springiness === void 0) { springiness = 3; }
  56241. var _this = _super.call(this) || this;
  56242. _this.oscillations = oscillations;
  56243. _this.springiness = springiness;
  56244. return _this;
  56245. }
  56246. /** @hidden */
  56247. ElasticEase.prototype.easeInCore = function (gradient) {
  56248. var num2;
  56249. var num3 = Math.max(0.0, this.oscillations);
  56250. var num = Math.max(0.0, this.springiness);
  56251. if (num == 0) {
  56252. num2 = gradient;
  56253. }
  56254. else {
  56255. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  56256. }
  56257. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  56258. };
  56259. return ElasticEase;
  56260. }(EasingFunction));
  56261. BABYLON.ElasticEase = ElasticEase;
  56262. /**
  56263. * Easing function with an exponential shape (see link below).
  56264. * @see https://easings.net/#easeInExpo
  56265. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56266. */
  56267. var ExponentialEase = /** @class */ (function (_super) {
  56268. __extends(ExponentialEase, _super);
  56269. /**
  56270. * Instantiates an exponential easing function
  56271. * @see https://easings.net/#easeInExpo
  56272. * @param exponent Defines the exponent of the function
  56273. */
  56274. function ExponentialEase(
  56275. /** Defines the exponent of the function */
  56276. exponent) {
  56277. if (exponent === void 0) { exponent = 2; }
  56278. var _this = _super.call(this) || this;
  56279. _this.exponent = exponent;
  56280. return _this;
  56281. }
  56282. /** @hidden */
  56283. ExponentialEase.prototype.easeInCore = function (gradient) {
  56284. if (this.exponent <= 0) {
  56285. return gradient;
  56286. }
  56287. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56288. };
  56289. return ExponentialEase;
  56290. }(EasingFunction));
  56291. BABYLON.ExponentialEase = ExponentialEase;
  56292. /**
  56293. * Easing function with a power shape (see link below).
  56294. * @see https://easings.net/#easeInQuad
  56295. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56296. */
  56297. var PowerEase = /** @class */ (function (_super) {
  56298. __extends(PowerEase, _super);
  56299. /**
  56300. * Instantiates an power base easing function
  56301. * @see https://easings.net/#easeInQuad
  56302. * @param power Defines the power of the function
  56303. */
  56304. function PowerEase(
  56305. /** Defines the power of the function */
  56306. power) {
  56307. if (power === void 0) { power = 2; }
  56308. var _this = _super.call(this) || this;
  56309. _this.power = power;
  56310. return _this;
  56311. }
  56312. /** @hidden */
  56313. PowerEase.prototype.easeInCore = function (gradient) {
  56314. var y = Math.max(0.0, this.power);
  56315. return Math.pow(gradient, y);
  56316. };
  56317. return PowerEase;
  56318. }(EasingFunction));
  56319. BABYLON.PowerEase = PowerEase;
  56320. /**
  56321. * Easing function with a power of 2 shape (see link below).
  56322. * @see https://easings.net/#easeInQuad
  56323. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56324. */
  56325. var QuadraticEase = /** @class */ (function (_super) {
  56326. __extends(QuadraticEase, _super);
  56327. function QuadraticEase() {
  56328. return _super !== null && _super.apply(this, arguments) || this;
  56329. }
  56330. /** @hidden */
  56331. QuadraticEase.prototype.easeInCore = function (gradient) {
  56332. return (gradient * gradient);
  56333. };
  56334. return QuadraticEase;
  56335. }(EasingFunction));
  56336. BABYLON.QuadraticEase = QuadraticEase;
  56337. /**
  56338. * Easing function with a power of 4 shape (see link below).
  56339. * @see https://easings.net/#easeInQuart
  56340. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56341. */
  56342. var QuarticEase = /** @class */ (function (_super) {
  56343. __extends(QuarticEase, _super);
  56344. function QuarticEase() {
  56345. return _super !== null && _super.apply(this, arguments) || this;
  56346. }
  56347. /** @hidden */
  56348. QuarticEase.prototype.easeInCore = function (gradient) {
  56349. return (gradient * gradient * gradient * gradient);
  56350. };
  56351. return QuarticEase;
  56352. }(EasingFunction));
  56353. BABYLON.QuarticEase = QuarticEase;
  56354. /**
  56355. * Easing function with a power of 5 shape (see link below).
  56356. * @see https://easings.net/#easeInQuint
  56357. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56358. */
  56359. var QuinticEase = /** @class */ (function (_super) {
  56360. __extends(QuinticEase, _super);
  56361. function QuinticEase() {
  56362. return _super !== null && _super.apply(this, arguments) || this;
  56363. }
  56364. /** @hidden */
  56365. QuinticEase.prototype.easeInCore = function (gradient) {
  56366. return (gradient * gradient * gradient * gradient * gradient);
  56367. };
  56368. return QuinticEase;
  56369. }(EasingFunction));
  56370. BABYLON.QuinticEase = QuinticEase;
  56371. /**
  56372. * Easing function with a sin shape (see link below).
  56373. * @see https://easings.net/#easeInSine
  56374. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56375. */
  56376. var SineEase = /** @class */ (function (_super) {
  56377. __extends(SineEase, _super);
  56378. function SineEase() {
  56379. return _super !== null && _super.apply(this, arguments) || this;
  56380. }
  56381. /** @hidden */
  56382. SineEase.prototype.easeInCore = function (gradient) {
  56383. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56384. };
  56385. return SineEase;
  56386. }(EasingFunction));
  56387. BABYLON.SineEase = SineEase;
  56388. /**
  56389. * Easing function with a bezier shape (see link below).
  56390. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56391. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56392. */
  56393. var BezierCurveEase = /** @class */ (function (_super) {
  56394. __extends(BezierCurveEase, _super);
  56395. /**
  56396. * Instantiates a bezier function
  56397. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56398. * @param x1 Defines the x component of the start tangent in the bezier curve
  56399. * @param y1 Defines the y component of the start tangent in the bezier curve
  56400. * @param x2 Defines the x component of the end tangent in the bezier curve
  56401. * @param y2 Defines the y component of the end tangent in the bezier curve
  56402. */
  56403. function BezierCurveEase(
  56404. /** Defines the x component of the start tangent in the bezier curve */
  56405. x1,
  56406. /** Defines the y component of the start tangent in the bezier curve */
  56407. y1,
  56408. /** Defines the x component of the end tangent in the bezier curve */
  56409. x2,
  56410. /** Defines the y component of the end tangent in the bezier curve */
  56411. y2) {
  56412. if (x1 === void 0) { x1 = 0; }
  56413. if (y1 === void 0) { y1 = 0; }
  56414. if (x2 === void 0) { x2 = 1; }
  56415. if (y2 === void 0) { y2 = 1; }
  56416. var _this = _super.call(this) || this;
  56417. _this.x1 = x1;
  56418. _this.y1 = y1;
  56419. _this.x2 = x2;
  56420. _this.y2 = y2;
  56421. return _this;
  56422. }
  56423. /** @hidden */
  56424. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56425. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56426. };
  56427. return BezierCurveEase;
  56428. }(EasingFunction));
  56429. BABYLON.BezierCurveEase = BezierCurveEase;
  56430. })(BABYLON || (BABYLON = {}));
  56431. //# sourceMappingURL=babylon.easing.js.map
  56432. var BABYLON;
  56433. (function (BABYLON) {
  56434. /**
  56435. * A Condition applied to an Action
  56436. */
  56437. var Condition = /** @class */ (function () {
  56438. /**
  56439. * Creates a new Condition
  56440. * @param actionManager the manager of the action the condition is applied to
  56441. */
  56442. function Condition(actionManager) {
  56443. this._actionManager = actionManager;
  56444. }
  56445. /**
  56446. * Check if the current condition is valid
  56447. * @returns a boolean
  56448. */
  56449. Condition.prototype.isValid = function () {
  56450. return true;
  56451. };
  56452. /**
  56453. * Internal only
  56454. * @hidden
  56455. */
  56456. Condition.prototype._getProperty = function (propertyPath) {
  56457. return this._actionManager._getProperty(propertyPath);
  56458. };
  56459. /**
  56460. * Internal only
  56461. * @hidden
  56462. */
  56463. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56464. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56465. };
  56466. /**
  56467. * Serialize placeholder for child classes
  56468. * @returns the serialized object
  56469. */
  56470. Condition.prototype.serialize = function () {
  56471. };
  56472. /**
  56473. * Internal only
  56474. * @hidden
  56475. */
  56476. Condition.prototype._serialize = function (serializedCondition) {
  56477. return {
  56478. type: 2,
  56479. children: [],
  56480. name: serializedCondition.name,
  56481. properties: serializedCondition.properties
  56482. };
  56483. };
  56484. return Condition;
  56485. }());
  56486. BABYLON.Condition = Condition;
  56487. /**
  56488. * Defines specific conditional operators as extensions of Condition
  56489. */
  56490. var ValueCondition = /** @class */ (function (_super) {
  56491. __extends(ValueCondition, _super);
  56492. /**
  56493. * Creates a new ValueCondition
  56494. * @param actionManager manager for the action the condition applies to
  56495. * @param target for the action
  56496. * @param propertyPath path to specify the property of the target the conditional operator uses
  56497. * @param value the value compared by the conditional operator against the current value of the property
  56498. * @param operator the conditional operator, default ValueCondition.IsEqual
  56499. */
  56500. function ValueCondition(actionManager, target,
  56501. /** path to specify the property of the target the conditional operator uses */
  56502. propertyPath,
  56503. /** the value compared by the conditional operator against the current value of the property */
  56504. value,
  56505. /** the conditional operator, default ValueCondition.IsEqual */
  56506. operator) {
  56507. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56508. var _this = _super.call(this, actionManager) || this;
  56509. _this.propertyPath = propertyPath;
  56510. _this.value = value;
  56511. _this.operator = operator;
  56512. _this._target = target;
  56513. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56514. _this._property = _this._getProperty(_this.propertyPath);
  56515. return _this;
  56516. }
  56517. Object.defineProperty(ValueCondition, "IsEqual", {
  56518. /**
  56519. * returns the number for IsEqual
  56520. */
  56521. get: function () {
  56522. return ValueCondition._IsEqual;
  56523. },
  56524. enumerable: true,
  56525. configurable: true
  56526. });
  56527. Object.defineProperty(ValueCondition, "IsDifferent", {
  56528. /**
  56529. * Returns the number for IsDifferent
  56530. */
  56531. get: function () {
  56532. return ValueCondition._IsDifferent;
  56533. },
  56534. enumerable: true,
  56535. configurable: true
  56536. });
  56537. Object.defineProperty(ValueCondition, "IsGreater", {
  56538. /**
  56539. * Returns the number for IsGreater
  56540. */
  56541. get: function () {
  56542. return ValueCondition._IsGreater;
  56543. },
  56544. enumerable: true,
  56545. configurable: true
  56546. });
  56547. Object.defineProperty(ValueCondition, "IsLesser", {
  56548. /**
  56549. * Returns the number for IsLesser
  56550. */
  56551. get: function () {
  56552. return ValueCondition._IsLesser;
  56553. },
  56554. enumerable: true,
  56555. configurable: true
  56556. });
  56557. /**
  56558. * Compares the given value with the property value for the specified conditional operator
  56559. * @returns the result of the comparison
  56560. */
  56561. ValueCondition.prototype.isValid = function () {
  56562. switch (this.operator) {
  56563. case ValueCondition.IsGreater:
  56564. return this._effectiveTarget[this._property] > this.value;
  56565. case ValueCondition.IsLesser:
  56566. return this._effectiveTarget[this._property] < this.value;
  56567. case ValueCondition.IsEqual:
  56568. case ValueCondition.IsDifferent:
  56569. var check;
  56570. if (this.value.equals) {
  56571. check = this.value.equals(this._effectiveTarget[this._property]);
  56572. }
  56573. else {
  56574. check = this.value === this._effectiveTarget[this._property];
  56575. }
  56576. return this.operator === ValueCondition.IsEqual ? check : !check;
  56577. }
  56578. return false;
  56579. };
  56580. /**
  56581. * Serialize the ValueCondition into a JSON compatible object
  56582. * @returns serialization object
  56583. */
  56584. ValueCondition.prototype.serialize = function () {
  56585. return this._serialize({
  56586. name: "ValueCondition",
  56587. properties: [
  56588. BABYLON.Action._GetTargetProperty(this._target),
  56589. { name: "propertyPath", value: this.propertyPath },
  56590. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56591. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56592. ]
  56593. });
  56594. };
  56595. /**
  56596. * Gets the name of the conditional operator for the ValueCondition
  56597. * @param operator the conditional operator
  56598. * @returns the name
  56599. */
  56600. ValueCondition.GetOperatorName = function (operator) {
  56601. switch (operator) {
  56602. case ValueCondition._IsEqual: return "IsEqual";
  56603. case ValueCondition._IsDifferent: return "IsDifferent";
  56604. case ValueCondition._IsGreater: return "IsGreater";
  56605. case ValueCondition._IsLesser: return "IsLesser";
  56606. default: return "";
  56607. }
  56608. };
  56609. /**
  56610. * Internal only
  56611. * @hidden
  56612. */
  56613. ValueCondition._IsEqual = 0;
  56614. /**
  56615. * Internal only
  56616. * @hidden
  56617. */
  56618. ValueCondition._IsDifferent = 1;
  56619. /**
  56620. * Internal only
  56621. * @hidden
  56622. */
  56623. ValueCondition._IsGreater = 2;
  56624. /**
  56625. * Internal only
  56626. * @hidden
  56627. */
  56628. ValueCondition._IsLesser = 3;
  56629. return ValueCondition;
  56630. }(Condition));
  56631. BABYLON.ValueCondition = ValueCondition;
  56632. /**
  56633. * Defines a predicate condition as an extension of Condition
  56634. */
  56635. var PredicateCondition = /** @class */ (function (_super) {
  56636. __extends(PredicateCondition, _super);
  56637. /**
  56638. * Creates a new PredicateCondition
  56639. * @param actionManager manager for the action the condition applies to
  56640. * @param predicate defines the predicate function used to validate the condition
  56641. */
  56642. function PredicateCondition(actionManager,
  56643. /** defines the predicate function used to validate the condition */
  56644. predicate) {
  56645. var _this = _super.call(this, actionManager) || this;
  56646. _this.predicate = predicate;
  56647. return _this;
  56648. }
  56649. /**
  56650. * @returns the validity of the predicate condition
  56651. */
  56652. PredicateCondition.prototype.isValid = function () {
  56653. return this.predicate();
  56654. };
  56655. return PredicateCondition;
  56656. }(Condition));
  56657. BABYLON.PredicateCondition = PredicateCondition;
  56658. /**
  56659. * Defines a state condition as an extension of Condition
  56660. */
  56661. var StateCondition = /** @class */ (function (_super) {
  56662. __extends(StateCondition, _super);
  56663. /**
  56664. * Creates a new StateCondition
  56665. * @param actionManager manager for the action the condition applies to
  56666. * @param target of the condition
  56667. * @param value to compare with target state
  56668. */
  56669. function StateCondition(actionManager, target,
  56670. /** Value to compare with target state */
  56671. value) {
  56672. var _this = _super.call(this, actionManager) || this;
  56673. _this.value = value;
  56674. _this._target = target;
  56675. return _this;
  56676. }
  56677. /**
  56678. * Gets a boolean indicating if the current condition is met
  56679. * @returns the validity of the state
  56680. */
  56681. StateCondition.prototype.isValid = function () {
  56682. return this._target.state === this.value;
  56683. };
  56684. /**
  56685. * Serialize the StateCondition into a JSON compatible object
  56686. * @returns serialization object
  56687. */
  56688. StateCondition.prototype.serialize = function () {
  56689. return this._serialize({
  56690. name: "StateCondition",
  56691. properties: [
  56692. BABYLON.Action._GetTargetProperty(this._target),
  56693. { name: "value", value: this.value }
  56694. ]
  56695. });
  56696. };
  56697. return StateCondition;
  56698. }(Condition));
  56699. BABYLON.StateCondition = StateCondition;
  56700. })(BABYLON || (BABYLON = {}));
  56701. //# sourceMappingURL=babylon.condition.js.map
  56702. var BABYLON;
  56703. (function (BABYLON) {
  56704. /**
  56705. * The action to be carried out following a trigger
  56706. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56707. */
  56708. var Action = /** @class */ (function () {
  56709. /**
  56710. * Creates a new Action
  56711. * @param triggerOptions the trigger, with or without parameters, for the action
  56712. * @param condition an optional determinant of action
  56713. */
  56714. function Action(
  56715. /** the trigger, with or without parameters, for the action */
  56716. triggerOptions, condition) {
  56717. this.triggerOptions = triggerOptions;
  56718. /**
  56719. * An event triggered prior to action being executed.
  56720. */
  56721. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56722. if (triggerOptions.parameter) {
  56723. this.trigger = triggerOptions.trigger;
  56724. this._triggerParameter = triggerOptions.parameter;
  56725. }
  56726. else if (triggerOptions.trigger) {
  56727. this.trigger = triggerOptions.trigger;
  56728. }
  56729. else {
  56730. this.trigger = triggerOptions;
  56731. }
  56732. this._nextActiveAction = this;
  56733. this._condition = condition;
  56734. }
  56735. /**
  56736. * Internal only
  56737. * @hidden
  56738. */
  56739. Action.prototype._prepare = function () {
  56740. };
  56741. /**
  56742. * Gets the trigger parameters
  56743. * @returns the trigger parameters
  56744. */
  56745. Action.prototype.getTriggerParameter = function () {
  56746. return this._triggerParameter;
  56747. };
  56748. /**
  56749. * Internal only - executes current action event
  56750. * @hidden
  56751. */
  56752. Action.prototype._executeCurrent = function (evt) {
  56753. if (this._nextActiveAction._condition) {
  56754. var condition = this._nextActiveAction._condition;
  56755. var currentRenderId = this._actionManager.getScene().getRenderId();
  56756. // We cache the current evaluation for the current frame
  56757. if (condition._evaluationId === currentRenderId) {
  56758. if (!condition._currentResult) {
  56759. return;
  56760. }
  56761. }
  56762. else {
  56763. condition._evaluationId = currentRenderId;
  56764. if (!condition.isValid()) {
  56765. condition._currentResult = false;
  56766. return;
  56767. }
  56768. condition._currentResult = true;
  56769. }
  56770. }
  56771. this.onBeforeExecuteObservable.notifyObservers(this);
  56772. this._nextActiveAction.execute(evt);
  56773. this.skipToNextActiveAction();
  56774. };
  56775. /**
  56776. * Execute placeholder for child classes
  56777. * @param evt optional action event
  56778. */
  56779. Action.prototype.execute = function (evt) {
  56780. };
  56781. /**
  56782. * Skips to next active action
  56783. */
  56784. Action.prototype.skipToNextActiveAction = function () {
  56785. if (this._nextActiveAction._child) {
  56786. if (!this._nextActiveAction._child._actionManager) {
  56787. this._nextActiveAction._child._actionManager = this._actionManager;
  56788. }
  56789. this._nextActiveAction = this._nextActiveAction._child;
  56790. }
  56791. else {
  56792. this._nextActiveAction = this;
  56793. }
  56794. };
  56795. /**
  56796. * Adds action to chain of actions, may be a DoNothingAction
  56797. * @param action defines the next action to execute
  56798. * @returns The action passed in
  56799. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56800. */
  56801. Action.prototype.then = function (action) {
  56802. this._child = action;
  56803. action._actionManager = this._actionManager;
  56804. action._prepare();
  56805. return action;
  56806. };
  56807. /**
  56808. * Internal only
  56809. * @hidden
  56810. */
  56811. Action.prototype._getProperty = function (propertyPath) {
  56812. return this._actionManager._getProperty(propertyPath);
  56813. };
  56814. /**
  56815. * Internal only
  56816. * @hidden
  56817. */
  56818. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56819. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56820. };
  56821. /**
  56822. * Serialize placeholder for child classes
  56823. * @param parent of child
  56824. * @returns the serialized object
  56825. */
  56826. Action.prototype.serialize = function (parent) {
  56827. };
  56828. /**
  56829. * Internal only called by serialize
  56830. * @hidden
  56831. */
  56832. Action.prototype._serialize = function (serializedAction, parent) {
  56833. var serializationObject = {
  56834. type: 1,
  56835. children: [],
  56836. name: serializedAction.name,
  56837. properties: serializedAction.properties || []
  56838. };
  56839. // Serialize child
  56840. if (this._child) {
  56841. this._child.serialize(serializationObject);
  56842. }
  56843. // Check if "this" has a condition
  56844. if (this._condition) {
  56845. var serializedCondition = this._condition.serialize();
  56846. serializedCondition.children.push(serializationObject);
  56847. if (parent) {
  56848. parent.children.push(serializedCondition);
  56849. }
  56850. return serializedCondition;
  56851. }
  56852. if (parent) {
  56853. parent.children.push(serializationObject);
  56854. }
  56855. return serializationObject;
  56856. };
  56857. /**
  56858. * Internal only
  56859. * @hidden
  56860. */
  56861. Action._SerializeValueAsString = function (value) {
  56862. if (typeof value === "number") {
  56863. return value.toString();
  56864. }
  56865. if (typeof value === "boolean") {
  56866. return value ? "true" : "false";
  56867. }
  56868. if (value instanceof BABYLON.Vector2) {
  56869. return value.x + ", " + value.y;
  56870. }
  56871. if (value instanceof BABYLON.Vector3) {
  56872. return value.x + ", " + value.y + ", " + value.z;
  56873. }
  56874. if (value instanceof BABYLON.Color3) {
  56875. return value.r + ", " + value.g + ", " + value.b;
  56876. }
  56877. if (value instanceof BABYLON.Color4) {
  56878. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56879. }
  56880. return value; // string
  56881. };
  56882. /**
  56883. * Internal only
  56884. * @hidden
  56885. */
  56886. Action._GetTargetProperty = function (target) {
  56887. return {
  56888. name: "target",
  56889. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  56890. : target instanceof BABYLON.Light ? "LightProperties"
  56891. : target instanceof BABYLON.Camera ? "CameraProperties"
  56892. : "SceneProperties",
  56893. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  56894. };
  56895. };
  56896. return Action;
  56897. }());
  56898. BABYLON.Action = Action;
  56899. })(BABYLON || (BABYLON = {}));
  56900. //# sourceMappingURL=babylon.action.js.map
  56901. var BABYLON;
  56902. (function (BABYLON) {
  56903. /**
  56904. * ActionEvent is the event being sent when an action is triggered.
  56905. */
  56906. var ActionEvent = /** @class */ (function () {
  56907. /**
  56908. * Creates a new ActionEvent
  56909. * @param source The mesh or sprite that triggered the action
  56910. * @param pointerX The X mouse cursor position at the time of the event
  56911. * @param pointerY The Y mouse cursor position at the time of the event
  56912. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  56913. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  56914. * @param additionalData additional data for the event
  56915. */
  56916. function ActionEvent(
  56917. /** The mesh or sprite that triggered the action */
  56918. source,
  56919. /** The X mouse cursor position at the time of the event */
  56920. pointerX,
  56921. /** The Y mouse cursor position at the time of the event */
  56922. pointerY,
  56923. /** The mesh that is currently pointed at (can be null) */
  56924. meshUnderPointer,
  56925. /** the original (browser) event that triggered the ActionEvent */
  56926. sourceEvent,
  56927. /** additional data for the event */
  56928. additionalData) {
  56929. this.source = source;
  56930. this.pointerX = pointerX;
  56931. this.pointerY = pointerY;
  56932. this.meshUnderPointer = meshUnderPointer;
  56933. this.sourceEvent = sourceEvent;
  56934. this.additionalData = additionalData;
  56935. }
  56936. /**
  56937. * Helper function to auto-create an ActionEvent from a source mesh.
  56938. * @param source The source mesh that triggered the event
  56939. * @param evt The original (browser) event
  56940. * @param additionalData additional data for the event
  56941. * @returns the new ActionEvent
  56942. */
  56943. ActionEvent.CreateNew = function (source, evt, additionalData) {
  56944. var scene = source.getScene();
  56945. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56946. };
  56947. /**
  56948. * Helper function to auto-create an ActionEvent from a source sprite
  56949. * @param source The source sprite that triggered the event
  56950. * @param scene Scene associated with the sprite
  56951. * @param evt The original (browser) event
  56952. * @param additionalData additional data for the event
  56953. * @returns the new ActionEvent
  56954. */
  56955. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  56956. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56957. };
  56958. /**
  56959. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  56960. * @param scene the scene where the event occurred
  56961. * @param evt The original (browser) event
  56962. * @returns the new ActionEvent
  56963. */
  56964. ActionEvent.CreateNewFromScene = function (scene, evt) {
  56965. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  56966. };
  56967. /**
  56968. * Helper function to auto-create an ActionEvent from a primitive
  56969. * @param prim defines the target primitive
  56970. * @param pointerPos defines the pointer position
  56971. * @param evt The original (browser) event
  56972. * @param additionalData additional data for the event
  56973. * @returns the new ActionEvent
  56974. */
  56975. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  56976. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  56977. };
  56978. return ActionEvent;
  56979. }());
  56980. BABYLON.ActionEvent = ActionEvent;
  56981. /**
  56982. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  56983. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  56984. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  56985. */
  56986. var ActionManager = /** @class */ (function () {
  56987. /**
  56988. * Creates a new action manager
  56989. * @param scene defines the hosting scene
  56990. */
  56991. function ActionManager(scene) {
  56992. // Members
  56993. /** Gets the list of actions */
  56994. this.actions = new Array();
  56995. /** Gets the cursor to use when hovering items */
  56996. this.hoverCursor = '';
  56997. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  56998. scene.actionManagers.push(this);
  56999. }
  57000. // Methods
  57001. /**
  57002. * Releases all associated resources
  57003. */
  57004. ActionManager.prototype.dispose = function () {
  57005. var index = this._scene.actionManagers.indexOf(this);
  57006. for (var i = 0; i < this.actions.length; i++) {
  57007. var action = this.actions[i];
  57008. ActionManager.Triggers[action.trigger]--;
  57009. if (ActionManager.Triggers[action.trigger] === 0) {
  57010. delete ActionManager.Triggers[action.trigger];
  57011. }
  57012. }
  57013. if (index > -1) {
  57014. this._scene.actionManagers.splice(index, 1);
  57015. }
  57016. };
  57017. /**
  57018. * Gets hosting scene
  57019. * @returns the hosting scene
  57020. */
  57021. ActionManager.prototype.getScene = function () {
  57022. return this._scene;
  57023. };
  57024. /**
  57025. * Does this action manager handles actions of any of the given triggers
  57026. * @param triggers defines the triggers to be tested
  57027. * @return a boolean indicating whether one (or more) of the triggers is handled
  57028. */
  57029. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  57030. for (var index = 0; index < this.actions.length; index++) {
  57031. var action = this.actions[index];
  57032. if (triggers.indexOf(action.trigger) > -1) {
  57033. return true;
  57034. }
  57035. }
  57036. return false;
  57037. };
  57038. /**
  57039. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  57040. * speed.
  57041. * @param triggerA defines the trigger to be tested
  57042. * @param triggerB defines the trigger to be tested
  57043. * @return a boolean indicating whether one (or more) of the triggers is handled
  57044. */
  57045. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  57046. for (var index = 0; index < this.actions.length; index++) {
  57047. var action = this.actions[index];
  57048. if (triggerA == action.trigger || triggerB == action.trigger) {
  57049. return true;
  57050. }
  57051. }
  57052. return false;
  57053. };
  57054. /**
  57055. * Does this action manager handles actions of a given trigger
  57056. * @param trigger defines the trigger to be tested
  57057. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  57058. * @return whether the trigger is handled
  57059. */
  57060. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  57061. for (var index = 0; index < this.actions.length; index++) {
  57062. var action = this.actions[index];
  57063. if (action.trigger === trigger) {
  57064. if (parameterPredicate) {
  57065. if (parameterPredicate(action.getTriggerParameter())) {
  57066. return true;
  57067. }
  57068. }
  57069. else {
  57070. return true;
  57071. }
  57072. }
  57073. }
  57074. return false;
  57075. };
  57076. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  57077. /**
  57078. * Does this action manager has pointer triggers
  57079. */
  57080. get: function () {
  57081. for (var index = 0; index < this.actions.length; index++) {
  57082. var action = this.actions[index];
  57083. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  57084. return true;
  57085. }
  57086. }
  57087. return false;
  57088. },
  57089. enumerable: true,
  57090. configurable: true
  57091. });
  57092. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  57093. /**
  57094. * Does this action manager has pick triggers
  57095. */
  57096. get: function () {
  57097. for (var index = 0; index < this.actions.length; index++) {
  57098. var action = this.actions[index];
  57099. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  57100. return true;
  57101. }
  57102. }
  57103. return false;
  57104. },
  57105. enumerable: true,
  57106. configurable: true
  57107. });
  57108. Object.defineProperty(ActionManager, "HasTriggers", {
  57109. /**
  57110. * Does exist one action manager with at least one trigger
  57111. **/
  57112. get: function () {
  57113. for (var t in ActionManager.Triggers) {
  57114. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57115. return true;
  57116. }
  57117. }
  57118. return false;
  57119. },
  57120. enumerable: true,
  57121. configurable: true
  57122. });
  57123. Object.defineProperty(ActionManager, "HasPickTriggers", {
  57124. /**
  57125. * Does exist one action manager with at least one pick trigger
  57126. **/
  57127. get: function () {
  57128. for (var t in ActionManager.Triggers) {
  57129. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57130. var t_int = parseInt(t);
  57131. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  57132. return true;
  57133. }
  57134. }
  57135. }
  57136. return false;
  57137. },
  57138. enumerable: true,
  57139. configurable: true
  57140. });
  57141. /**
  57142. * Does exist one action manager that handles actions of a given trigger
  57143. * @param trigger defines the trigger to be tested
  57144. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  57145. **/
  57146. ActionManager.HasSpecificTrigger = function (trigger) {
  57147. for (var t in ActionManager.Triggers) {
  57148. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57149. var t_int = parseInt(t);
  57150. if (t_int === trigger) {
  57151. return true;
  57152. }
  57153. }
  57154. }
  57155. return false;
  57156. };
  57157. /**
  57158. * Registers an action to this action manager
  57159. * @param action defines the action to be registered
  57160. * @return the action amended (prepared) after registration
  57161. */
  57162. ActionManager.prototype.registerAction = function (action) {
  57163. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  57164. if (this.getScene().actionManager !== this) {
  57165. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  57166. return null;
  57167. }
  57168. }
  57169. this.actions.push(action);
  57170. if (ActionManager.Triggers[action.trigger]) {
  57171. ActionManager.Triggers[action.trigger]++;
  57172. }
  57173. else {
  57174. ActionManager.Triggers[action.trigger] = 1;
  57175. }
  57176. action._actionManager = this;
  57177. action._prepare();
  57178. return action;
  57179. };
  57180. /**
  57181. * Unregisters an action to this action manager
  57182. * @param action defines the action to be unregistered
  57183. * @return a boolean indicating whether the action has been unregistered
  57184. */
  57185. ActionManager.prototype.unregisterAction = function (action) {
  57186. var index = this.actions.indexOf(action);
  57187. if (index !== -1) {
  57188. this.actions.splice(index, 1);
  57189. ActionManager.Triggers[action.trigger] -= 1;
  57190. if (ActionManager.Triggers[action.trigger] === 0) {
  57191. delete ActionManager.Triggers[action.trigger];
  57192. }
  57193. delete action._actionManager;
  57194. return true;
  57195. }
  57196. return false;
  57197. };
  57198. /**
  57199. * Process a specific trigger
  57200. * @param trigger defines the trigger to process
  57201. * @param evt defines the event details to be processed
  57202. */
  57203. ActionManager.prototype.processTrigger = function (trigger, evt) {
  57204. for (var index = 0; index < this.actions.length; index++) {
  57205. var action = this.actions[index];
  57206. if (action.trigger === trigger) {
  57207. if (evt) {
  57208. if (trigger === ActionManager.OnKeyUpTrigger
  57209. || trigger === ActionManager.OnKeyDownTrigger) {
  57210. var parameter = action.getTriggerParameter();
  57211. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  57212. if (!parameter.toLowerCase) {
  57213. continue;
  57214. }
  57215. var lowerCase = parameter.toLowerCase();
  57216. if (lowerCase !== evt.sourceEvent.key) {
  57217. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  57218. var actualkey = String.fromCharCode(unicode).toLowerCase();
  57219. if (actualkey !== lowerCase) {
  57220. continue;
  57221. }
  57222. }
  57223. }
  57224. }
  57225. }
  57226. action._executeCurrent(evt);
  57227. }
  57228. }
  57229. };
  57230. /** @hidden */
  57231. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  57232. var properties = propertyPath.split(".");
  57233. for (var index = 0; index < properties.length - 1; index++) {
  57234. target = target[properties[index]];
  57235. }
  57236. return target;
  57237. };
  57238. /** @hidden */
  57239. ActionManager.prototype._getProperty = function (propertyPath) {
  57240. var properties = propertyPath.split(".");
  57241. return properties[properties.length - 1];
  57242. };
  57243. /**
  57244. * Serialize this manager to a JSON object
  57245. * @param name defines the property name to store this manager
  57246. * @returns a JSON representation of this manager
  57247. */
  57248. ActionManager.prototype.serialize = function (name) {
  57249. var root = {
  57250. children: new Array(),
  57251. name: name,
  57252. type: 3,
  57253. properties: new Array() // Empty for root but required
  57254. };
  57255. for (var i = 0; i < this.actions.length; i++) {
  57256. var triggerObject = {
  57257. type: 0,
  57258. children: new Array(),
  57259. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  57260. properties: new Array()
  57261. };
  57262. var triggerOptions = this.actions[i].triggerOptions;
  57263. if (triggerOptions && typeof triggerOptions !== "number") {
  57264. if (triggerOptions.parameter instanceof BABYLON.Node) {
  57265. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  57266. }
  57267. else {
  57268. var parameter = {};
  57269. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57270. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57271. parameter._meshId = triggerOptions.parameter.mesh.id;
  57272. }
  57273. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57274. }
  57275. }
  57276. // Serialize child action, recursively
  57277. this.actions[i].serialize(triggerObject);
  57278. // Add serialized trigger
  57279. root.children.push(triggerObject);
  57280. }
  57281. return root;
  57282. };
  57283. /**
  57284. * Creates a new ActionManager from a JSON data
  57285. * @param parsedActions defines the JSON data to read from
  57286. * @param object defines the hosting mesh
  57287. * @param scene defines the hosting scene
  57288. */
  57289. ActionManager.Parse = function (parsedActions, object, scene) {
  57290. var actionManager = new ActionManager(scene);
  57291. if (object === null) {
  57292. scene.actionManager = actionManager;
  57293. }
  57294. else {
  57295. object.actionManager = actionManager;
  57296. }
  57297. // instanciate a new object
  57298. var instanciate = function (name, params) {
  57299. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57300. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57301. newInstance.constructor.apply(newInstance, params);
  57302. return newInstance;
  57303. };
  57304. var parseParameter = function (name, value, target, propertyPath) {
  57305. if (propertyPath === null) {
  57306. // String, boolean or float
  57307. var floatValue = parseFloat(value);
  57308. if (value === "true" || value === "false") {
  57309. return value === "true";
  57310. }
  57311. else {
  57312. return isNaN(floatValue) ? value : floatValue;
  57313. }
  57314. }
  57315. var effectiveTarget = propertyPath.split(".");
  57316. var values = value.split(",");
  57317. // Get effective Target
  57318. for (var i = 0; i < effectiveTarget.length; i++) {
  57319. target = target[effectiveTarget[i]];
  57320. }
  57321. // Return appropriate value with its type
  57322. if (typeof (target) === "boolean") {
  57323. return values[0] === "true";
  57324. }
  57325. if (typeof (target) === "string") {
  57326. return values[0];
  57327. }
  57328. // Parameters with multiple values such as Vector3 etc.
  57329. var split = new Array();
  57330. for (var i = 0; i < values.length; i++) {
  57331. split.push(parseFloat(values[i]));
  57332. }
  57333. if (target instanceof BABYLON.Vector3) {
  57334. return BABYLON.Vector3.FromArray(split);
  57335. }
  57336. if (target instanceof BABYLON.Vector4) {
  57337. return BABYLON.Vector4.FromArray(split);
  57338. }
  57339. if (target instanceof BABYLON.Color3) {
  57340. return BABYLON.Color3.FromArray(split);
  57341. }
  57342. if (target instanceof BABYLON.Color4) {
  57343. return BABYLON.Color4.FromArray(split);
  57344. }
  57345. return parseFloat(values[0]);
  57346. };
  57347. // traverse graph per trigger
  57348. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57349. if (combineArray === void 0) { combineArray = null; }
  57350. if (parsedAction.detached) {
  57351. return;
  57352. }
  57353. var parameters = new Array();
  57354. var target = null;
  57355. var propertyPath = null;
  57356. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57357. // Parameters
  57358. if (parsedAction.type === 2) {
  57359. parameters.push(actionManager);
  57360. }
  57361. else {
  57362. parameters.push(trigger);
  57363. }
  57364. if (combine) {
  57365. var actions = new Array();
  57366. for (var j = 0; j < parsedAction.combine.length; j++) {
  57367. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57368. }
  57369. parameters.push(actions);
  57370. }
  57371. else {
  57372. for (var i = 0; i < parsedAction.properties.length; i++) {
  57373. var value = parsedAction.properties[i].value;
  57374. var name = parsedAction.properties[i].name;
  57375. var targetType = parsedAction.properties[i].targetType;
  57376. if (name === "target") {
  57377. if (targetType !== null && targetType === "SceneProperties") {
  57378. value = target = scene;
  57379. }
  57380. else {
  57381. value = target = scene.getNodeByName(value);
  57382. }
  57383. }
  57384. else if (name === "parent") {
  57385. value = scene.getNodeByName(value);
  57386. }
  57387. else if (name === "sound") {
  57388. // Can not externalize to component, so only checks for the presence off the API.
  57389. if (scene.getSoundByName) {
  57390. value = scene.getSoundByName(value);
  57391. }
  57392. }
  57393. else if (name !== "propertyPath") {
  57394. if (parsedAction.type === 2 && name === "operator") {
  57395. value = BABYLON.ValueCondition[value];
  57396. }
  57397. else {
  57398. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57399. }
  57400. }
  57401. else {
  57402. propertyPath = value;
  57403. }
  57404. parameters.push(value);
  57405. }
  57406. }
  57407. if (combineArray === null) {
  57408. parameters.push(condition);
  57409. }
  57410. else {
  57411. parameters.push(null);
  57412. }
  57413. // If interpolate value action
  57414. if (parsedAction.name === "InterpolateValueAction") {
  57415. var param = parameters[parameters.length - 2];
  57416. parameters[parameters.length - 1] = param;
  57417. parameters[parameters.length - 2] = condition;
  57418. }
  57419. // Action or condition(s) and not CombineAction
  57420. var newAction = instanciate(parsedAction.name, parameters);
  57421. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57422. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57423. if (action) {
  57424. action.then(nothing);
  57425. }
  57426. else {
  57427. actionManager.registerAction(nothing);
  57428. }
  57429. action = nothing;
  57430. }
  57431. if (combineArray === null) {
  57432. if (newAction instanceof BABYLON.Condition) {
  57433. condition = newAction;
  57434. newAction = action;
  57435. }
  57436. else {
  57437. condition = null;
  57438. if (action) {
  57439. action.then(newAction);
  57440. }
  57441. else {
  57442. actionManager.registerAction(newAction);
  57443. }
  57444. }
  57445. }
  57446. else {
  57447. combineArray.push(newAction);
  57448. }
  57449. for (var i = 0; i < parsedAction.children.length; i++) {
  57450. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57451. }
  57452. };
  57453. // triggers
  57454. for (var i = 0; i < parsedActions.children.length; i++) {
  57455. var triggerParams;
  57456. var trigger = parsedActions.children[i];
  57457. if (trigger.properties.length > 0) {
  57458. var param = trigger.properties[0].value;
  57459. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57460. if (value._meshId) {
  57461. value.mesh = scene.getMeshByID(value._meshId);
  57462. }
  57463. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57464. }
  57465. else {
  57466. triggerParams = ActionManager[trigger.name];
  57467. }
  57468. for (var j = 0; j < trigger.children.length; j++) {
  57469. if (!trigger.detached) {
  57470. traverse(trigger.children[j], triggerParams, null, null);
  57471. }
  57472. }
  57473. }
  57474. };
  57475. /**
  57476. * Get a trigger name by index
  57477. * @param trigger defines the trigger index
  57478. * @returns a trigger name
  57479. */
  57480. ActionManager.GetTriggerName = function (trigger) {
  57481. switch (trigger) {
  57482. case 0: return "NothingTrigger";
  57483. case 1: return "OnPickTrigger";
  57484. case 2: return "OnLeftPickTrigger";
  57485. case 3: return "OnRightPickTrigger";
  57486. case 4: return "OnCenterPickTrigger";
  57487. case 5: return "OnPickDownTrigger";
  57488. case 6: return "OnPickUpTrigger";
  57489. case 7: return "OnLongPressTrigger";
  57490. case 8: return "OnPointerOverTrigger";
  57491. case 9: return "OnPointerOutTrigger";
  57492. case 10: return "OnEveryFrameTrigger";
  57493. case 11: return "OnIntersectionEnterTrigger";
  57494. case 12: return "OnIntersectionExitTrigger";
  57495. case 13: return "OnKeyDownTrigger";
  57496. case 14: return "OnKeyUpTrigger";
  57497. case 15: return "OnPickOutTrigger";
  57498. default: return "";
  57499. }
  57500. };
  57501. /**
  57502. * Nothing
  57503. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57504. */
  57505. ActionManager.NothingTrigger = 0;
  57506. /**
  57507. * On pick
  57508. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57509. */
  57510. ActionManager.OnPickTrigger = 1;
  57511. /**
  57512. * On left pick
  57513. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57514. */
  57515. ActionManager.OnLeftPickTrigger = 2;
  57516. /**
  57517. * On right pick
  57518. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57519. */
  57520. ActionManager.OnRightPickTrigger = 3;
  57521. /**
  57522. * On center pick
  57523. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57524. */
  57525. ActionManager.OnCenterPickTrigger = 4;
  57526. /**
  57527. * On pick down
  57528. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57529. */
  57530. ActionManager.OnPickDownTrigger = 5;
  57531. /**
  57532. * On double pick
  57533. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57534. */
  57535. ActionManager.OnDoublePickTrigger = 6;
  57536. /**
  57537. * On pick up
  57538. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57539. */
  57540. ActionManager.OnPickUpTrigger = 7;
  57541. /**
  57542. * On pick out.
  57543. * This trigger will only be raised if you also declared a OnPickDown
  57544. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57545. */
  57546. ActionManager.OnPickOutTrigger = 16;
  57547. /**
  57548. * On long press
  57549. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57550. */
  57551. ActionManager.OnLongPressTrigger = 8;
  57552. /**
  57553. * On pointer over
  57554. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57555. */
  57556. ActionManager.OnPointerOverTrigger = 9;
  57557. /**
  57558. * On pointer out
  57559. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57560. */
  57561. ActionManager.OnPointerOutTrigger = 10;
  57562. /**
  57563. * On every frame
  57564. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57565. */
  57566. ActionManager.OnEveryFrameTrigger = 11;
  57567. /**
  57568. * On intersection enter
  57569. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57570. */
  57571. ActionManager.OnIntersectionEnterTrigger = 12;
  57572. /**
  57573. * On intersection exit
  57574. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57575. */
  57576. ActionManager.OnIntersectionExitTrigger = 13;
  57577. /**
  57578. * On key down
  57579. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57580. */
  57581. ActionManager.OnKeyDownTrigger = 14;
  57582. /**
  57583. * On key up
  57584. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57585. */
  57586. ActionManager.OnKeyUpTrigger = 15;
  57587. /** Gets the list of active triggers */
  57588. ActionManager.Triggers = {};
  57589. return ActionManager;
  57590. }());
  57591. BABYLON.ActionManager = ActionManager;
  57592. })(BABYLON || (BABYLON = {}));
  57593. //# sourceMappingURL=babylon.actionManager.js.map
  57594. var BABYLON;
  57595. (function (BABYLON) {
  57596. /**
  57597. * This defines an action responsible to change the value of a property
  57598. * by interpolating between its current value and the newly set one once triggered.
  57599. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57600. */
  57601. var InterpolateValueAction = /** @class */ (function (_super) {
  57602. __extends(InterpolateValueAction, _super);
  57603. /**
  57604. * Instantiate the action
  57605. * @param triggerOptions defines the trigger options
  57606. * @param target defines the object containing the value to interpolate
  57607. * @param propertyPath defines the path to the property in the target object
  57608. * @param value defines the target value at the end of the interpolation
  57609. * @param duration deines the time it will take for the property to interpolate to the value.
  57610. * @param condition defines the trigger related conditions
  57611. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57612. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57613. */
  57614. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57615. if (duration === void 0) { duration = 1000; }
  57616. var _this = _super.call(this, triggerOptions, condition) || this;
  57617. /**
  57618. * Defines the time it will take for the property to interpolate to the value.
  57619. */
  57620. _this.duration = 1000;
  57621. /**
  57622. * Observable triggered once the interpolation animation has been done.
  57623. */
  57624. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57625. _this.propertyPath = propertyPath;
  57626. _this.value = value;
  57627. _this.duration = duration;
  57628. _this.stopOtherAnimations = stopOtherAnimations;
  57629. _this.onInterpolationDone = onInterpolationDone;
  57630. _this._target = _this._effectiveTarget = target;
  57631. return _this;
  57632. }
  57633. /** @hidden */
  57634. InterpolateValueAction.prototype._prepare = function () {
  57635. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57636. this._property = this._getProperty(this.propertyPath);
  57637. };
  57638. /**
  57639. * Execute the action starts the value interpolation.
  57640. */
  57641. InterpolateValueAction.prototype.execute = function () {
  57642. var _this = this;
  57643. var scene = this._actionManager.getScene();
  57644. var keys = [
  57645. {
  57646. frame: 0,
  57647. value: this._effectiveTarget[this._property]
  57648. }, {
  57649. frame: 100,
  57650. value: this.value
  57651. }
  57652. ];
  57653. var dataType;
  57654. if (typeof this.value === "number") {
  57655. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57656. }
  57657. else if (this.value instanceof BABYLON.Color3) {
  57658. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57659. }
  57660. else if (this.value instanceof BABYLON.Vector3) {
  57661. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57662. }
  57663. else if (this.value instanceof BABYLON.Matrix) {
  57664. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57665. }
  57666. else if (this.value instanceof BABYLON.Quaternion) {
  57667. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57668. }
  57669. else {
  57670. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57671. return;
  57672. }
  57673. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57674. animation.setKeys(keys);
  57675. if (this.stopOtherAnimations) {
  57676. scene.stopAnimation(this._effectiveTarget);
  57677. }
  57678. var wrapper = function () {
  57679. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57680. if (_this.onInterpolationDone) {
  57681. _this.onInterpolationDone();
  57682. }
  57683. };
  57684. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57685. };
  57686. /**
  57687. * Serializes the actions and its related information.
  57688. * @param parent defines the object to serialize in
  57689. * @returns the serialized object
  57690. */
  57691. InterpolateValueAction.prototype.serialize = function (parent) {
  57692. return _super.prototype._serialize.call(this, {
  57693. name: "InterpolateValueAction",
  57694. properties: [
  57695. BABYLON.Action._GetTargetProperty(this._target),
  57696. { name: "propertyPath", value: this.propertyPath },
  57697. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57698. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57699. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57700. ]
  57701. }, parent);
  57702. };
  57703. return InterpolateValueAction;
  57704. }(BABYLON.Action));
  57705. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57706. })(BABYLON || (BABYLON = {}));
  57707. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57708. var BABYLON;
  57709. (function (BABYLON) {
  57710. /**
  57711. * This defines an action responsible to toggle a boolean once triggered.
  57712. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57713. */
  57714. var SwitchBooleanAction = /** @class */ (function (_super) {
  57715. __extends(SwitchBooleanAction, _super);
  57716. /**
  57717. * Instantiate the action
  57718. * @param triggerOptions defines the trigger options
  57719. * @param target defines the object containing the boolean
  57720. * @param propertyPath defines the path to the boolean property in the target object
  57721. * @param condition defines the trigger related conditions
  57722. */
  57723. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57724. var _this = _super.call(this, triggerOptions, condition) || this;
  57725. _this.propertyPath = propertyPath;
  57726. _this._target = _this._effectiveTarget = target;
  57727. return _this;
  57728. }
  57729. /** @hidden */
  57730. SwitchBooleanAction.prototype._prepare = function () {
  57731. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57732. this._property = this._getProperty(this.propertyPath);
  57733. };
  57734. /**
  57735. * Execute the action toggle the boolean value.
  57736. */
  57737. SwitchBooleanAction.prototype.execute = function () {
  57738. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57739. };
  57740. /**
  57741. * Serializes the actions and its related information.
  57742. * @param parent defines the object to serialize in
  57743. * @returns the serialized object
  57744. */
  57745. SwitchBooleanAction.prototype.serialize = function (parent) {
  57746. return _super.prototype._serialize.call(this, {
  57747. name: "SwitchBooleanAction",
  57748. properties: [
  57749. BABYLON.Action._GetTargetProperty(this._target),
  57750. { name: "propertyPath", value: this.propertyPath }
  57751. ]
  57752. }, parent);
  57753. };
  57754. return SwitchBooleanAction;
  57755. }(BABYLON.Action));
  57756. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57757. /**
  57758. * This defines an action responsible to set a the state field of the target
  57759. * to a desired value once triggered.
  57760. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57761. */
  57762. var SetStateAction = /** @class */ (function (_super) {
  57763. __extends(SetStateAction, _super);
  57764. /**
  57765. * Instantiate the action
  57766. * @param triggerOptions defines the trigger options
  57767. * @param target defines the object containing the state property
  57768. * @param value defines the value to store in the state field
  57769. * @param condition defines the trigger related conditions
  57770. */
  57771. function SetStateAction(triggerOptions, target, value, condition) {
  57772. var _this = _super.call(this, triggerOptions, condition) || this;
  57773. _this.value = value;
  57774. _this._target = target;
  57775. return _this;
  57776. }
  57777. /**
  57778. * Execute the action and store the value on the target state property.
  57779. */
  57780. SetStateAction.prototype.execute = function () {
  57781. this._target.state = this.value;
  57782. };
  57783. /**
  57784. * Serializes the actions and its related information.
  57785. * @param parent defines the object to serialize in
  57786. * @returns the serialized object
  57787. */
  57788. SetStateAction.prototype.serialize = function (parent) {
  57789. return _super.prototype._serialize.call(this, {
  57790. name: "SetStateAction",
  57791. properties: [
  57792. BABYLON.Action._GetTargetProperty(this._target),
  57793. { name: "value", value: this.value }
  57794. ]
  57795. }, parent);
  57796. };
  57797. return SetStateAction;
  57798. }(BABYLON.Action));
  57799. BABYLON.SetStateAction = SetStateAction;
  57800. /**
  57801. * This defines an action responsible to set a property of the target
  57802. * to a desired value once triggered.
  57803. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57804. */
  57805. var SetValueAction = /** @class */ (function (_super) {
  57806. __extends(SetValueAction, _super);
  57807. /**
  57808. * Instantiate the action
  57809. * @param triggerOptions defines the trigger options
  57810. * @param target defines the object containing the property
  57811. * @param propertyPath defines the path of the property to set in the target
  57812. * @param value defines the value to set in the property
  57813. * @param condition defines the trigger related conditions
  57814. */
  57815. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57816. var _this = _super.call(this, triggerOptions, condition) || this;
  57817. _this.propertyPath = propertyPath;
  57818. _this.value = value;
  57819. _this._target = _this._effectiveTarget = target;
  57820. return _this;
  57821. }
  57822. /** @hidden */
  57823. SetValueAction.prototype._prepare = function () {
  57824. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57825. this._property = this._getProperty(this.propertyPath);
  57826. };
  57827. /**
  57828. * Execute the action and set the targetted property to the desired value.
  57829. */
  57830. SetValueAction.prototype.execute = function () {
  57831. this._effectiveTarget[this._property] = this.value;
  57832. if (this._target.markAsDirty) {
  57833. this._target.markAsDirty(this._property);
  57834. }
  57835. };
  57836. /**
  57837. * Serializes the actions and its related information.
  57838. * @param parent defines the object to serialize in
  57839. * @returns the serialized object
  57840. */
  57841. SetValueAction.prototype.serialize = function (parent) {
  57842. return _super.prototype._serialize.call(this, {
  57843. name: "SetValueAction",
  57844. properties: [
  57845. BABYLON.Action._GetTargetProperty(this._target),
  57846. { name: "propertyPath", value: this.propertyPath },
  57847. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57848. ]
  57849. }, parent);
  57850. };
  57851. return SetValueAction;
  57852. }(BABYLON.Action));
  57853. BABYLON.SetValueAction = SetValueAction;
  57854. /**
  57855. * This defines an action responsible to increment the target value
  57856. * to a desired value once triggered.
  57857. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57858. */
  57859. var IncrementValueAction = /** @class */ (function (_super) {
  57860. __extends(IncrementValueAction, _super);
  57861. /**
  57862. * Instantiate the action
  57863. * @param triggerOptions defines the trigger options
  57864. * @param target defines the object containing the property
  57865. * @param propertyPath defines the path of the property to increment in the target
  57866. * @param value defines the value value we should increment the property by
  57867. * @param condition defines the trigger related conditions
  57868. */
  57869. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57870. var _this = _super.call(this, triggerOptions, condition) || this;
  57871. _this.propertyPath = propertyPath;
  57872. _this.value = value;
  57873. _this._target = _this._effectiveTarget = target;
  57874. return _this;
  57875. }
  57876. /** @hidden */
  57877. IncrementValueAction.prototype._prepare = function () {
  57878. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57879. this._property = this._getProperty(this.propertyPath);
  57880. if (typeof this._effectiveTarget[this._property] !== "number") {
  57881. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  57882. }
  57883. };
  57884. /**
  57885. * Execute the action and increment the target of the value amount.
  57886. */
  57887. IncrementValueAction.prototype.execute = function () {
  57888. this._effectiveTarget[this._property] += this.value;
  57889. if (this._target.markAsDirty) {
  57890. this._target.markAsDirty(this._property);
  57891. }
  57892. };
  57893. /**
  57894. * Serializes the actions and its related information.
  57895. * @param parent defines the object to serialize in
  57896. * @returns the serialized object
  57897. */
  57898. IncrementValueAction.prototype.serialize = function (parent) {
  57899. return _super.prototype._serialize.call(this, {
  57900. name: "IncrementValueAction",
  57901. properties: [
  57902. BABYLON.Action._GetTargetProperty(this._target),
  57903. { name: "propertyPath", value: this.propertyPath },
  57904. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57905. ]
  57906. }, parent);
  57907. };
  57908. return IncrementValueAction;
  57909. }(BABYLON.Action));
  57910. BABYLON.IncrementValueAction = IncrementValueAction;
  57911. /**
  57912. * This defines an action responsible to start an animation once triggered.
  57913. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57914. */
  57915. var PlayAnimationAction = /** @class */ (function (_super) {
  57916. __extends(PlayAnimationAction, _super);
  57917. /**
  57918. * Instantiate the action
  57919. * @param triggerOptions defines the trigger options
  57920. * @param target defines the target animation or animation name
  57921. * @param from defines from where the animation should start (animation frame)
  57922. * @param end defines where the animation should stop (animation frame)
  57923. * @param loop defines if the animation should loop or stop after the first play
  57924. * @param condition defines the trigger related conditions
  57925. */
  57926. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  57927. var _this = _super.call(this, triggerOptions, condition) || this;
  57928. _this.from = from;
  57929. _this.to = to;
  57930. _this.loop = loop;
  57931. _this._target = target;
  57932. return _this;
  57933. }
  57934. /** @hidden */
  57935. PlayAnimationAction.prototype._prepare = function () {
  57936. };
  57937. /**
  57938. * Execute the action and play the animation.
  57939. */
  57940. PlayAnimationAction.prototype.execute = function () {
  57941. var scene = this._actionManager.getScene();
  57942. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  57943. };
  57944. /**
  57945. * Serializes the actions and its related information.
  57946. * @param parent defines the object to serialize in
  57947. * @returns the serialized object
  57948. */
  57949. PlayAnimationAction.prototype.serialize = function (parent) {
  57950. return _super.prototype._serialize.call(this, {
  57951. name: "PlayAnimationAction",
  57952. properties: [
  57953. BABYLON.Action._GetTargetProperty(this._target),
  57954. { name: "from", value: String(this.from) },
  57955. { name: "to", value: String(this.to) },
  57956. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  57957. ]
  57958. }, parent);
  57959. };
  57960. return PlayAnimationAction;
  57961. }(BABYLON.Action));
  57962. BABYLON.PlayAnimationAction = PlayAnimationAction;
  57963. /**
  57964. * This defines an action responsible to stop an animation once triggered.
  57965. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57966. */
  57967. var StopAnimationAction = /** @class */ (function (_super) {
  57968. __extends(StopAnimationAction, _super);
  57969. /**
  57970. * Instantiate the action
  57971. * @param triggerOptions defines the trigger options
  57972. * @param target defines the target animation or animation name
  57973. * @param condition defines the trigger related conditions
  57974. */
  57975. function StopAnimationAction(triggerOptions, target, condition) {
  57976. var _this = _super.call(this, triggerOptions, condition) || this;
  57977. _this._target = target;
  57978. return _this;
  57979. }
  57980. /** @hidden */
  57981. StopAnimationAction.prototype._prepare = function () {
  57982. };
  57983. /**
  57984. * Execute the action and stop the animation.
  57985. */
  57986. StopAnimationAction.prototype.execute = function () {
  57987. var scene = this._actionManager.getScene();
  57988. scene.stopAnimation(this._target);
  57989. };
  57990. /**
  57991. * Serializes the actions and its related information.
  57992. * @param parent defines the object to serialize in
  57993. * @returns the serialized object
  57994. */
  57995. StopAnimationAction.prototype.serialize = function (parent) {
  57996. return _super.prototype._serialize.call(this, {
  57997. name: "StopAnimationAction",
  57998. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  57999. }, parent);
  58000. };
  58001. return StopAnimationAction;
  58002. }(BABYLON.Action));
  58003. BABYLON.StopAnimationAction = StopAnimationAction;
  58004. /**
  58005. * This defines an action responsible that does nothing once triggered.
  58006. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58007. */
  58008. var DoNothingAction = /** @class */ (function (_super) {
  58009. __extends(DoNothingAction, _super);
  58010. /**
  58011. * Instantiate the action
  58012. * @param triggerOptions defines the trigger options
  58013. * @param condition defines the trigger related conditions
  58014. */
  58015. function DoNothingAction(triggerOptions, condition) {
  58016. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  58017. return _super.call(this, triggerOptions, condition) || this;
  58018. }
  58019. /**
  58020. * Execute the action and do nothing.
  58021. */
  58022. DoNothingAction.prototype.execute = function () {
  58023. };
  58024. /**
  58025. * Serializes the actions and its related information.
  58026. * @param parent defines the object to serialize in
  58027. * @returns the serialized object
  58028. */
  58029. DoNothingAction.prototype.serialize = function (parent) {
  58030. return _super.prototype._serialize.call(this, {
  58031. name: "DoNothingAction",
  58032. properties: []
  58033. }, parent);
  58034. };
  58035. return DoNothingAction;
  58036. }(BABYLON.Action));
  58037. BABYLON.DoNothingAction = DoNothingAction;
  58038. /**
  58039. * This defines an action responsible to trigger several actions once triggered.
  58040. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58041. */
  58042. var CombineAction = /** @class */ (function (_super) {
  58043. __extends(CombineAction, _super);
  58044. /**
  58045. * Instantiate the action
  58046. * @param triggerOptions defines the trigger options
  58047. * @param children defines the list of aggregated animations to run
  58048. * @param condition defines the trigger related conditions
  58049. */
  58050. function CombineAction(triggerOptions, children, condition) {
  58051. var _this = _super.call(this, triggerOptions, condition) || this;
  58052. _this.children = children;
  58053. return _this;
  58054. }
  58055. /** @hidden */
  58056. CombineAction.prototype._prepare = function () {
  58057. for (var index = 0; index < this.children.length; index++) {
  58058. this.children[index]._actionManager = this._actionManager;
  58059. this.children[index]._prepare();
  58060. }
  58061. };
  58062. /**
  58063. * Execute the action and executes all the aggregated actions.
  58064. */
  58065. CombineAction.prototype.execute = function (evt) {
  58066. for (var index = 0; index < this.children.length; index++) {
  58067. this.children[index].execute(evt);
  58068. }
  58069. };
  58070. /**
  58071. * Serializes the actions and its related information.
  58072. * @param parent defines the object to serialize in
  58073. * @returns the serialized object
  58074. */
  58075. CombineAction.prototype.serialize = function (parent) {
  58076. var serializationObject = _super.prototype._serialize.call(this, {
  58077. name: "CombineAction",
  58078. properties: [],
  58079. combine: []
  58080. }, parent);
  58081. for (var i = 0; i < this.children.length; i++) {
  58082. serializationObject.combine.push(this.children[i].serialize(null));
  58083. }
  58084. return serializationObject;
  58085. };
  58086. return CombineAction;
  58087. }(BABYLON.Action));
  58088. BABYLON.CombineAction = CombineAction;
  58089. /**
  58090. * This defines an action responsible to run code (external event) once triggered.
  58091. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58092. */
  58093. var ExecuteCodeAction = /** @class */ (function (_super) {
  58094. __extends(ExecuteCodeAction, _super);
  58095. /**
  58096. * Instantiate the action
  58097. * @param triggerOptions defines the trigger options
  58098. * @param func defines the callback function to run
  58099. * @param condition defines the trigger related conditions
  58100. */
  58101. function ExecuteCodeAction(triggerOptions, func, condition) {
  58102. var _this = _super.call(this, triggerOptions, condition) || this;
  58103. _this.func = func;
  58104. return _this;
  58105. }
  58106. /**
  58107. * Execute the action and run the attached code.
  58108. */
  58109. ExecuteCodeAction.prototype.execute = function (evt) {
  58110. this.func(evt);
  58111. };
  58112. return ExecuteCodeAction;
  58113. }(BABYLON.Action));
  58114. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  58115. /**
  58116. * This defines an action responsible to set the parent property of the target once triggered.
  58117. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58118. */
  58119. var SetParentAction = /** @class */ (function (_super) {
  58120. __extends(SetParentAction, _super);
  58121. /**
  58122. * Instantiate the action
  58123. * @param triggerOptions defines the trigger options
  58124. * @param target defines the target containing the parent property
  58125. * @param parent defines from where the animation should start (animation frame)
  58126. * @param condition defines the trigger related conditions
  58127. */
  58128. function SetParentAction(triggerOptions, target, parent, condition) {
  58129. var _this = _super.call(this, triggerOptions, condition) || this;
  58130. _this._target = target;
  58131. _this._parent = parent;
  58132. return _this;
  58133. }
  58134. /** @hidden */
  58135. SetParentAction.prototype._prepare = function () {
  58136. };
  58137. /**
  58138. * Execute the action and set the parent property.
  58139. */
  58140. SetParentAction.prototype.execute = function () {
  58141. if (this._target.parent === this._parent) {
  58142. return;
  58143. }
  58144. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  58145. invertParentWorldMatrix.invert();
  58146. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  58147. this._target.parent = this._parent;
  58148. };
  58149. /**
  58150. * Serializes the actions and its related information.
  58151. * @param parent defines the object to serialize in
  58152. * @returns the serialized object
  58153. */
  58154. SetParentAction.prototype.serialize = function (parent) {
  58155. return _super.prototype._serialize.call(this, {
  58156. name: "SetParentAction",
  58157. properties: [
  58158. BABYLON.Action._GetTargetProperty(this._target),
  58159. BABYLON.Action._GetTargetProperty(this._parent),
  58160. ]
  58161. }, parent);
  58162. };
  58163. return SetParentAction;
  58164. }(BABYLON.Action));
  58165. BABYLON.SetParentAction = SetParentAction;
  58166. })(BABYLON || (BABYLON = {}));
  58167. //# sourceMappingURL=babylon.directActions.js.map
  58168. var BABYLON;
  58169. (function (BABYLON) {
  58170. /**
  58171. * Class used to manage multiple sprites on the same spritesheet
  58172. * @see http://doc.babylonjs.com/babylon101/sprites
  58173. */
  58174. var SpriteManager = /** @class */ (function () {
  58175. /**
  58176. * Creates a new sprite manager
  58177. * @param name defines the manager's name
  58178. * @param imgUrl defines the sprite sheet url
  58179. * @param capacity defines the maximum allowed number of sprites
  58180. * @param cellSize defines the size of a sprite cell
  58181. * @param scene defines the hosting scene
  58182. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  58183. * @param samplingMode defines the smapling mode to use with spritesheet
  58184. */
  58185. function SpriteManager(
  58186. /** defines the manager's name */
  58187. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  58188. if (epsilon === void 0) { epsilon = 0.01; }
  58189. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  58190. this.name = name;
  58191. /** Gets the list of sprites */
  58192. this.sprites = new Array();
  58193. /** Gets or sets the rendering group id (0 by default) */
  58194. this.renderingGroupId = 0;
  58195. /** Gets or sets camera layer mask */
  58196. this.layerMask = 0x0FFFFFFF;
  58197. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  58198. this.fogEnabled = true;
  58199. /** Gets or sets a boolean indicating if the sprites are pickable */
  58200. this.isPickable = false;
  58201. /**
  58202. * An event triggered when the manager is disposed.
  58203. */
  58204. this.onDisposeObservable = new BABYLON.Observable();
  58205. this._vertexBuffers = {};
  58206. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  58207. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  58208. }
  58209. this._capacity = capacity;
  58210. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  58211. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58212. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58213. if (cellSize.width && cellSize.height) {
  58214. this.cellWidth = cellSize.width;
  58215. this.cellHeight = cellSize.height;
  58216. }
  58217. else if (cellSize !== undefined) {
  58218. this.cellWidth = cellSize;
  58219. this.cellHeight = cellSize;
  58220. }
  58221. else {
  58222. return;
  58223. }
  58224. this._epsilon = epsilon;
  58225. this._scene = scene;
  58226. this._scene.spriteManagers.push(this);
  58227. var indices = [];
  58228. var index = 0;
  58229. for (var count = 0; count < capacity; count++) {
  58230. indices.push(index);
  58231. indices.push(index + 1);
  58232. indices.push(index + 2);
  58233. indices.push(index);
  58234. indices.push(index + 2);
  58235. indices.push(index + 3);
  58236. index += 4;
  58237. }
  58238. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  58239. // VBO
  58240. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  58241. this._vertexData = new Float32Array(capacity * 16 * 4);
  58242. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  58243. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  58244. var options = this._buffer.createVertexBuffer("options", 4, 4);
  58245. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  58246. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  58247. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  58248. this._vertexBuffers["options"] = options;
  58249. this._vertexBuffers["cellInfo"] = cellInfo;
  58250. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  58251. // Effects
  58252. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  58253. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  58254. }
  58255. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  58256. /**
  58257. * Callback called when the manager is disposed
  58258. */
  58259. set: function (callback) {
  58260. if (this._onDisposeObserver) {
  58261. this.onDisposeObservable.remove(this._onDisposeObserver);
  58262. }
  58263. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  58264. },
  58265. enumerable: true,
  58266. configurable: true
  58267. });
  58268. Object.defineProperty(SpriteManager.prototype, "texture", {
  58269. /**
  58270. * Gets or sets the spritesheet texture
  58271. */
  58272. get: function () {
  58273. return this._spriteTexture;
  58274. },
  58275. set: function (value) {
  58276. this._spriteTexture = value;
  58277. },
  58278. enumerable: true,
  58279. configurable: true
  58280. });
  58281. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58282. var arrayOffset = index * 16;
  58283. if (offsetX === 0) {
  58284. offsetX = this._epsilon;
  58285. }
  58286. else if (offsetX === 1) {
  58287. offsetX = 1 - this._epsilon;
  58288. }
  58289. if (offsetY === 0) {
  58290. offsetY = this._epsilon;
  58291. }
  58292. else if (offsetY === 1) {
  58293. offsetY = 1 - this._epsilon;
  58294. }
  58295. this._vertexData[arrayOffset] = sprite.position.x;
  58296. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58297. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58298. this._vertexData[arrayOffset + 3] = sprite.angle;
  58299. this._vertexData[arrayOffset + 4] = sprite.width;
  58300. this._vertexData[arrayOffset + 5] = sprite.height;
  58301. this._vertexData[arrayOffset + 6] = offsetX;
  58302. this._vertexData[arrayOffset + 7] = offsetY;
  58303. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58304. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58305. var offset = (sprite.cellIndex / rowSize) >> 0;
  58306. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58307. this._vertexData[arrayOffset + 11] = offset;
  58308. // Color
  58309. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58310. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58311. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58312. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58313. };
  58314. /**
  58315. * Intersects the sprites with a ray
  58316. * @param ray defines the ray to intersect with
  58317. * @param camera defines the current active camera
  58318. * @param predicate defines a predicate used to select candidate sprites
  58319. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58320. * @returns null if no hit or a PickingInfo
  58321. */
  58322. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58323. var count = Math.min(this._capacity, this.sprites.length);
  58324. var min = BABYLON.Vector3.Zero();
  58325. var max = BABYLON.Vector3.Zero();
  58326. var distance = Number.MAX_VALUE;
  58327. var currentSprite = null;
  58328. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58329. var cameraView = camera.getViewMatrix();
  58330. for (var index = 0; index < count; index++) {
  58331. var sprite = this.sprites[index];
  58332. if (!sprite) {
  58333. continue;
  58334. }
  58335. if (predicate) {
  58336. if (!predicate(sprite)) {
  58337. continue;
  58338. }
  58339. }
  58340. else if (!sprite.isPickable) {
  58341. continue;
  58342. }
  58343. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58344. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58345. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58346. if (ray.intersectsBoxMinMax(min, max)) {
  58347. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58348. if (distance > currentDistance) {
  58349. distance = currentDistance;
  58350. currentSprite = sprite;
  58351. if (fastCheck) {
  58352. break;
  58353. }
  58354. }
  58355. }
  58356. }
  58357. if (currentSprite) {
  58358. var result = new BABYLON.PickingInfo();
  58359. result.hit = true;
  58360. result.pickedSprite = currentSprite;
  58361. result.distance = distance;
  58362. return result;
  58363. }
  58364. return null;
  58365. };
  58366. /**
  58367. * Render all child sprites
  58368. */
  58369. SpriteManager.prototype.render = function () {
  58370. // Check
  58371. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58372. return;
  58373. }
  58374. var engine = this._scene.getEngine();
  58375. var baseSize = this._spriteTexture.getBaseSize();
  58376. // Sprites
  58377. var deltaTime = engine.getDeltaTime();
  58378. var max = Math.min(this._capacity, this.sprites.length);
  58379. var rowSize = baseSize.width / this.cellWidth;
  58380. var offset = 0;
  58381. for (var index = 0; index < max; index++) {
  58382. var sprite = this.sprites[index];
  58383. if (!sprite || !sprite.isVisible) {
  58384. continue;
  58385. }
  58386. sprite._animate(deltaTime);
  58387. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58388. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58389. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58390. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58391. }
  58392. this._buffer.update(this._vertexData);
  58393. // Render
  58394. var effect = this._effectBase;
  58395. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58396. effect = this._effectFog;
  58397. }
  58398. engine.enableEffect(effect);
  58399. var viewMatrix = this._scene.getViewMatrix();
  58400. effect.setTexture("diffuseSampler", this._spriteTexture);
  58401. effect.setMatrix("view", viewMatrix);
  58402. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58403. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58404. // Fog
  58405. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58406. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58407. effect.setColor3("vFogColor", this._scene.fogColor);
  58408. }
  58409. // VBOs
  58410. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58411. // Draw order
  58412. engine.setDepthFunctionToLessOrEqual();
  58413. effect.setBool("alphaTest", true);
  58414. engine.setColorWrite(false);
  58415. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58416. engine.setColorWrite(true);
  58417. effect.setBool("alphaTest", false);
  58418. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58419. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58420. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58421. };
  58422. /**
  58423. * Release associated resources
  58424. */
  58425. SpriteManager.prototype.dispose = function () {
  58426. if (this._buffer) {
  58427. this._buffer.dispose();
  58428. this._buffer = null;
  58429. }
  58430. if (this._indexBuffer) {
  58431. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58432. this._indexBuffer = null;
  58433. }
  58434. if (this._spriteTexture) {
  58435. this._spriteTexture.dispose();
  58436. this._spriteTexture = null;
  58437. }
  58438. // Remove from scene
  58439. var index = this._scene.spriteManagers.indexOf(this);
  58440. this._scene.spriteManagers.splice(index, 1);
  58441. // Callback
  58442. this.onDisposeObservable.notifyObservers(this);
  58443. this.onDisposeObservable.clear();
  58444. };
  58445. return SpriteManager;
  58446. }());
  58447. BABYLON.SpriteManager = SpriteManager;
  58448. })(BABYLON || (BABYLON = {}));
  58449. //# sourceMappingURL=babylon.spriteManager.js.map
  58450. var BABYLON;
  58451. (function (BABYLON) {
  58452. /**
  58453. * Class used to represent a sprite
  58454. * @see http://doc.babylonjs.com/babylon101/sprites
  58455. */
  58456. var Sprite = /** @class */ (function () {
  58457. /**
  58458. * Creates a new Sprite
  58459. * @param name defines the name
  58460. * @param manager defines the manager
  58461. */
  58462. function Sprite(
  58463. /** defines the name */
  58464. name, manager) {
  58465. this.name = name;
  58466. /** Gets or sets the main color */
  58467. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58468. /** Gets or sets the width */
  58469. this.width = 1.0;
  58470. /** Gets or sets the height */
  58471. this.height = 1.0;
  58472. /** Gets or sets rotation angle */
  58473. this.angle = 0;
  58474. /** Gets or sets the cell index in the sprite sheet */
  58475. this.cellIndex = 0;
  58476. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58477. this.invertU = 0;
  58478. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58479. this.invertV = 0;
  58480. /** Gets the list of attached animations */
  58481. this.animations = new Array();
  58482. /** Gets or sets a boolean indicating if the sprite can be picked */
  58483. this.isPickable = false;
  58484. this._animationStarted = false;
  58485. this._loopAnimation = false;
  58486. this._fromIndex = 0;
  58487. this._toIndex = 0;
  58488. this._delay = 0;
  58489. this._direction = 1;
  58490. this._time = 0;
  58491. /**
  58492. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58493. */
  58494. this.isVisible = true;
  58495. this._manager = manager;
  58496. this._manager.sprites.push(this);
  58497. this.position = BABYLON.Vector3.Zero();
  58498. }
  58499. Object.defineProperty(Sprite.prototype, "size", {
  58500. /**
  58501. * Gets or sets the sprite size
  58502. */
  58503. get: function () {
  58504. return this.width;
  58505. },
  58506. set: function (value) {
  58507. this.width = value;
  58508. this.height = value;
  58509. },
  58510. enumerable: true,
  58511. configurable: true
  58512. });
  58513. /**
  58514. * Starts an animation
  58515. * @param from defines the initial key
  58516. * @param to defines the end key
  58517. * @param loop defines if the animation must loop
  58518. * @param delay defines the start delay (in ms)
  58519. * @param onAnimationEnd defines a callback to call when animation ends
  58520. */
  58521. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58522. this._fromIndex = from;
  58523. this._toIndex = to;
  58524. this._loopAnimation = loop;
  58525. this._delay = delay;
  58526. this._animationStarted = true;
  58527. this._direction = from < to ? 1 : -1;
  58528. this.cellIndex = from;
  58529. this._time = 0;
  58530. this._onAnimationEnd = onAnimationEnd;
  58531. };
  58532. /** Stops current animation (if any) */
  58533. Sprite.prototype.stopAnimation = function () {
  58534. this._animationStarted = false;
  58535. };
  58536. /** @hidden */
  58537. Sprite.prototype._animate = function (deltaTime) {
  58538. if (!this._animationStarted) {
  58539. return;
  58540. }
  58541. this._time += deltaTime;
  58542. if (this._time > this._delay) {
  58543. this._time = this._time % this._delay;
  58544. this.cellIndex += this._direction;
  58545. if (this.cellIndex > this._toIndex) {
  58546. if (this._loopAnimation) {
  58547. this.cellIndex = this._fromIndex;
  58548. }
  58549. else {
  58550. this.cellIndex = this._toIndex;
  58551. this._animationStarted = false;
  58552. if (this._onAnimationEnd) {
  58553. this._onAnimationEnd();
  58554. }
  58555. if (this.disposeWhenFinishedAnimating) {
  58556. this.dispose();
  58557. }
  58558. }
  58559. }
  58560. }
  58561. };
  58562. /** Release associated resources */
  58563. Sprite.prototype.dispose = function () {
  58564. for (var i = 0; i < this._manager.sprites.length; i++) {
  58565. if (this._manager.sprites[i] == this) {
  58566. this._manager.sprites.splice(i, 1);
  58567. }
  58568. }
  58569. };
  58570. return Sprite;
  58571. }());
  58572. BABYLON.Sprite = Sprite;
  58573. })(BABYLON || (BABYLON = {}));
  58574. //# sourceMappingURL=babylon.sprite.js.map
  58575. var BABYLON;
  58576. (function (BABYLON) {
  58577. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58578. if (!BABYLON.PickingInfo) {
  58579. return null;
  58580. }
  58581. var pickingInfo = null;
  58582. if (!camera) {
  58583. if (!this.activeCamera) {
  58584. return null;
  58585. }
  58586. camera = this.activeCamera;
  58587. }
  58588. if (this.spriteManagers.length > 0) {
  58589. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58590. var spriteManager = this.spriteManagers[spriteIndex];
  58591. if (!spriteManager.isPickable) {
  58592. continue;
  58593. }
  58594. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58595. if (!result || !result.hit) {
  58596. continue;
  58597. }
  58598. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58599. continue;
  58600. }
  58601. pickingInfo = result;
  58602. if (fastCheck) {
  58603. break;
  58604. }
  58605. }
  58606. }
  58607. return pickingInfo || new BABYLON.PickingInfo();
  58608. };
  58609. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58610. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58611. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58612. };
  58613. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58614. if (!this._tempSpritePickingRay) {
  58615. return null;
  58616. }
  58617. if (!camera) {
  58618. if (!this.activeCamera) {
  58619. return null;
  58620. }
  58621. camera = this.activeCamera;
  58622. }
  58623. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58624. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58625. };
  58626. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58627. if (this._pointerOverSprite === sprite) {
  58628. return;
  58629. }
  58630. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58631. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58632. }
  58633. this._pointerOverSprite = sprite;
  58634. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58635. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58636. }
  58637. };
  58638. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58639. return this._pointerOverSprite;
  58640. };
  58641. /**
  58642. * Defines the sprite scene component responsible to manage sprites
  58643. * in a given scene.
  58644. */
  58645. var SpriteSceneComponent = /** @class */ (function () {
  58646. /**
  58647. * Creates a new instance of the component for the given scene
  58648. * @param scene Defines the scene to register the component in
  58649. */
  58650. function SpriteSceneComponent(scene) {
  58651. /**
  58652. * The component name helpfull to identify the component in the list of scene components.
  58653. */
  58654. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58655. this.scene = scene;
  58656. this.scene.spriteManagers = new Array();
  58657. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58658. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58659. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58660. this._spritePredicate = function (sprite) {
  58661. if (!sprite.actionManager) {
  58662. return false;
  58663. }
  58664. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58665. };
  58666. }
  58667. /**
  58668. * Registers the component in a given scene
  58669. */
  58670. SpriteSceneComponent.prototype.register = function () {
  58671. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58672. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58673. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58674. };
  58675. /**
  58676. * Rebuilds the elements related to this component in case of
  58677. * context lost for instance.
  58678. */
  58679. SpriteSceneComponent.prototype.rebuild = function () {
  58680. /** Nothing to do for sprites */
  58681. };
  58682. /**
  58683. * Disposes the component and the associated ressources.
  58684. */
  58685. SpriteSceneComponent.prototype.dispose = function () {
  58686. this.scene.onBeforeSpritesRenderingObservable.clear();
  58687. this.scene.onAfterSpritesRenderingObservable.clear();
  58688. var spriteManagers = this.scene.spriteManagers;
  58689. while (spriteManagers.length) {
  58690. spriteManagers[0].dispose();
  58691. }
  58692. };
  58693. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58694. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58695. if (result) {
  58696. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58697. }
  58698. return result;
  58699. };
  58700. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58701. var scene = this.scene;
  58702. if (isMeshPicked) {
  58703. scene.setPointerOverSprite(null);
  58704. }
  58705. else {
  58706. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58707. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58708. scene.setPointerOverSprite(pickResult.pickedSprite);
  58709. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58710. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58711. }
  58712. else {
  58713. canvas.style.cursor = scene.hoverCursor;
  58714. }
  58715. }
  58716. else {
  58717. scene.setPointerOverSprite(null);
  58718. }
  58719. }
  58720. return pickResult;
  58721. };
  58722. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58723. var scene = this.scene;
  58724. scene._pickedDownSprite = null;
  58725. if (scene.spriteManagers.length > 0) {
  58726. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58727. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58728. if (pickResult.pickedSprite.actionManager) {
  58729. scene._pickedDownSprite = pickResult.pickedSprite;
  58730. switch (evt.button) {
  58731. case 0:
  58732. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58733. break;
  58734. case 1:
  58735. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58736. break;
  58737. case 2:
  58738. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58739. break;
  58740. }
  58741. if (pickResult.pickedSprite.actionManager) {
  58742. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58743. }
  58744. }
  58745. }
  58746. }
  58747. return pickResult;
  58748. };
  58749. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58750. var scene = this.scene;
  58751. if (scene.spriteManagers.length > 0) {
  58752. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58753. if (spritePickResult) {
  58754. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58755. if (spritePickResult.pickedSprite.actionManager) {
  58756. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58757. if (spritePickResult.pickedSprite.actionManager) {
  58758. if (!this.scene._isPointerSwiping()) {
  58759. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58760. }
  58761. }
  58762. }
  58763. }
  58764. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58765. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58766. }
  58767. }
  58768. }
  58769. return pickResult;
  58770. };
  58771. return SpriteSceneComponent;
  58772. }());
  58773. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58774. })(BABYLON || (BABYLON = {}));
  58775. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58776. var BABYLON;
  58777. (function (BABYLON) {
  58778. /**
  58779. * @hidden
  58780. */
  58781. var IntersectionInfo = /** @class */ (function () {
  58782. function IntersectionInfo(bu, bv, distance) {
  58783. this.bu = bu;
  58784. this.bv = bv;
  58785. this.distance = distance;
  58786. this.faceId = 0;
  58787. this.subMeshId = 0;
  58788. }
  58789. return IntersectionInfo;
  58790. }());
  58791. BABYLON.IntersectionInfo = IntersectionInfo;
  58792. /**
  58793. * Information about the result of picking within a scene
  58794. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58795. */
  58796. var PickingInfo = /** @class */ (function () {
  58797. function PickingInfo() {
  58798. /**
  58799. * If the pick collided with an object
  58800. */
  58801. this.hit = false;
  58802. /**
  58803. * Distance away where the pick collided
  58804. */
  58805. this.distance = 0;
  58806. /**
  58807. * The location of pick collision
  58808. */
  58809. this.pickedPoint = null;
  58810. /**
  58811. * The mesh corresponding the the pick collision
  58812. */
  58813. this.pickedMesh = null;
  58814. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58815. this.bu = 0;
  58816. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58817. this.bv = 0;
  58818. /** The id of the face on the mesh that was picked */
  58819. this.faceId = -1;
  58820. /** Id of the the submesh that was picked */
  58821. this.subMeshId = 0;
  58822. /** If a sprite was picked, this will be the sprite the pick collided with */
  58823. this.pickedSprite = null;
  58824. /**
  58825. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58826. */
  58827. this.originMesh = null;
  58828. /**
  58829. * The ray that was used to perform the picking.
  58830. */
  58831. this.ray = null;
  58832. }
  58833. /**
  58834. * Gets the normal correspodning to the face the pick collided with
  58835. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58836. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58837. * @returns The normal correspodning to the face the pick collided with
  58838. */
  58839. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58840. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58841. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58842. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58843. return null;
  58844. }
  58845. var indices = this.pickedMesh.getIndices();
  58846. if (!indices) {
  58847. return null;
  58848. }
  58849. var result;
  58850. if (useVerticesNormals) {
  58851. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58852. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58853. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58854. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58855. normal0 = normal0.scale(this.bu);
  58856. normal1 = normal1.scale(this.bv);
  58857. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58858. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58859. }
  58860. else {
  58861. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58862. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58863. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58864. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58865. var p1p2 = vertex1.subtract(vertex2);
  58866. var p3p2 = vertex3.subtract(vertex2);
  58867. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58868. }
  58869. if (useWorldCoordinates) {
  58870. var wm = this.pickedMesh.getWorldMatrix();
  58871. if (this.pickedMesh.nonUniformScaling) {
  58872. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58873. wm = BABYLON.Tmp.Matrix[0];
  58874. wm.setTranslationFromFloats(0, 0, 0);
  58875. wm.invert();
  58876. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58877. wm = BABYLON.Tmp.Matrix[1];
  58878. }
  58879. result = BABYLON.Vector3.TransformNormal(result, wm);
  58880. }
  58881. result.normalize();
  58882. return result;
  58883. };
  58884. /**
  58885. * Gets the texture coordinates of where the pick occured
  58886. * @returns the vector containing the coordnates of the texture
  58887. */
  58888. PickingInfo.prototype.getTextureCoordinates = function () {
  58889. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  58890. return null;
  58891. }
  58892. var indices = this.pickedMesh.getIndices();
  58893. if (!indices) {
  58894. return null;
  58895. }
  58896. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58897. if (!uvs) {
  58898. return null;
  58899. }
  58900. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  58901. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  58902. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  58903. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  58904. uv1 = uv1.scale(this.bu);
  58905. uv2 = uv2.scale(this.bv);
  58906. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  58907. };
  58908. return PickingInfo;
  58909. }());
  58910. BABYLON.PickingInfo = PickingInfo;
  58911. })(BABYLON || (BABYLON = {}));
  58912. //# sourceMappingURL=babylon.pickingInfo.js.map
  58913. var BABYLON;
  58914. (function (BABYLON) {
  58915. /**
  58916. * Class representing a ray with position and direction
  58917. */
  58918. var Ray = /** @class */ (function () {
  58919. /**
  58920. * Creates a new ray
  58921. * @param origin origin point
  58922. * @param direction direction
  58923. * @param length length of the ray
  58924. */
  58925. function Ray(
  58926. /** origin point */
  58927. origin,
  58928. /** direction */
  58929. direction,
  58930. /** length of the ray */
  58931. length) {
  58932. if (length === void 0) { length = Number.MAX_VALUE; }
  58933. this.origin = origin;
  58934. this.direction = direction;
  58935. this.length = length;
  58936. }
  58937. // Methods
  58938. /**
  58939. * Checks if the ray intersects a box
  58940. * @param minimum bound of the box
  58941. * @param maximum bound of the box
  58942. * @param intersectionTreshold extra extend to be added to the box in all direction
  58943. * @returns if the box was hit
  58944. */
  58945. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  58946. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58947. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  58948. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  58949. var d = 0.0;
  58950. var maxValue = Number.MAX_VALUE;
  58951. var inv;
  58952. var min;
  58953. var max;
  58954. var temp;
  58955. if (Math.abs(this.direction.x) < 0.0000001) {
  58956. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  58957. return false;
  58958. }
  58959. }
  58960. else {
  58961. inv = 1.0 / this.direction.x;
  58962. min = (newMinimum.x - this.origin.x) * inv;
  58963. max = (newMaximum.x - this.origin.x) * inv;
  58964. if (max === -Infinity) {
  58965. max = Infinity;
  58966. }
  58967. if (min > max) {
  58968. temp = min;
  58969. min = max;
  58970. max = temp;
  58971. }
  58972. d = Math.max(min, d);
  58973. maxValue = Math.min(max, maxValue);
  58974. if (d > maxValue) {
  58975. return false;
  58976. }
  58977. }
  58978. if (Math.abs(this.direction.y) < 0.0000001) {
  58979. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  58980. return false;
  58981. }
  58982. }
  58983. else {
  58984. inv = 1.0 / this.direction.y;
  58985. min = (newMinimum.y - this.origin.y) * inv;
  58986. max = (newMaximum.y - this.origin.y) * inv;
  58987. if (max === -Infinity) {
  58988. max = Infinity;
  58989. }
  58990. if (min > max) {
  58991. temp = min;
  58992. min = max;
  58993. max = temp;
  58994. }
  58995. d = Math.max(min, d);
  58996. maxValue = Math.min(max, maxValue);
  58997. if (d > maxValue) {
  58998. return false;
  58999. }
  59000. }
  59001. if (Math.abs(this.direction.z) < 0.0000001) {
  59002. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  59003. return false;
  59004. }
  59005. }
  59006. else {
  59007. inv = 1.0 / this.direction.z;
  59008. min = (newMinimum.z - this.origin.z) * inv;
  59009. max = (newMaximum.z - this.origin.z) * inv;
  59010. if (max === -Infinity) {
  59011. max = Infinity;
  59012. }
  59013. if (min > max) {
  59014. temp = min;
  59015. min = max;
  59016. max = temp;
  59017. }
  59018. d = Math.max(min, d);
  59019. maxValue = Math.min(max, maxValue);
  59020. if (d > maxValue) {
  59021. return false;
  59022. }
  59023. }
  59024. return true;
  59025. };
  59026. /**
  59027. * Checks if the ray intersects a box
  59028. * @param box the bounding box to check
  59029. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  59030. * @returns if the box was hit
  59031. */
  59032. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  59033. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59034. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  59035. };
  59036. /**
  59037. * If the ray hits a sphere
  59038. * @param sphere the bounding sphere to check
  59039. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  59040. * @returns true if it hits the sphere
  59041. */
  59042. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  59043. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59044. var x = sphere.center.x - this.origin.x;
  59045. var y = sphere.center.y - this.origin.y;
  59046. var z = sphere.center.z - this.origin.z;
  59047. var pyth = (x * x) + (y * y) + (z * z);
  59048. var radius = sphere.radius + intersectionTreshold;
  59049. var rr = radius * radius;
  59050. if (pyth <= rr) {
  59051. return true;
  59052. }
  59053. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  59054. if (dot < 0.0) {
  59055. return false;
  59056. }
  59057. var temp = pyth - (dot * dot);
  59058. return temp <= rr;
  59059. };
  59060. /**
  59061. * If the ray hits a triange
  59062. * @param vertex0 triangle vertex
  59063. * @param vertex1 triangle vertex
  59064. * @param vertex2 triangle vertex
  59065. * @returns intersection information if hit
  59066. */
  59067. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  59068. var edge1 = Ray.TmpVector3[0];
  59069. var edge2 = Ray.TmpVector3[1];
  59070. var pvec = Ray.TmpVector3[2];
  59071. var tvec = Ray.TmpVector3[3];
  59072. var qvec = Ray.TmpVector3[4];
  59073. vertex1.subtractToRef(vertex0, edge1);
  59074. vertex2.subtractToRef(vertex0, edge2);
  59075. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  59076. var det = BABYLON.Vector3.Dot(edge1, pvec);
  59077. if (det === 0) {
  59078. return null;
  59079. }
  59080. var invdet = 1 / det;
  59081. this.origin.subtractToRef(vertex0, tvec);
  59082. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  59083. if (bu < 0 || bu > 1.0) {
  59084. return null;
  59085. }
  59086. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  59087. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  59088. if (bv < 0 || bu + bv > 1.0) {
  59089. return null;
  59090. }
  59091. //check if the distance is longer than the predefined length.
  59092. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  59093. if (distance > this.length) {
  59094. return null;
  59095. }
  59096. return new BABYLON.IntersectionInfo(bu, bv, distance);
  59097. };
  59098. /**
  59099. * Checks if ray intersects a plane
  59100. * @param plane the plane to check
  59101. * @returns the distance away it was hit
  59102. */
  59103. Ray.prototype.intersectsPlane = function (plane) {
  59104. var distance;
  59105. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  59106. if (Math.abs(result1) < 9.99999997475243E-07) {
  59107. return null;
  59108. }
  59109. else {
  59110. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  59111. distance = (-plane.d - result2) / result1;
  59112. if (distance < 0.0) {
  59113. if (distance < -9.99999997475243E-07) {
  59114. return null;
  59115. }
  59116. else {
  59117. return 0;
  59118. }
  59119. }
  59120. return distance;
  59121. }
  59122. };
  59123. /**
  59124. * Checks if ray intersects a mesh
  59125. * @param mesh the mesh to check
  59126. * @param fastCheck if only the bounding box should checked
  59127. * @returns picking info of the intersecton
  59128. */
  59129. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  59130. var tm = BABYLON.Tmp.Matrix[0];
  59131. mesh.getWorldMatrix().invertToRef(tm);
  59132. if (this._tmpRay) {
  59133. Ray.TransformToRef(this, tm, this._tmpRay);
  59134. }
  59135. else {
  59136. this._tmpRay = Ray.Transform(this, tm);
  59137. }
  59138. return mesh.intersects(this._tmpRay, fastCheck);
  59139. };
  59140. /**
  59141. * Checks if ray intersects a mesh
  59142. * @param meshes the meshes to check
  59143. * @param fastCheck if only the bounding box should checked
  59144. * @param results array to store result in
  59145. * @returns Array of picking infos
  59146. */
  59147. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  59148. if (results) {
  59149. results.length = 0;
  59150. }
  59151. else {
  59152. results = [];
  59153. }
  59154. for (var i = 0; i < meshes.length; i++) {
  59155. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  59156. if (pickInfo.hit) {
  59157. results.push(pickInfo);
  59158. }
  59159. }
  59160. results.sort(this._comparePickingInfo);
  59161. return results;
  59162. };
  59163. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  59164. if (pickingInfoA.distance < pickingInfoB.distance) {
  59165. return -1;
  59166. }
  59167. else if (pickingInfoA.distance > pickingInfoB.distance) {
  59168. return 1;
  59169. }
  59170. else {
  59171. return 0;
  59172. }
  59173. };
  59174. /**
  59175. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  59176. * @param sega the first point of the segment to test the intersection against
  59177. * @param segb the second point of the segment to test the intersection against
  59178. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  59179. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  59180. */
  59181. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  59182. var o = this.origin;
  59183. var u = BABYLON.Tmp.Vector3[0];
  59184. var rsegb = BABYLON.Tmp.Vector3[1];
  59185. var v = BABYLON.Tmp.Vector3[2];
  59186. var w = BABYLON.Tmp.Vector3[3];
  59187. segb.subtractToRef(sega, u);
  59188. this.direction.scaleToRef(Ray.rayl, v);
  59189. o.addToRef(v, rsegb);
  59190. sega.subtractToRef(o, w);
  59191. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  59192. var b = BABYLON.Vector3.Dot(u, v);
  59193. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  59194. var d = BABYLON.Vector3.Dot(u, w);
  59195. var e = BABYLON.Vector3.Dot(v, w);
  59196. var D = a * c - b * b; // always >= 0
  59197. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  59198. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  59199. // compute the line parameters of the two closest points
  59200. if (D < Ray.smallnum) { // the lines are almost parallel
  59201. sN = 0.0; // force using point P0 on segment S1
  59202. sD = 1.0; // to prevent possible division by 0.0 later
  59203. tN = e;
  59204. tD = c;
  59205. }
  59206. else { // get the closest points on the infinite lines
  59207. sN = (b * e - c * d);
  59208. tN = (a * e - b * d);
  59209. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  59210. sN = 0.0;
  59211. tN = e;
  59212. tD = c;
  59213. }
  59214. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  59215. sN = sD;
  59216. tN = e + b;
  59217. tD = c;
  59218. }
  59219. }
  59220. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  59221. tN = 0.0;
  59222. // recompute sc for this edge
  59223. if (-d < 0.0) {
  59224. sN = 0.0;
  59225. }
  59226. else if (-d > a) {
  59227. sN = sD;
  59228. }
  59229. else {
  59230. sN = -d;
  59231. sD = a;
  59232. }
  59233. }
  59234. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  59235. tN = tD;
  59236. // recompute sc for this edge
  59237. if ((-d + b) < 0.0) {
  59238. sN = 0;
  59239. }
  59240. else if ((-d + b) > a) {
  59241. sN = sD;
  59242. }
  59243. else {
  59244. sN = (-d + b);
  59245. sD = a;
  59246. }
  59247. }
  59248. // finally do the division to get sc and tc
  59249. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  59250. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  59251. // get the difference of the two closest points
  59252. var qtc = BABYLON.Tmp.Vector3[4];
  59253. v.scaleToRef(tc, qtc);
  59254. var qsc = BABYLON.Tmp.Vector3[5];
  59255. u.scaleToRef(sc, qsc);
  59256. qsc.addInPlace(w);
  59257. var dP = BABYLON.Tmp.Vector3[6];
  59258. qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
  59259. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  59260. if (isIntersected) {
  59261. return qsc.length();
  59262. }
  59263. return -1;
  59264. };
  59265. /**
  59266. * Update the ray from viewport position
  59267. * @param x position
  59268. * @param y y position
  59269. * @param viewportWidth viewport width
  59270. * @param viewportHeight viewport height
  59271. * @param world world matrix
  59272. * @param view view matrix
  59273. * @param projection projection matrix
  59274. * @returns this ray updated
  59275. */
  59276. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59277. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59278. return this;
  59279. };
  59280. // Statics
  59281. /**
  59282. * Creates a ray with origin and direction of 0,0,0
  59283. * @returns the new ray
  59284. */
  59285. Ray.Zero = function () {
  59286. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59287. };
  59288. /**
  59289. * Creates a new ray from screen space and viewport
  59290. * @param x position
  59291. * @param y y position
  59292. * @param viewportWidth viewport width
  59293. * @param viewportHeight viewport height
  59294. * @param world world matrix
  59295. * @param view view matrix
  59296. * @param projection projection matrix
  59297. * @returns new ray
  59298. */
  59299. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59300. var result = Ray.Zero();
  59301. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59302. };
  59303. /**
  59304. * 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
  59305. * transformed to the given world matrix.
  59306. * @param origin The origin point
  59307. * @param end The end point
  59308. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59309. * @returns the new ray
  59310. */
  59311. Ray.CreateNewFromTo = function (origin, end, world) {
  59312. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59313. var direction = end.subtract(origin);
  59314. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59315. direction.normalize();
  59316. return Ray.Transform(new Ray(origin, direction, length), world);
  59317. };
  59318. /**
  59319. * Transforms a ray by a matrix
  59320. * @param ray ray to transform
  59321. * @param matrix matrix to apply
  59322. * @returns the resulting new ray
  59323. */
  59324. Ray.Transform = function (ray, matrix) {
  59325. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59326. Ray.TransformToRef(ray, matrix, result);
  59327. return result;
  59328. };
  59329. /**
  59330. * Transforms a ray by a matrix
  59331. * @param ray ray to transform
  59332. * @param matrix matrix to apply
  59333. * @param result ray to store result in
  59334. */
  59335. Ray.TransformToRef = function (ray, matrix, result) {
  59336. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59337. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59338. result.length = ray.length;
  59339. var dir = result.direction;
  59340. var len = dir.length();
  59341. if (!(len === 0 || len === 1)) {
  59342. var num = 1.0 / len;
  59343. dir.x *= num;
  59344. dir.y *= num;
  59345. dir.z *= num;
  59346. result.length *= len;
  59347. }
  59348. };
  59349. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59350. Ray.smallnum = 0.00000001;
  59351. Ray.rayl = 10e8;
  59352. return Ray;
  59353. }());
  59354. BABYLON.Ray = Ray;
  59355. })(BABYLON || (BABYLON = {}));
  59356. //# sourceMappingURL=babylon.ray.js.map
  59357. var BABYLON;
  59358. (function (BABYLON) {
  59359. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59360. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59361. return false;
  59362. }
  59363. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59364. return false;
  59365. }
  59366. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59367. return false;
  59368. }
  59369. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59370. return false;
  59371. }
  59372. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59373. return false;
  59374. }
  59375. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59376. return false;
  59377. }
  59378. return true;
  59379. };
  59380. var getLowestRoot = (function () {
  59381. var result = { root: 0, found: false };
  59382. return function (a, b, c, maxR) {
  59383. result.root = 0;
  59384. result.found = false;
  59385. var determinant = b * b - 4.0 * a * c;
  59386. if (determinant < 0) {
  59387. return result;
  59388. }
  59389. var sqrtD = Math.sqrt(determinant);
  59390. var r1 = (-b - sqrtD) / (2.0 * a);
  59391. var r2 = (-b + sqrtD) / (2.0 * a);
  59392. if (r1 > r2) {
  59393. var temp = r2;
  59394. r2 = r1;
  59395. r1 = temp;
  59396. }
  59397. if (r1 > 0 && r1 < maxR) {
  59398. result.root = r1;
  59399. result.found = true;
  59400. return result;
  59401. }
  59402. if (r2 > 0 && r2 < maxR) {
  59403. result.root = r2;
  59404. result.found = true;
  59405. return result;
  59406. }
  59407. return result;
  59408. };
  59409. })();
  59410. /** @hidden */
  59411. var Collider = /** @class */ (function () {
  59412. function Collider() {
  59413. this._collisionPoint = BABYLON.Vector3.Zero();
  59414. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59415. this._tempVector = BABYLON.Vector3.Zero();
  59416. this._tempVector2 = BABYLON.Vector3.Zero();
  59417. this._tempVector3 = BABYLON.Vector3.Zero();
  59418. this._tempVector4 = BABYLON.Vector3.Zero();
  59419. this._edge = BABYLON.Vector3.Zero();
  59420. this._baseToVertex = BABYLON.Vector3.Zero();
  59421. this._destinationPoint = BABYLON.Vector3.Zero();
  59422. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59423. this._displacementVector = BABYLON.Vector3.Zero();
  59424. /** @hidden */
  59425. this._radius = BABYLON.Vector3.One();
  59426. /** @hidden */
  59427. this._retry = 0;
  59428. /** @hidden */
  59429. this._basePointWorld = BABYLON.Vector3.Zero();
  59430. this._velocityWorld = BABYLON.Vector3.Zero();
  59431. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59432. this._collisionMask = -1;
  59433. }
  59434. Object.defineProperty(Collider.prototype, "collisionMask", {
  59435. get: function () {
  59436. return this._collisionMask;
  59437. },
  59438. set: function (mask) {
  59439. this._collisionMask = !isNaN(mask) ? mask : -1;
  59440. },
  59441. enumerable: true,
  59442. configurable: true
  59443. });
  59444. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59445. /**
  59446. * Gets the plane normal used to compute the sliding response (in local space)
  59447. */
  59448. get: function () {
  59449. return this._slidePlaneNormal;
  59450. },
  59451. enumerable: true,
  59452. configurable: true
  59453. });
  59454. // Methods
  59455. /** @hidden */
  59456. Collider.prototype._initialize = function (source, dir, e) {
  59457. this._velocity = dir;
  59458. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59459. this._basePoint = source;
  59460. source.multiplyToRef(this._radius, this._basePointWorld);
  59461. dir.multiplyToRef(this._radius, this._velocityWorld);
  59462. this._velocityWorldLength = this._velocityWorld.length();
  59463. this._epsilon = e;
  59464. this.collisionFound = false;
  59465. };
  59466. /** @hidden */
  59467. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59468. pa.subtractToRef(point, this._tempVector);
  59469. pb.subtractToRef(point, this._tempVector2);
  59470. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59471. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59472. if (d < 0) {
  59473. return false;
  59474. }
  59475. pc.subtractToRef(point, this._tempVector3);
  59476. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59477. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59478. if (d < 0) {
  59479. return false;
  59480. }
  59481. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59482. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59483. return d >= 0;
  59484. };
  59485. /** @hidden */
  59486. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59487. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59488. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59489. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59490. return false;
  59491. }
  59492. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59493. return false;
  59494. }
  59495. return true;
  59496. };
  59497. /** @hidden */
  59498. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59499. var t0;
  59500. var embeddedInPlane = false;
  59501. //defensive programming, actually not needed.
  59502. if (!trianglePlaneArray) {
  59503. trianglePlaneArray = [];
  59504. }
  59505. if (!trianglePlaneArray[faceIndex]) {
  59506. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59507. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59508. }
  59509. var trianglePlane = trianglePlaneArray[faceIndex];
  59510. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59511. return;
  59512. }
  59513. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59514. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59515. if (normalDotVelocity == 0) {
  59516. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59517. return;
  59518. }
  59519. embeddedInPlane = true;
  59520. t0 = 0;
  59521. }
  59522. else {
  59523. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59524. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59525. if (t0 > t1) {
  59526. var temp = t1;
  59527. t1 = t0;
  59528. t0 = temp;
  59529. }
  59530. if (t0 > 1.0 || t1 < 0.0) {
  59531. return;
  59532. }
  59533. if (t0 < 0) {
  59534. t0 = 0;
  59535. }
  59536. if (t0 > 1.0) {
  59537. t0 = 1.0;
  59538. }
  59539. }
  59540. this._collisionPoint.copyFromFloats(0, 0, 0);
  59541. var found = false;
  59542. var t = 1.0;
  59543. if (!embeddedInPlane) {
  59544. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59545. this._velocity.scaleToRef(t0, this._tempVector);
  59546. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59547. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59548. found = true;
  59549. t = t0;
  59550. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59551. }
  59552. }
  59553. if (!found) {
  59554. var velocitySquaredLength = this._velocity.lengthSquared();
  59555. var a = velocitySquaredLength;
  59556. this._basePoint.subtractToRef(p1, this._tempVector);
  59557. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59558. var c = this._tempVector.lengthSquared() - 1.0;
  59559. var lowestRoot = getLowestRoot(a, b, c, t);
  59560. if (lowestRoot.found) {
  59561. t = lowestRoot.root;
  59562. found = true;
  59563. this._collisionPoint.copyFrom(p1);
  59564. }
  59565. this._basePoint.subtractToRef(p2, this._tempVector);
  59566. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59567. c = this._tempVector.lengthSquared() - 1.0;
  59568. lowestRoot = getLowestRoot(a, b, c, t);
  59569. if (lowestRoot.found) {
  59570. t = lowestRoot.root;
  59571. found = true;
  59572. this._collisionPoint.copyFrom(p2);
  59573. }
  59574. this._basePoint.subtractToRef(p3, this._tempVector);
  59575. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59576. c = this._tempVector.lengthSquared() - 1.0;
  59577. lowestRoot = getLowestRoot(a, b, c, t);
  59578. if (lowestRoot.found) {
  59579. t = lowestRoot.root;
  59580. found = true;
  59581. this._collisionPoint.copyFrom(p3);
  59582. }
  59583. p2.subtractToRef(p1, this._edge);
  59584. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59585. var edgeSquaredLength = this._edge.lengthSquared();
  59586. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59587. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59588. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59589. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59590. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59591. lowestRoot = getLowestRoot(a, b, c, t);
  59592. if (lowestRoot.found) {
  59593. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59594. if (f >= 0.0 && f <= 1.0) {
  59595. t = lowestRoot.root;
  59596. found = true;
  59597. this._edge.scaleInPlace(f);
  59598. p1.addToRef(this._edge, this._collisionPoint);
  59599. }
  59600. }
  59601. p3.subtractToRef(p2, this._edge);
  59602. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59603. edgeSquaredLength = this._edge.lengthSquared();
  59604. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59605. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59606. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59607. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59608. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59609. lowestRoot = getLowestRoot(a, b, c, t);
  59610. if (lowestRoot.found) {
  59611. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59612. if (f >= 0.0 && f <= 1.0) {
  59613. t = lowestRoot.root;
  59614. found = true;
  59615. this._edge.scaleInPlace(f);
  59616. p2.addToRef(this._edge, this._collisionPoint);
  59617. }
  59618. }
  59619. p1.subtractToRef(p3, this._edge);
  59620. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59621. edgeSquaredLength = this._edge.lengthSquared();
  59622. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59623. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59624. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59625. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59626. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59627. lowestRoot = getLowestRoot(a, b, c, t);
  59628. if (lowestRoot.found) {
  59629. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59630. if (f >= 0.0 && f <= 1.0) {
  59631. t = lowestRoot.root;
  59632. found = true;
  59633. this._edge.scaleInPlace(f);
  59634. p3.addToRef(this._edge, this._collisionPoint);
  59635. }
  59636. }
  59637. }
  59638. if (found) {
  59639. var distToCollision = t * this._velocity.length();
  59640. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59641. if (!this.intersectionPoint) {
  59642. this.intersectionPoint = this._collisionPoint.clone();
  59643. }
  59644. else {
  59645. this.intersectionPoint.copyFrom(this._collisionPoint);
  59646. }
  59647. this._nearestDistance = distToCollision;
  59648. this.collisionFound = true;
  59649. }
  59650. }
  59651. };
  59652. /** @hidden */
  59653. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59654. for (var i = indexStart; i < indexEnd; i += 3) {
  59655. var p1 = pts[indices[i] - decal];
  59656. var p2 = pts[indices[i + 1] - decal];
  59657. var p3 = pts[indices[i + 2] - decal];
  59658. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59659. }
  59660. };
  59661. /** @hidden */
  59662. Collider.prototype._getResponse = function (pos, vel) {
  59663. pos.addToRef(vel, this._destinationPoint);
  59664. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59665. this._basePoint.addToRef(vel, pos);
  59666. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59667. this._slidePlaneNormal.normalize();
  59668. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59669. pos.addInPlace(this._displacementVector);
  59670. this.intersectionPoint.addInPlace(this._displacementVector);
  59671. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59672. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59673. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59674. };
  59675. return Collider;
  59676. }());
  59677. BABYLON.Collider = Collider;
  59678. })(BABYLON || (BABYLON = {}));
  59679. //# sourceMappingURL=babylon.collider.js.map
  59680. var BABYLON;
  59681. (function (BABYLON) {
  59682. //WebWorker code will be inserted to this variable.
  59683. /** @hidden */
  59684. BABYLON.CollisionWorker = "";
  59685. /** Defines supported task for worker process */
  59686. var WorkerTaskType;
  59687. (function (WorkerTaskType) {
  59688. /** Initialization */
  59689. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59690. /** Update of geometry */
  59691. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59692. /** Evaluate collision */
  59693. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59694. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59695. /** Defines kind of replies returned by worker */
  59696. var WorkerReplyType;
  59697. (function (WorkerReplyType) {
  59698. /** Success */
  59699. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59700. /** Unkown error */
  59701. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59702. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59703. /** @hidden */
  59704. var CollisionCoordinatorWorker = /** @class */ (function () {
  59705. function CollisionCoordinatorWorker() {
  59706. var _this = this;
  59707. this._scaledPosition = BABYLON.Vector3.Zero();
  59708. this._scaledVelocity = BABYLON.Vector3.Zero();
  59709. this.onMeshUpdated = function (transformNode) {
  59710. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59711. };
  59712. this.onGeometryUpdated = function (geometry) {
  59713. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59714. };
  59715. this._afterRender = function () {
  59716. if (!_this._init) {
  59717. return;
  59718. }
  59719. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59720. return;
  59721. }
  59722. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59723. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59724. if (_this._runningUpdated > 4) {
  59725. return;
  59726. }
  59727. ++_this._runningUpdated;
  59728. var payload = {
  59729. updatedMeshes: _this._addUpdateMeshesList,
  59730. updatedGeometries: _this._addUpdateGeometriesList,
  59731. removedGeometries: _this._toRemoveGeometryArray,
  59732. removedMeshes: _this._toRemoveMeshesArray
  59733. };
  59734. var message = {
  59735. payload: payload,
  59736. taskType: WorkerTaskType.UPDATE
  59737. };
  59738. var serializable = [];
  59739. for (var id in payload.updatedGeometries) {
  59740. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59741. //prepare transferables
  59742. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59743. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59744. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59745. }
  59746. }
  59747. _this._worker.postMessage(message, serializable);
  59748. _this._addUpdateMeshesList = {};
  59749. _this._addUpdateGeometriesList = {};
  59750. _this._toRemoveGeometryArray = [];
  59751. _this._toRemoveMeshesArray = [];
  59752. };
  59753. this._onMessageFromWorker = function (e) {
  59754. var returnData = e.data;
  59755. if (returnData.error != WorkerReplyType.SUCCESS) {
  59756. //TODO what errors can be returned from the worker?
  59757. BABYLON.Tools.Warn("error returned from worker!");
  59758. return;
  59759. }
  59760. switch (returnData.taskType) {
  59761. case WorkerTaskType.INIT:
  59762. _this._init = true;
  59763. //Update the worked with ALL of the scene's current state
  59764. _this._scene.meshes.forEach(function (mesh) {
  59765. _this.onMeshAdded(mesh);
  59766. });
  59767. _this._scene.getGeometries().forEach(function (geometry) {
  59768. _this.onGeometryAdded(geometry);
  59769. });
  59770. break;
  59771. case WorkerTaskType.UPDATE:
  59772. _this._runningUpdated--;
  59773. break;
  59774. case WorkerTaskType.COLLIDE:
  59775. var returnPayload = returnData.payload;
  59776. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59777. return;
  59778. }
  59779. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59780. if (callback) {
  59781. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59782. if (mesh) {
  59783. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59784. }
  59785. }
  59786. //cleanup
  59787. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59788. break;
  59789. }
  59790. };
  59791. this._collisionsCallbackArray = [];
  59792. this._init = false;
  59793. this._runningUpdated = 0;
  59794. this._addUpdateMeshesList = {};
  59795. this._addUpdateGeometriesList = {};
  59796. this._toRemoveGeometryArray = [];
  59797. this._toRemoveMeshesArray = [];
  59798. }
  59799. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59800. if (!this._init) {
  59801. return;
  59802. }
  59803. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59804. return;
  59805. }
  59806. position.divideToRef(collider._radius, this._scaledPosition);
  59807. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59808. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59809. var payload = {
  59810. collider: {
  59811. position: this._scaledPosition.asArray(),
  59812. velocity: this._scaledVelocity.asArray(),
  59813. radius: collider._radius.asArray()
  59814. },
  59815. collisionId: collisionIndex,
  59816. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59817. maximumRetry: maximumRetry
  59818. };
  59819. var message = {
  59820. payload: payload,
  59821. taskType: WorkerTaskType.COLLIDE
  59822. };
  59823. this._worker.postMessage(message);
  59824. };
  59825. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59826. this._scene = scene;
  59827. this._scene.registerAfterRender(this._afterRender);
  59828. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59829. this._worker = new Worker(workerUrl);
  59830. this._worker.onmessage = this._onMessageFromWorker;
  59831. var message = {
  59832. payload: {},
  59833. taskType: WorkerTaskType.INIT
  59834. };
  59835. this._worker.postMessage(message);
  59836. };
  59837. CollisionCoordinatorWorker.prototype.destroy = function () {
  59838. this._scene.unregisterAfterRender(this._afterRender);
  59839. this._worker.terminate();
  59840. };
  59841. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59842. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59843. this.onMeshUpdated(mesh);
  59844. };
  59845. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59846. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59847. };
  59848. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59849. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59850. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59851. this.onGeometryUpdated(geometry);
  59852. };
  59853. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59854. this._toRemoveGeometryArray.push(geometry.id);
  59855. };
  59856. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59857. var submeshes = [];
  59858. if (mesh.subMeshes) {
  59859. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59860. var boundingInfo = sm.getBoundingInfo();
  59861. return {
  59862. position: idx,
  59863. verticesStart: sm.verticesStart,
  59864. verticesCount: sm.verticesCount,
  59865. indexStart: sm.indexStart,
  59866. indexCount: sm.indexCount,
  59867. hasMaterial: !!sm.getMaterial(),
  59868. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59869. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59870. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59871. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59872. };
  59873. });
  59874. }
  59875. var geometryId = null;
  59876. if (mesh instanceof BABYLON.Mesh) {
  59877. var geometry = mesh.geometry;
  59878. geometryId = geometry ? geometry.id : null;
  59879. }
  59880. else if (mesh instanceof BABYLON.InstancedMesh) {
  59881. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  59882. geometryId = geometry ? geometry.id : null;
  59883. }
  59884. var boundingInfo = mesh.getBoundingInfo();
  59885. return {
  59886. uniqueId: mesh.uniqueId,
  59887. id: mesh.id,
  59888. name: mesh.name,
  59889. geometryId: geometryId,
  59890. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59891. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59892. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59893. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  59894. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  59895. subMeshes: submeshes,
  59896. checkCollisions: mesh.checkCollisions
  59897. };
  59898. };
  59899. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  59900. return {
  59901. id: geometry.id,
  59902. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  59903. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  59904. indices: new Uint32Array(geometry.getIndices() || []),
  59905. };
  59906. };
  59907. return CollisionCoordinatorWorker;
  59908. }());
  59909. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  59910. /** @hidden */
  59911. var CollisionCoordinatorLegacy = /** @class */ (function () {
  59912. function CollisionCoordinatorLegacy() {
  59913. this._scaledPosition = BABYLON.Vector3.Zero();
  59914. this._scaledVelocity = BABYLON.Vector3.Zero();
  59915. this._finalPosition = BABYLON.Vector3.Zero();
  59916. }
  59917. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59918. position.divideToRef(collider._radius, this._scaledPosition);
  59919. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59920. collider.collidedMesh = null;
  59921. collider._retry = 0;
  59922. collider._initialVelocity = this._scaledVelocity;
  59923. collider._initialPosition = this._scaledPosition;
  59924. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  59925. this._finalPosition.multiplyInPlace(collider._radius);
  59926. //run the callback
  59927. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  59928. };
  59929. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  59930. this._scene = scene;
  59931. };
  59932. CollisionCoordinatorLegacy.prototype.destroy = function () {
  59933. //Legacy need no destruction method.
  59934. };
  59935. //No update in legacy mode
  59936. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  59937. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  59938. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  59939. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  59940. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  59941. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  59942. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  59943. if (excludedMesh === void 0) { excludedMesh = null; }
  59944. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  59945. if (collider._retry >= maximumRetry) {
  59946. finalPosition.copyFrom(position);
  59947. return;
  59948. }
  59949. // Check if this is a mesh else camera or -1
  59950. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  59951. collider._initialize(position, velocity, closeDistance);
  59952. // Check all meshes
  59953. for (var index = 0; index < this._scene.meshes.length; index++) {
  59954. var mesh = this._scene.meshes[index];
  59955. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  59956. mesh._checkCollision(collider);
  59957. }
  59958. }
  59959. if (!collider.collisionFound) {
  59960. position.addToRef(velocity, finalPosition);
  59961. return;
  59962. }
  59963. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  59964. collider._getResponse(position, velocity);
  59965. }
  59966. if (velocity.length() <= closeDistance) {
  59967. finalPosition.copyFrom(position);
  59968. return;
  59969. }
  59970. collider._retry++;
  59971. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  59972. };
  59973. return CollisionCoordinatorLegacy;
  59974. }());
  59975. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  59976. })(BABYLON || (BABYLON = {}));
  59977. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  59978. var BABYLON;
  59979. (function (BABYLON) {
  59980. /**
  59981. * A particle represents one of the element emitted by a particle system.
  59982. * This is mainly define by its coordinates, direction, velocity and age.
  59983. */
  59984. var Particle = /** @class */ (function () {
  59985. /**
  59986. * Creates a new instance Particle
  59987. * @param particleSystem the particle system the particle belongs to
  59988. */
  59989. function Particle(
  59990. /**
  59991. * The particle system the particle belongs to.
  59992. */
  59993. particleSystem) {
  59994. this.particleSystem = particleSystem;
  59995. /**
  59996. * The world position of the particle in the scene.
  59997. */
  59998. this.position = BABYLON.Vector3.Zero();
  59999. /**
  60000. * The world direction of the particle in the scene.
  60001. */
  60002. this.direction = BABYLON.Vector3.Zero();
  60003. /**
  60004. * The color of the particle.
  60005. */
  60006. this.color = new BABYLON.Color4(0, 0, 0, 0);
  60007. /**
  60008. * The color change of the particle per step.
  60009. */
  60010. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  60011. /**
  60012. * Defines how long will the life of the particle be.
  60013. */
  60014. this.lifeTime = 1.0;
  60015. /**
  60016. * The current age of the particle.
  60017. */
  60018. this.age = 0;
  60019. /**
  60020. * The current size of the particle.
  60021. */
  60022. this.size = 0;
  60023. /**
  60024. * The current scale of the particle.
  60025. */
  60026. this.scale = new BABYLON.Vector2(1, 1);
  60027. /**
  60028. * The current angle of the particle.
  60029. */
  60030. this.angle = 0;
  60031. /**
  60032. * Defines how fast is the angle changing.
  60033. */
  60034. this.angularSpeed = 0;
  60035. /**
  60036. * Defines the cell index used by the particle to be rendered from a sprite.
  60037. */
  60038. this.cellIndex = 0;
  60039. /** @hidden */
  60040. this._attachedSubEmitters = null;
  60041. /** @hidden */
  60042. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  60043. /** @hidden */
  60044. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  60045. /** @hidden */
  60046. this._currentSize1 = 0;
  60047. /** @hidden */
  60048. this._currentSize2 = 0;
  60049. /** @hidden */
  60050. this._currentAngularSpeed1 = 0;
  60051. /** @hidden */
  60052. this._currentAngularSpeed2 = 0;
  60053. /** @hidden */
  60054. this._currentVelocity1 = 0;
  60055. /** @hidden */
  60056. this._currentVelocity2 = 0;
  60057. /** @hidden */
  60058. this._currentLimitVelocity1 = 0;
  60059. /** @hidden */
  60060. this._currentLimitVelocity2 = 0;
  60061. /** @hidden */
  60062. this._currentDrag1 = 0;
  60063. /** @hidden */
  60064. this._currentDrag2 = 0;
  60065. this.id = Particle._Count++;
  60066. if (!this.particleSystem.isAnimationSheetEnabled) {
  60067. return;
  60068. }
  60069. this.updateCellInfoFromSystem();
  60070. }
  60071. Particle.prototype.updateCellInfoFromSystem = function () {
  60072. this.cellIndex = this.particleSystem.startSpriteCellID;
  60073. };
  60074. /**
  60075. * Defines how the sprite cell index is updated for the particle
  60076. */
  60077. Particle.prototype.updateCellIndex = function () {
  60078. var offsetAge = this.age;
  60079. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  60080. if (this.particleSystem.spriteRandomStartCell) {
  60081. if (this._randomCellOffset === undefined) {
  60082. this._randomCellOffset = Math.random() * this.lifeTime;
  60083. }
  60084. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  60085. changeSpeed = 1;
  60086. offsetAge = this._randomCellOffset;
  60087. }
  60088. else {
  60089. offsetAge += this._randomCellOffset;
  60090. }
  60091. }
  60092. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  60093. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  60094. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  60095. };
  60096. /** @hidden */
  60097. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  60098. if (subEmitter.particleSystem.emitter.position) {
  60099. var emitterMesh = subEmitter.particleSystem.emitter;
  60100. emitterMesh.position.copyFrom(this.position);
  60101. if (subEmitter.inheritDirection) {
  60102. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  60103. // Look at using Y as forward
  60104. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  60105. }
  60106. }
  60107. else {
  60108. var emitterPosition = subEmitter.particleSystem.emitter;
  60109. emitterPosition.copyFrom(this.position);
  60110. }
  60111. // Set inheritedVelocityOffset to be used when new particles are created
  60112. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  60113. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  60114. };
  60115. /** @hidden */
  60116. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  60117. var _this = this;
  60118. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  60119. this._attachedSubEmitters.forEach(function (subEmitter) {
  60120. _this._inheritParticleInfoToSubEmitter(subEmitter);
  60121. });
  60122. }
  60123. };
  60124. /** @hidden */
  60125. Particle.prototype._reset = function () {
  60126. this.age = 0;
  60127. this._currentColorGradient = null;
  60128. this._currentSizeGradient = null;
  60129. this._currentAngularSpeedGradient = null;
  60130. this._currentVelocityGradient = null;
  60131. this._currentLimitVelocityGradient = null;
  60132. this._currentDragGradient = null;
  60133. this.cellIndex = this.particleSystem.startSpriteCellID;
  60134. this._randomCellOffset = undefined;
  60135. };
  60136. /**
  60137. * Copy the properties of particle to another one.
  60138. * @param other the particle to copy the information to.
  60139. */
  60140. Particle.prototype.copyTo = function (other) {
  60141. other.position.copyFrom(this.position);
  60142. if (this._initialDirection) {
  60143. if (other._initialDirection) {
  60144. other._initialDirection.copyFrom(this._initialDirection);
  60145. }
  60146. else {
  60147. other._initialDirection = this._initialDirection.clone();
  60148. }
  60149. }
  60150. else {
  60151. other._initialDirection = null;
  60152. }
  60153. other.direction.copyFrom(this.direction);
  60154. other.color.copyFrom(this.color);
  60155. other.colorStep.copyFrom(this.colorStep);
  60156. other.lifeTime = this.lifeTime;
  60157. other.age = this.age;
  60158. other._randomCellOffset = this._randomCellOffset;
  60159. other.size = this.size;
  60160. other.scale.copyFrom(this.scale);
  60161. other.angle = this.angle;
  60162. other.angularSpeed = this.angularSpeed;
  60163. other.particleSystem = this.particleSystem;
  60164. other.cellIndex = this.cellIndex;
  60165. other.id = this.id;
  60166. other._attachedSubEmitters = this._attachedSubEmitters;
  60167. if (this._currentColorGradient) {
  60168. other._currentColorGradient = this._currentColorGradient;
  60169. other._currentColor1.copyFrom(this._currentColor1);
  60170. other._currentColor2.copyFrom(this._currentColor2);
  60171. }
  60172. if (this._currentSizeGradient) {
  60173. other._currentSizeGradient = this._currentSizeGradient;
  60174. other._currentSize1 = this._currentSize1;
  60175. other._currentSize2 = this._currentSize2;
  60176. }
  60177. if (this._currentAngularSpeedGradient) {
  60178. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  60179. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  60180. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  60181. }
  60182. if (this._currentVelocityGradient) {
  60183. other._currentVelocityGradient = this._currentVelocityGradient;
  60184. other._currentVelocity1 = this._currentVelocity1;
  60185. other._currentVelocity2 = this._currentVelocity2;
  60186. }
  60187. if (this._currentLimitVelocityGradient) {
  60188. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  60189. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  60190. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  60191. }
  60192. if (this._currentDragGradient) {
  60193. other._currentDragGradient = this._currentDragGradient;
  60194. other._currentDrag1 = this._currentDrag1;
  60195. other._currentDrag2 = this._currentDrag2;
  60196. }
  60197. if (this.particleSystem.isAnimationSheetEnabled) {
  60198. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  60199. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  60200. }
  60201. if (this.particleSystem.useRampGradients) {
  60202. other.remapData.copyFrom(this.remapData);
  60203. }
  60204. if (this._randomNoiseCoordinates1) {
  60205. if (other._randomNoiseCoordinates1) {
  60206. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  60207. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  60208. }
  60209. else {
  60210. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  60211. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  60212. }
  60213. }
  60214. };
  60215. Particle._Count = 0;
  60216. return Particle;
  60217. }());
  60218. BABYLON.Particle = Particle;
  60219. })(BABYLON || (BABYLON = {}));
  60220. //# sourceMappingURL=babylon.particle.js.map
  60221. var BABYLON;
  60222. (function (BABYLON) {
  60223. /**
  60224. * This represents the base class for particle system in Babylon.
  60225. * 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.
  60226. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60227. * @example https://doc.babylonjs.com/babylon101/particles
  60228. */
  60229. var BaseParticleSystem = /** @class */ (function () {
  60230. /**
  60231. * Instantiates a particle system.
  60232. * 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.
  60233. * @param name The name of the particle system
  60234. */
  60235. function BaseParticleSystem(name) {
  60236. /**
  60237. * List of animations used by the particle system.
  60238. */
  60239. this.animations = [];
  60240. /**
  60241. * The rendering group used by the Particle system to chose when to render.
  60242. */
  60243. this.renderingGroupId = 0;
  60244. /**
  60245. * The emitter represents the Mesh or position we are attaching the particle system to.
  60246. */
  60247. this.emitter = null;
  60248. /**
  60249. * The maximum number of particles to emit per frame
  60250. */
  60251. this.emitRate = 10;
  60252. /**
  60253. * If you want to launch only a few particles at once, that can be done, as well.
  60254. */
  60255. this.manualEmitCount = -1;
  60256. /**
  60257. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  60258. */
  60259. this.updateSpeed = 0.01;
  60260. /**
  60261. * The amount of time the particle system is running (depends of the overall update speed).
  60262. */
  60263. this.targetStopDuration = 0;
  60264. /**
  60265. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  60266. */
  60267. this.disposeOnStop = false;
  60268. /**
  60269. * Minimum power of emitting particles.
  60270. */
  60271. this.minEmitPower = 1;
  60272. /**
  60273. * Maximum power of emitting particles.
  60274. */
  60275. this.maxEmitPower = 1;
  60276. /**
  60277. * Minimum life time of emitting particles.
  60278. */
  60279. this.minLifeTime = 1;
  60280. /**
  60281. * Maximum life time of emitting particles.
  60282. */
  60283. this.maxLifeTime = 1;
  60284. /**
  60285. * Minimum Size of emitting particles.
  60286. */
  60287. this.minSize = 1;
  60288. /**
  60289. * Maximum Size of emitting particles.
  60290. */
  60291. this.maxSize = 1;
  60292. /**
  60293. * Minimum scale of emitting particles on X axis.
  60294. */
  60295. this.minScaleX = 1;
  60296. /**
  60297. * Maximum scale of emitting particles on X axis.
  60298. */
  60299. this.maxScaleX = 1;
  60300. /**
  60301. * Minimum scale of emitting particles on Y axis.
  60302. */
  60303. this.minScaleY = 1;
  60304. /**
  60305. * Maximum scale of emitting particles on Y axis.
  60306. */
  60307. this.maxScaleY = 1;
  60308. /**
  60309. * Gets or sets the minimal initial rotation in radians.
  60310. */
  60311. this.minInitialRotation = 0;
  60312. /**
  60313. * Gets or sets the maximal initial rotation in radians.
  60314. */
  60315. this.maxInitialRotation = 0;
  60316. /**
  60317. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60318. */
  60319. this.minAngularSpeed = 0;
  60320. /**
  60321. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60322. */
  60323. this.maxAngularSpeed = 0;
  60324. /**
  60325. * The layer mask we are rendering the particles through.
  60326. */
  60327. this.layerMask = 0x0FFFFFFF;
  60328. /**
  60329. * This can help using your own shader to render the particle system.
  60330. * The according effect will be created
  60331. */
  60332. this.customShader = null;
  60333. /**
  60334. * By default particle system starts as soon as they are created. This prevents the
  60335. * automatic start to happen and let you decide when to start emitting particles.
  60336. */
  60337. this.preventAutoStart = false;
  60338. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60339. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60340. /**
  60341. * Callback triggered when the particle animation is ending.
  60342. */
  60343. this.onAnimationEnd = null;
  60344. /**
  60345. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60346. */
  60347. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60348. /**
  60349. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60350. * to override the particles.
  60351. */
  60352. this.forceDepthWrite = false;
  60353. /** 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 */
  60354. this.preWarmCycles = 0;
  60355. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60356. this.preWarmStepOffset = 1;
  60357. /**
  60358. * 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)
  60359. */
  60360. this.spriteCellChangeSpeed = 1;
  60361. /**
  60362. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60363. */
  60364. this.startSpriteCellID = 0;
  60365. /**
  60366. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60367. */
  60368. this.endSpriteCellID = 0;
  60369. /**
  60370. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60371. */
  60372. this.spriteCellWidth = 0;
  60373. /**
  60374. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60375. */
  60376. this.spriteCellHeight = 0;
  60377. /**
  60378. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60379. */
  60380. this.spriteRandomStartCell = false;
  60381. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60382. this.translationPivot = new BABYLON.Vector2(0, 0);
  60383. /**
  60384. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60385. */
  60386. this.beginAnimationOnStart = false;
  60387. /**
  60388. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60389. */
  60390. this.beginAnimationFrom = 0;
  60391. /**
  60392. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60393. */
  60394. this.beginAnimationTo = 60;
  60395. /**
  60396. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60397. */
  60398. this.beginAnimationLoop = false;
  60399. /**
  60400. * You can use gravity if you want to give an orientation to your particles.
  60401. */
  60402. this.gravity = BABYLON.Vector3.Zero();
  60403. this._colorGradients = null;
  60404. this._sizeGradients = null;
  60405. this._lifeTimeGradients = null;
  60406. this._angularSpeedGradients = null;
  60407. this._velocityGradients = null;
  60408. this._limitVelocityGradients = null;
  60409. this._dragGradients = null;
  60410. this._emitRateGradients = null;
  60411. this._startSizeGradients = null;
  60412. this._rampGradients = null;
  60413. this._colorRemapGradients = null;
  60414. this._alphaRemapGradients = null;
  60415. /**
  60416. * Defines the delay in milliseconds before starting the system (0 by default)
  60417. */
  60418. this.startDelay = 0;
  60419. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60420. this.limitVelocityDamping = 0.4;
  60421. /**
  60422. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60423. */
  60424. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60425. /**
  60426. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60427. */
  60428. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60429. /**
  60430. * Color the particle will have at the end of its lifetime
  60431. */
  60432. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60433. /**
  60434. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60435. */
  60436. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60437. /** @hidden */
  60438. this._isSubEmitter = false;
  60439. /**
  60440. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60441. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60442. */
  60443. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60444. this._isBillboardBased = true;
  60445. /**
  60446. * Local cache of defines for image processing.
  60447. */
  60448. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60449. this.id = name;
  60450. this.name = name;
  60451. }
  60452. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60453. /**
  60454. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60455. */
  60456. get: function () {
  60457. return this._isAnimationSheetEnabled;
  60458. },
  60459. set: function (value) {
  60460. if (this._isAnimationSheetEnabled == value) {
  60461. return;
  60462. }
  60463. this._isAnimationSheetEnabled = value;
  60464. this._reset();
  60465. },
  60466. enumerable: true,
  60467. configurable: true
  60468. });
  60469. /**
  60470. * Get hosting scene
  60471. * @returns the scene
  60472. */
  60473. BaseParticleSystem.prototype.getScene = function () {
  60474. return this._scene;
  60475. };
  60476. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60477. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60478. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60479. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60480. };
  60481. /**
  60482. * Gets the current list of drag gradients.
  60483. * You must use addDragGradient and removeDragGradient to udpate this list
  60484. * @returns the list of drag gradients
  60485. */
  60486. BaseParticleSystem.prototype.getDragGradients = function () {
  60487. return this._dragGradients;
  60488. };
  60489. /**
  60490. * Gets the current list of limit velocity gradients.
  60491. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60492. * @returns the list of limit velocity gradients
  60493. */
  60494. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60495. return this._limitVelocityGradients;
  60496. };
  60497. /**
  60498. * Gets the current list of color gradients.
  60499. * You must use addColorGradient and removeColorGradient to udpate this list
  60500. * @returns the list of color gradients
  60501. */
  60502. BaseParticleSystem.prototype.getColorGradients = function () {
  60503. return this._colorGradients;
  60504. };
  60505. /**
  60506. * Gets the current list of size gradients.
  60507. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60508. * @returns the list of size gradients
  60509. */
  60510. BaseParticleSystem.prototype.getSizeGradients = function () {
  60511. return this._sizeGradients;
  60512. };
  60513. /**
  60514. * Gets the current list of color remap gradients.
  60515. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60516. * @returns the list of color remap gradients
  60517. */
  60518. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60519. return this._colorRemapGradients;
  60520. };
  60521. /**
  60522. * Gets the current list of alpha remap gradients.
  60523. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60524. * @returns the list of alpha remap gradients
  60525. */
  60526. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60527. return this._alphaRemapGradients;
  60528. };
  60529. /**
  60530. * Gets the current list of life time gradients.
  60531. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60532. * @returns the list of life time gradients
  60533. */
  60534. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60535. return this._lifeTimeGradients;
  60536. };
  60537. /**
  60538. * Gets the current list of angular speed gradients.
  60539. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60540. * @returns the list of angular speed gradients
  60541. */
  60542. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60543. return this._angularSpeedGradients;
  60544. };
  60545. /**
  60546. * Gets the current list of velocity gradients.
  60547. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60548. * @returns the list of velocity gradients
  60549. */
  60550. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60551. return this._velocityGradients;
  60552. };
  60553. /**
  60554. * Gets the current list of start size gradients.
  60555. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60556. * @returns the list of start size gradients
  60557. */
  60558. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60559. return this._startSizeGradients;
  60560. };
  60561. /**
  60562. * Gets the current list of emit rate gradients.
  60563. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60564. * @returns the list of emit rate gradients
  60565. */
  60566. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60567. return this._emitRateGradients;
  60568. };
  60569. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60570. /**
  60571. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60572. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60573. */
  60574. get: function () {
  60575. if (this.particleEmitterType.direction1) {
  60576. return this.particleEmitterType.direction1;
  60577. }
  60578. return BABYLON.Vector3.Zero();
  60579. },
  60580. set: function (value) {
  60581. if (this.particleEmitterType.direction1) {
  60582. this.particleEmitterType.direction1 = value;
  60583. }
  60584. },
  60585. enumerable: true,
  60586. configurable: true
  60587. });
  60588. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60589. /**
  60590. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60591. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60592. */
  60593. get: function () {
  60594. if (this.particleEmitterType.direction2) {
  60595. return this.particleEmitterType.direction2;
  60596. }
  60597. return BABYLON.Vector3.Zero();
  60598. },
  60599. set: function (value) {
  60600. if (this.particleEmitterType.direction2) {
  60601. this.particleEmitterType.direction2 = value;
  60602. }
  60603. },
  60604. enumerable: true,
  60605. configurable: true
  60606. });
  60607. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60608. /**
  60609. * 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.
  60610. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60611. */
  60612. get: function () {
  60613. if (this.particleEmitterType.minEmitBox) {
  60614. return this.particleEmitterType.minEmitBox;
  60615. }
  60616. return BABYLON.Vector3.Zero();
  60617. },
  60618. set: function (value) {
  60619. if (this.particleEmitterType.minEmitBox) {
  60620. this.particleEmitterType.minEmitBox = value;
  60621. }
  60622. },
  60623. enumerable: true,
  60624. configurable: true
  60625. });
  60626. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60627. /**
  60628. * 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.
  60629. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60630. */
  60631. get: function () {
  60632. if (this.particleEmitterType.maxEmitBox) {
  60633. return this.particleEmitterType.maxEmitBox;
  60634. }
  60635. return BABYLON.Vector3.Zero();
  60636. },
  60637. set: function (value) {
  60638. if (this.particleEmitterType.maxEmitBox) {
  60639. this.particleEmitterType.maxEmitBox = value;
  60640. }
  60641. },
  60642. enumerable: true,
  60643. configurable: true
  60644. });
  60645. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60646. /**
  60647. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60648. */
  60649. get: function () {
  60650. return this._isBillboardBased;
  60651. },
  60652. set: function (value) {
  60653. if (this._isBillboardBased === value) {
  60654. return;
  60655. }
  60656. this._isBillboardBased = value;
  60657. this._reset();
  60658. },
  60659. enumerable: true,
  60660. configurable: true
  60661. });
  60662. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60663. /**
  60664. * Gets the image processing configuration used either in this material.
  60665. */
  60666. get: function () {
  60667. return this._imageProcessingConfiguration;
  60668. },
  60669. /**
  60670. * Sets the Default image processing configuration used either in the this material.
  60671. *
  60672. * If sets to null, the scene one is in use.
  60673. */
  60674. set: function (value) {
  60675. this._attachImageProcessingConfiguration(value);
  60676. },
  60677. enumerable: true,
  60678. configurable: true
  60679. });
  60680. /**
  60681. * Attaches a new image processing configuration to the Standard Material.
  60682. * @param configuration
  60683. */
  60684. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60685. if (configuration === this._imageProcessingConfiguration) {
  60686. return;
  60687. }
  60688. // Pick the scene configuration if needed.
  60689. if (!configuration) {
  60690. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60691. }
  60692. else {
  60693. this._imageProcessingConfiguration = configuration;
  60694. }
  60695. };
  60696. /** @hidden */
  60697. BaseParticleSystem.prototype._reset = function () {
  60698. };
  60699. /** @hidden */
  60700. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60701. if (!gradients) {
  60702. return this;
  60703. }
  60704. var index = 0;
  60705. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60706. var valueGradient = gradients_1[_i];
  60707. if (valueGradient.gradient === gradient) {
  60708. gradients.splice(index, 1);
  60709. break;
  60710. }
  60711. index++;
  60712. }
  60713. if (texture) {
  60714. texture.dispose();
  60715. }
  60716. return this;
  60717. };
  60718. /**
  60719. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60720. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60721. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60722. * @returns the emitter
  60723. */
  60724. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60725. var particleEmitter = new BABYLON.PointParticleEmitter();
  60726. particleEmitter.direction1 = direction1;
  60727. particleEmitter.direction2 = direction2;
  60728. this.particleEmitterType = particleEmitter;
  60729. return particleEmitter;
  60730. };
  60731. /**
  60732. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60733. * @param radius The radius of the hemisphere to emit from
  60734. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60735. * @returns the emitter
  60736. */
  60737. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60738. if (radius === void 0) { radius = 1; }
  60739. if (radiusRange === void 0) { radiusRange = 1; }
  60740. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60741. this.particleEmitterType = particleEmitter;
  60742. return particleEmitter;
  60743. };
  60744. /**
  60745. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60746. * @param radius The radius of the sphere to emit from
  60747. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60748. * @returns the emitter
  60749. */
  60750. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60751. if (radius === void 0) { radius = 1; }
  60752. if (radiusRange === void 0) { radiusRange = 1; }
  60753. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60754. this.particleEmitterType = particleEmitter;
  60755. return particleEmitter;
  60756. };
  60757. /**
  60758. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60759. * @param radius The radius of the sphere to emit from
  60760. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60761. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60762. * @returns the emitter
  60763. */
  60764. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60765. if (radius === void 0) { radius = 1; }
  60766. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60767. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60768. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60769. this.particleEmitterType = particleEmitter;
  60770. return particleEmitter;
  60771. };
  60772. /**
  60773. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60774. * @param radius The radius of the emission cylinder
  60775. * @param height The height of the emission cylinder
  60776. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60777. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60778. * @returns the emitter
  60779. */
  60780. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60781. if (radius === void 0) { radius = 1; }
  60782. if (height === void 0) { height = 1; }
  60783. if (radiusRange === void 0) { radiusRange = 1; }
  60784. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60785. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60786. this.particleEmitterType = particleEmitter;
  60787. return particleEmitter;
  60788. };
  60789. /**
  60790. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60791. * @param radius The radius of the cylinder to emit from
  60792. * @param height The height of the emission cylinder
  60793. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60794. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60795. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60796. * @returns the emitter
  60797. */
  60798. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60799. if (radius === void 0) { radius = 1; }
  60800. if (height === void 0) { height = 1; }
  60801. if (radiusRange === void 0) { radiusRange = 1; }
  60802. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60803. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60804. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60805. this.particleEmitterType = particleEmitter;
  60806. return particleEmitter;
  60807. };
  60808. /**
  60809. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60810. * @param radius The radius of the cone to emit from
  60811. * @param angle The base angle of the cone
  60812. * @returns the emitter
  60813. */
  60814. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60815. if (radius === void 0) { radius = 1; }
  60816. if (angle === void 0) { angle = Math.PI / 4; }
  60817. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60818. this.particleEmitterType = particleEmitter;
  60819. return particleEmitter;
  60820. };
  60821. /**
  60822. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60823. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60824. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60825. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60826. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60827. * @returns the emitter
  60828. */
  60829. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60830. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60831. this.particleEmitterType = particleEmitter;
  60832. this.direction1 = direction1;
  60833. this.direction2 = direction2;
  60834. this.minEmitBox = minEmitBox;
  60835. this.maxEmitBox = maxEmitBox;
  60836. return particleEmitter;
  60837. };
  60838. /**
  60839. * Source color is added to the destination color without alpha affecting the result
  60840. */
  60841. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60842. /**
  60843. * Blend current color and particle color using particle’s alpha
  60844. */
  60845. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60846. /**
  60847. * Add current color and particle color multiplied by particle’s alpha
  60848. */
  60849. BaseParticleSystem.BLENDMODE_ADD = 2;
  60850. /**
  60851. * Multiply current color with particle color
  60852. */
  60853. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60854. /**
  60855. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60856. */
  60857. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60858. return BaseParticleSystem;
  60859. }());
  60860. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60861. })(BABYLON || (BABYLON = {}));
  60862. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  60863. var BABYLON;
  60864. (function (BABYLON) {
  60865. /**
  60866. * This represents a particle system in Babylon.
  60867. * 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.
  60868. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60869. * @example https://doc.babylonjs.com/babylon101/particles
  60870. */
  60871. var ParticleSystem = /** @class */ (function (_super) {
  60872. __extends(ParticleSystem, _super);
  60873. /**
  60874. * Instantiates a particle system.
  60875. * 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.
  60876. * @param name The name of the particle system
  60877. * @param capacity The max number of particles alive at the same time
  60878. * @param scene The scene the particle system belongs to
  60879. * @param customEffect a custom effect used to change the way particles are rendered by default
  60880. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60881. * @param epsilon Offset used to render the particles
  60882. */
  60883. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  60884. if (customEffect === void 0) { customEffect = null; }
  60885. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  60886. if (epsilon === void 0) { epsilon = 0.01; }
  60887. var _this = _super.call(this, name) || this;
  60888. /**
  60889. * @hidden
  60890. */
  60891. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  60892. /**
  60893. * An event triggered when the system is disposed
  60894. */
  60895. _this.onDisposeObservable = new BABYLON.Observable();
  60896. _this._particles = new Array();
  60897. _this._stockParticles = new Array();
  60898. _this._newPartsExcess = 0;
  60899. _this._vertexBuffers = {};
  60900. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  60901. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  60902. _this._scaledDirection = BABYLON.Vector3.Zero();
  60903. _this._scaledGravity = BABYLON.Vector3.Zero();
  60904. _this._currentRenderId = -1;
  60905. _this._useInstancing = false;
  60906. _this._started = false;
  60907. _this._stopped = false;
  60908. _this._actualFrame = 0;
  60909. /** @hidden */
  60910. _this._currentEmitRate1 = 0;
  60911. /** @hidden */
  60912. _this._currentEmitRate2 = 0;
  60913. /** @hidden */
  60914. _this._currentStartSize1 = 0;
  60915. /** @hidden */
  60916. _this._currentStartSize2 = 0;
  60917. _this._rawTextureWidth = 256;
  60918. _this._useRampGradients = false;
  60919. /**
  60920. * @hidden
  60921. * If the particle systems emitter should be disposed when the particle system is disposed
  60922. */
  60923. _this._disposeEmitterOnDispose = false;
  60924. // start of sub system methods
  60925. /**
  60926. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  60927. * Its lifetime will start back at 0.
  60928. */
  60929. _this.recycleParticle = function (particle) {
  60930. // move particle from activeParticle list to stock particles
  60931. var lastParticle = _this._particles.pop();
  60932. if (lastParticle !== particle) {
  60933. lastParticle.copyTo(particle);
  60934. }
  60935. _this._stockParticles.push(lastParticle);
  60936. };
  60937. _this._createParticle = function () {
  60938. var particle;
  60939. if (_this._stockParticles.length !== 0) {
  60940. particle = _this._stockParticles.pop();
  60941. particle._reset();
  60942. }
  60943. else {
  60944. particle = new BABYLON.Particle(_this);
  60945. }
  60946. // Attach emitters
  60947. if (_this._subEmitters && _this._subEmitters.length > 0) {
  60948. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  60949. particle._attachedSubEmitters = [];
  60950. subEmitters.forEach(function (subEmitter) {
  60951. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  60952. var newEmitter = subEmitter.clone();
  60953. particle._attachedSubEmitters.push(newEmitter);
  60954. newEmitter.particleSystem.start();
  60955. }
  60956. });
  60957. }
  60958. return particle;
  60959. };
  60960. _this._emitFromParticle = function (particle) {
  60961. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  60962. return;
  60963. }
  60964. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  60965. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  60966. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  60967. var subSystem = subEmitter.clone();
  60968. particle._inheritParticleInfoToSubEmitter(subSystem);
  60969. subSystem.particleSystem._rootParticleSystem = _this;
  60970. _this.activeSubSystems.push(subSystem.particleSystem);
  60971. subSystem.particleSystem.start();
  60972. }
  60973. });
  60974. };
  60975. _this._capacity = capacity;
  60976. _this._epsilon = epsilon;
  60977. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  60978. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  60979. // Setup the default processing configuration to the scene.
  60980. _this._attachImageProcessingConfiguration(null);
  60981. _this._customEffect = customEffect;
  60982. _this._scene.particleSystems.push(_this);
  60983. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  60984. _this._createIndexBuffer();
  60985. _this._createVertexBuffers();
  60986. // Default emitter type
  60987. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  60988. // Update
  60989. _this.updateFunction = function (particles) {
  60990. var noiseTextureSize = null;
  60991. var noiseTextureData = null;
  60992. if (_this.noiseTexture) { // We need to get texture data back to CPU
  60993. noiseTextureSize = _this.noiseTexture.getSize();
  60994. noiseTextureData = (_this.noiseTexture.getContent());
  60995. }
  60996. var _loop_1 = function () {
  60997. particle = particles[index];
  60998. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  60999. var previousAge = particle.age;
  61000. particle.age += scaledUpdateSpeed;
  61001. // Evaluate step to death
  61002. if (particle.age > particle.lifeTime) {
  61003. var diff = particle.age - previousAge;
  61004. var oldDiff = particle.lifeTime - previousAge;
  61005. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  61006. particle.age = particle.lifeTime;
  61007. }
  61008. var ratio = particle.age / particle.lifeTime;
  61009. // Color
  61010. if (_this._colorGradients && _this._colorGradients.length > 0) {
  61011. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  61012. if (currentGradient !== particle._currentColorGradient) {
  61013. particle._currentColor1.copyFrom(particle._currentColor2);
  61014. nextGradient.getColorToRef(particle._currentColor2);
  61015. particle._currentColorGradient = currentGradient;
  61016. }
  61017. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  61018. });
  61019. }
  61020. else {
  61021. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  61022. particle.color.addInPlace(_this._scaledColorStep);
  61023. if (particle.color.a < 0) {
  61024. particle.color.a = 0;
  61025. }
  61026. }
  61027. // Angular speed
  61028. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  61029. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  61030. if (currentGradient !== particle._currentAngularSpeedGradient) {
  61031. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  61032. particle._currentAngularSpeed2 = nextGradient.getFactor();
  61033. particle._currentAngularSpeedGradient = currentGradient;
  61034. }
  61035. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  61036. });
  61037. }
  61038. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  61039. // Direction
  61040. var directionScale = scaledUpdateSpeed;
  61041. /// Velocity
  61042. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  61043. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  61044. if (currentGradient !== particle._currentVelocityGradient) {
  61045. particle._currentVelocity1 = particle._currentVelocity2;
  61046. particle._currentVelocity2 = nextGradient.getFactor();
  61047. particle._currentVelocityGradient = currentGradient;
  61048. }
  61049. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  61050. });
  61051. }
  61052. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  61053. /// Limit velocity
  61054. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  61055. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  61056. if (currentGradient !== particle._currentLimitVelocityGradient) {
  61057. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  61058. particle._currentLimitVelocity2 = nextGradient.getFactor();
  61059. particle._currentLimitVelocityGradient = currentGradient;
  61060. }
  61061. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  61062. var currentVelocity = particle.direction.length();
  61063. if (currentVelocity > limitVelocity) {
  61064. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  61065. }
  61066. });
  61067. }
  61068. /// Drag
  61069. if (_this._dragGradients && _this._dragGradients.length > 0) {
  61070. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  61071. if (currentGradient !== particle._currentDragGradient) {
  61072. particle._currentDrag1 = particle._currentDrag2;
  61073. particle._currentDrag2 = nextGradient.getFactor();
  61074. particle._currentDragGradient = currentGradient;
  61075. }
  61076. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  61077. _this._scaledDirection.scaleInPlace(1.0 - drag);
  61078. });
  61079. }
  61080. particle.position.addInPlace(_this._scaledDirection);
  61081. // Noise
  61082. if (noiseTextureData && noiseTextureSize) {
  61083. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61084. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61085. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61086. var force = BABYLON.Tmp.Vector3[0];
  61087. var scaledForce = BABYLON.Tmp.Vector3[1];
  61088. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  61089. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  61090. particle.direction.addInPlace(scaledForce);
  61091. }
  61092. // Gravity
  61093. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  61094. particle.direction.addInPlace(_this._scaledGravity);
  61095. // Size
  61096. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  61097. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  61098. if (currentGradient !== particle._currentSizeGradient) {
  61099. particle._currentSize1 = particle._currentSize2;
  61100. particle._currentSize2 = nextGradient.getFactor();
  61101. particle._currentSizeGradient = currentGradient;
  61102. }
  61103. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  61104. });
  61105. }
  61106. // Remap data
  61107. if (_this._useRampGradients) {
  61108. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  61109. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  61110. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61111. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61112. particle.remapData.x = min;
  61113. particle.remapData.y = max - min;
  61114. });
  61115. }
  61116. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  61117. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  61118. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61119. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61120. particle.remapData.z = min;
  61121. particle.remapData.w = max - min;
  61122. });
  61123. }
  61124. }
  61125. if (_this._isAnimationSheetEnabled) {
  61126. particle.updateCellIndex();
  61127. }
  61128. // Update the position of the attached sub-emitters to match their attached particle
  61129. particle._inheritParticleInfoToSubEmitters();
  61130. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  61131. _this._emitFromParticle(particle);
  61132. if (particle._attachedSubEmitters) {
  61133. particle._attachedSubEmitters.forEach(function (subEmitter) {
  61134. subEmitter.particleSystem.disposeOnStop = true;
  61135. subEmitter.particleSystem.stop();
  61136. });
  61137. particle._attachedSubEmitters = null;
  61138. }
  61139. _this.recycleParticle(particle);
  61140. index--;
  61141. return "continue";
  61142. }
  61143. };
  61144. var particle;
  61145. for (var index = 0; index < particles.length; index++) {
  61146. _loop_1();
  61147. }
  61148. };
  61149. return _this;
  61150. }
  61151. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  61152. /**
  61153. * Sets a callback that will be triggered when the system is disposed
  61154. */
  61155. set: function (callback) {
  61156. if (this._onDisposeObserver) {
  61157. this.onDisposeObservable.remove(this._onDisposeObserver);
  61158. }
  61159. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  61160. },
  61161. enumerable: true,
  61162. configurable: true
  61163. });
  61164. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  61165. /** Gets or sets a boolean indicating that ramp gradients must be used
  61166. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61167. */
  61168. get: function () {
  61169. return this._useRampGradients;
  61170. },
  61171. set: function (value) {
  61172. if (this._useRampGradients === value) {
  61173. return;
  61174. }
  61175. this._useRampGradients = value;
  61176. this._resetEffect();
  61177. },
  61178. enumerable: true,
  61179. configurable: true
  61180. });
  61181. Object.defineProperty(ParticleSystem.prototype, "particles", {
  61182. //end of Sub-emitter
  61183. /**
  61184. * Gets the current list of active particles
  61185. */
  61186. get: function () {
  61187. return this._particles;
  61188. },
  61189. enumerable: true,
  61190. configurable: true
  61191. });
  61192. /**
  61193. * Returns the string "ParticleSystem"
  61194. * @returns a string containing the class name
  61195. */
  61196. ParticleSystem.prototype.getClassName = function () {
  61197. return "ParticleSystem";
  61198. };
  61199. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  61200. var newGradient = new BABYLON.FactorGradient();
  61201. newGradient.gradient = gradient;
  61202. newGradient.factor1 = factor;
  61203. newGradient.factor2 = factor2;
  61204. factorGradients.push(newGradient);
  61205. factorGradients.sort(function (a, b) {
  61206. if (a.gradient < b.gradient) {
  61207. return -1;
  61208. }
  61209. else if (a.gradient > b.gradient) {
  61210. return 1;
  61211. }
  61212. return 0;
  61213. });
  61214. };
  61215. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  61216. if (!factorGradients) {
  61217. return;
  61218. }
  61219. var index = 0;
  61220. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  61221. var factorGradient = factorGradients_1[_i];
  61222. if (factorGradient.gradient === gradient) {
  61223. factorGradients.splice(index, 1);
  61224. break;
  61225. }
  61226. index++;
  61227. }
  61228. };
  61229. /**
  61230. * Adds a new life time gradient
  61231. * @param gradient defines the gradient to use (between 0 and 1)
  61232. * @param factor defines the life time factor to affect to the specified gradient
  61233. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61234. * @returns the current particle system
  61235. */
  61236. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  61237. if (!this._lifeTimeGradients) {
  61238. this._lifeTimeGradients = [];
  61239. }
  61240. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  61241. return this;
  61242. };
  61243. /**
  61244. * Remove a specific life time gradient
  61245. * @param gradient defines the gradient to remove
  61246. * @returns the current particle system
  61247. */
  61248. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  61249. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  61250. return this;
  61251. };
  61252. /**
  61253. * Adds a new size gradient
  61254. * @param gradient defines the gradient to use (between 0 and 1)
  61255. * @param factor defines the size factor to affect to the specified gradient
  61256. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61257. * @returns the current particle system
  61258. */
  61259. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  61260. if (!this._sizeGradients) {
  61261. this._sizeGradients = [];
  61262. }
  61263. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  61264. return this;
  61265. };
  61266. /**
  61267. * Remove a specific size gradient
  61268. * @param gradient defines the gradient to remove
  61269. * @returns the current particle system
  61270. */
  61271. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61272. this._removeFactorGradient(this._sizeGradients, gradient);
  61273. return this;
  61274. };
  61275. /**
  61276. * Adds a new color remap gradient
  61277. * @param gradient defines the gradient to use (between 0 and 1)
  61278. * @param min defines the color remap minimal range
  61279. * @param max defines the color remap maximal range
  61280. * @returns the current particle system
  61281. */
  61282. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61283. if (!this._colorRemapGradients) {
  61284. this._colorRemapGradients = [];
  61285. }
  61286. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61287. return this;
  61288. };
  61289. /**
  61290. * Remove a specific color remap gradient
  61291. * @param gradient defines the gradient to remove
  61292. * @returns the current particle system
  61293. */
  61294. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61295. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61296. return this;
  61297. };
  61298. /**
  61299. * Adds a new alpha remap gradient
  61300. * @param gradient defines the gradient to use (between 0 and 1)
  61301. * @param min defines the alpha remap minimal range
  61302. * @param max defines the alpha remap maximal range
  61303. * @returns the current particle system
  61304. */
  61305. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61306. if (!this._alphaRemapGradients) {
  61307. this._alphaRemapGradients = [];
  61308. }
  61309. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61310. return this;
  61311. };
  61312. /**
  61313. * Remove a specific alpha remap gradient
  61314. * @param gradient defines the gradient to remove
  61315. * @returns the current particle system
  61316. */
  61317. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61318. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61319. return this;
  61320. };
  61321. /**
  61322. * Adds a new angular speed gradient
  61323. * @param gradient defines the gradient to use (between 0 and 1)
  61324. * @param factor defines the angular speed to affect to the specified gradient
  61325. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61326. * @returns the current particle system
  61327. */
  61328. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61329. if (!this._angularSpeedGradients) {
  61330. this._angularSpeedGradients = [];
  61331. }
  61332. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61333. return this;
  61334. };
  61335. /**
  61336. * Remove a specific angular speed gradient
  61337. * @param gradient defines the gradient to remove
  61338. * @returns the current particle system
  61339. */
  61340. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61341. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61342. return this;
  61343. };
  61344. /**
  61345. * Adds a new velocity gradient
  61346. * @param gradient defines the gradient to use (between 0 and 1)
  61347. * @param factor defines the velocity to affect to the specified gradient
  61348. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61349. * @returns the current particle system
  61350. */
  61351. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61352. if (!this._velocityGradients) {
  61353. this._velocityGradients = [];
  61354. }
  61355. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61356. return this;
  61357. };
  61358. /**
  61359. * Remove a specific velocity gradient
  61360. * @param gradient defines the gradient to remove
  61361. * @returns the current particle system
  61362. */
  61363. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61364. this._removeFactorGradient(this._velocityGradients, gradient);
  61365. return this;
  61366. };
  61367. /**
  61368. * Adds a new limit velocity gradient
  61369. * @param gradient defines the gradient to use (between 0 and 1)
  61370. * @param factor defines the limit velocity value to affect to the specified gradient
  61371. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61372. * @returns the current particle system
  61373. */
  61374. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61375. if (!this._limitVelocityGradients) {
  61376. this._limitVelocityGradients = [];
  61377. }
  61378. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61379. return this;
  61380. };
  61381. /**
  61382. * Remove a specific limit velocity gradient
  61383. * @param gradient defines the gradient to remove
  61384. * @returns the current particle system
  61385. */
  61386. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61387. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61388. return this;
  61389. };
  61390. /**
  61391. * Adds a new drag gradient
  61392. * @param gradient defines the gradient to use (between 0 and 1)
  61393. * @param factor defines the drag value to affect to the specified gradient
  61394. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61395. * @returns the current particle system
  61396. */
  61397. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61398. if (!this._dragGradients) {
  61399. this._dragGradients = [];
  61400. }
  61401. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61402. return this;
  61403. };
  61404. /**
  61405. * Remove a specific drag gradient
  61406. * @param gradient defines the gradient to remove
  61407. * @returns the current particle system
  61408. */
  61409. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61410. this._removeFactorGradient(this._dragGradients, gradient);
  61411. return this;
  61412. };
  61413. /**
  61414. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61415. * @param gradient defines the gradient to use (between 0 and 1)
  61416. * @param factor defines the emit rate value to affect to the specified gradient
  61417. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61418. * @returns the current particle system
  61419. */
  61420. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61421. if (!this._emitRateGradients) {
  61422. this._emitRateGradients = [];
  61423. }
  61424. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61425. return this;
  61426. };
  61427. /**
  61428. * Remove a specific emit rate gradient
  61429. * @param gradient defines the gradient to remove
  61430. * @returns the current particle system
  61431. */
  61432. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61433. this._removeFactorGradient(this._emitRateGradients, gradient);
  61434. return this;
  61435. };
  61436. /**
  61437. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61438. * @param gradient defines the gradient to use (between 0 and 1)
  61439. * @param factor defines the start size value to affect to the specified gradient
  61440. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61441. * @returns the current particle system
  61442. */
  61443. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61444. if (!this._startSizeGradients) {
  61445. this._startSizeGradients = [];
  61446. }
  61447. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61448. return this;
  61449. };
  61450. /**
  61451. * Remove a specific start size gradient
  61452. * @param gradient defines the gradient to remove
  61453. * @returns the current particle system
  61454. */
  61455. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61456. this._removeFactorGradient(this._emitRateGradients, gradient);
  61457. return this;
  61458. };
  61459. ParticleSystem.prototype._createRampGradientTexture = function () {
  61460. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61461. return;
  61462. }
  61463. var data = new Uint8Array(this._rawTextureWidth * 4);
  61464. var tmpColor = BABYLON.Tmp.Color3[0];
  61465. for (var x = 0; x < this._rawTextureWidth; x++) {
  61466. var ratio = x / this._rawTextureWidth;
  61467. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61468. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61469. data[x * 4] = tmpColor.r * 255;
  61470. data[x * 4 + 1] = tmpColor.g * 255;
  61471. data[x * 4 + 2] = tmpColor.b * 255;
  61472. data[x * 4 + 3] = 255;
  61473. });
  61474. }
  61475. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61476. };
  61477. /**
  61478. * Gets the current list of ramp gradients.
  61479. * You must use addRampGradient and removeRampGradient to udpate this list
  61480. * @returns the list of ramp gradients
  61481. */
  61482. ParticleSystem.prototype.getRampGradients = function () {
  61483. return this._rampGradients;
  61484. };
  61485. /**
  61486. * Adds a new ramp gradient used to remap particle colors
  61487. * @param gradient defines the gradient to use (between 0 and 1)
  61488. * @param color defines the color to affect to the specified gradient
  61489. * @returns the current particle system
  61490. */
  61491. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61492. if (!this._rampGradients) {
  61493. this._rampGradients = [];
  61494. }
  61495. var rampGradient = new BABYLON.Color3Gradient();
  61496. rampGradient.gradient = gradient;
  61497. rampGradient.color = color;
  61498. this._rampGradients.push(rampGradient);
  61499. this._rampGradients.sort(function (a, b) {
  61500. if (a.gradient < b.gradient) {
  61501. return -1;
  61502. }
  61503. else if (a.gradient > b.gradient) {
  61504. return 1;
  61505. }
  61506. return 0;
  61507. });
  61508. if (this._rampGradientsTexture) {
  61509. this._rampGradientsTexture.dispose();
  61510. this._rampGradientsTexture = null;
  61511. }
  61512. this._createRampGradientTexture();
  61513. return this;
  61514. };
  61515. /**
  61516. * Remove a specific ramp gradient
  61517. * @param gradient defines the gradient to remove
  61518. * @returns the current particle system
  61519. */
  61520. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61521. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61522. this._rampGradientsTexture = null;
  61523. if (this._rampGradients && this._rampGradients.length > 0) {
  61524. this._createRampGradientTexture();
  61525. }
  61526. return this;
  61527. };
  61528. /**
  61529. * Adds a new color gradient
  61530. * @param gradient defines the gradient to use (between 0 and 1)
  61531. * @param color1 defines the color to affect to the specified gradient
  61532. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61533. * @returns this particle system
  61534. */
  61535. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61536. if (!this._colorGradients) {
  61537. this._colorGradients = [];
  61538. }
  61539. var colorGradient = new BABYLON.ColorGradient();
  61540. colorGradient.gradient = gradient;
  61541. colorGradient.color1 = color1;
  61542. colorGradient.color2 = color2;
  61543. this._colorGradients.push(colorGradient);
  61544. this._colorGradients.sort(function (a, b) {
  61545. if (a.gradient < b.gradient) {
  61546. return -1;
  61547. }
  61548. else if (a.gradient > b.gradient) {
  61549. return 1;
  61550. }
  61551. return 0;
  61552. });
  61553. return this;
  61554. };
  61555. /**
  61556. * Remove a specific color gradient
  61557. * @param gradient defines the gradient to remove
  61558. * @returns this particle system
  61559. */
  61560. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61561. if (!this._colorGradients) {
  61562. return this;
  61563. }
  61564. var index = 0;
  61565. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61566. var colorGradient = _a[_i];
  61567. if (colorGradient.gradient === gradient) {
  61568. this._colorGradients.splice(index, 1);
  61569. break;
  61570. }
  61571. index++;
  61572. }
  61573. return this;
  61574. };
  61575. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61576. u = Math.abs(u) * 0.5 + 0.5;
  61577. v = Math.abs(v) * 0.5 + 0.5;
  61578. var wrappedU = ((u * width) % width) | 0;
  61579. var wrappedV = ((v * height) % height) | 0;
  61580. var position = (wrappedU + wrappedV * width) * 4;
  61581. return pixels[position] / 255;
  61582. };
  61583. ParticleSystem.prototype._reset = function () {
  61584. this._resetEffect();
  61585. };
  61586. ParticleSystem.prototype._resetEffect = function () {
  61587. if (this._vertexBuffer) {
  61588. this._vertexBuffer.dispose();
  61589. this._vertexBuffer = null;
  61590. }
  61591. if (this._spriteBuffer) {
  61592. this._spriteBuffer.dispose();
  61593. this._spriteBuffer = null;
  61594. }
  61595. this._createVertexBuffers();
  61596. };
  61597. ParticleSystem.prototype._createVertexBuffers = function () {
  61598. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61599. if (this._isAnimationSheetEnabled) {
  61600. this._vertexBufferSize += 1;
  61601. }
  61602. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61603. this._vertexBufferSize += 3;
  61604. }
  61605. if (this._useRampGradients) {
  61606. this._vertexBufferSize += 4;
  61607. }
  61608. var engine = this._scene.getEngine();
  61609. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61610. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61611. var dataOffset = 0;
  61612. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61613. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61614. dataOffset += 3;
  61615. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61616. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61617. dataOffset += 4;
  61618. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61619. this._vertexBuffers["angle"] = options;
  61620. dataOffset += 1;
  61621. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61622. this._vertexBuffers["size"] = size;
  61623. dataOffset += 2;
  61624. if (this._isAnimationSheetEnabled) {
  61625. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61626. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61627. dataOffset += 1;
  61628. }
  61629. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61630. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61631. this._vertexBuffers["direction"] = directionBuffer;
  61632. dataOffset += 3;
  61633. }
  61634. if (this._useRampGradients) {
  61635. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61636. this._vertexBuffers["remapData"] = rampDataBuffer;
  61637. dataOffset += 4;
  61638. }
  61639. var offsets;
  61640. if (this._useInstancing) {
  61641. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61642. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61643. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61644. }
  61645. else {
  61646. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61647. dataOffset += 2;
  61648. }
  61649. this._vertexBuffers["offset"] = offsets;
  61650. };
  61651. ParticleSystem.prototype._createIndexBuffer = function () {
  61652. if (this._useInstancing) {
  61653. return;
  61654. }
  61655. var indices = [];
  61656. var index = 0;
  61657. for (var count = 0; count < this._capacity; count++) {
  61658. indices.push(index);
  61659. indices.push(index + 1);
  61660. indices.push(index + 2);
  61661. indices.push(index);
  61662. indices.push(index + 2);
  61663. indices.push(index + 3);
  61664. index += 4;
  61665. }
  61666. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61667. };
  61668. /**
  61669. * Gets the maximum number of particles active at the same time.
  61670. * @returns The max number of active particles.
  61671. */
  61672. ParticleSystem.prototype.getCapacity = function () {
  61673. return this._capacity;
  61674. };
  61675. /**
  61676. * Gets whether there are still active particles in the system.
  61677. * @returns True if it is alive, otherwise false.
  61678. */
  61679. ParticleSystem.prototype.isAlive = function () {
  61680. return this._alive;
  61681. };
  61682. /**
  61683. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61684. * @returns True if it has been started, otherwise false.
  61685. */
  61686. ParticleSystem.prototype.isStarted = function () {
  61687. return this._started;
  61688. };
  61689. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61690. var _this = this;
  61691. this._subEmitters = new Array();
  61692. if (this.subEmitters) {
  61693. this.subEmitters.forEach(function (subEmitter) {
  61694. if (subEmitter instanceof ParticleSystem) {
  61695. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61696. }
  61697. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61698. _this._subEmitters.push([subEmitter]);
  61699. }
  61700. else if (subEmitter instanceof Array) {
  61701. _this._subEmitters.push(subEmitter);
  61702. }
  61703. });
  61704. }
  61705. };
  61706. /**
  61707. * Starts the particle system and begins to emit
  61708. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61709. */
  61710. ParticleSystem.prototype.start = function (delay) {
  61711. var _this = this;
  61712. if (delay === void 0) { delay = this.startDelay; }
  61713. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61714. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61715. }
  61716. if (delay) {
  61717. setTimeout(function () {
  61718. _this.start(0);
  61719. }, delay);
  61720. return;
  61721. }
  61722. // Convert the subEmitters field to the constant type field _subEmitters
  61723. this._prepareSubEmitterInternalArray();
  61724. this._started = true;
  61725. this._stopped = false;
  61726. this._actualFrame = 0;
  61727. if (this._subEmitters && this._subEmitters.length != 0) {
  61728. this.activeSubSystems = new Array();
  61729. }
  61730. // Reset emit gradient so it acts the same on every start
  61731. if (this._emitRateGradients) {
  61732. if (this._emitRateGradients.length > 0) {
  61733. this._currentEmitRateGradient = this._emitRateGradients[0];
  61734. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61735. this._currentEmitRate2 = this._currentEmitRate1;
  61736. }
  61737. if (this._emitRateGradients.length > 1) {
  61738. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61739. }
  61740. }
  61741. // Reset start size gradient so it acts the same on every start
  61742. if (this._startSizeGradients) {
  61743. if (this._startSizeGradients.length > 0) {
  61744. this._currentStartSizeGradient = this._startSizeGradients[0];
  61745. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61746. this._currentStartSize2 = this._currentStartSize1;
  61747. }
  61748. if (this._startSizeGradients.length > 1) {
  61749. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61750. }
  61751. }
  61752. if (this.preWarmCycles) {
  61753. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61754. this.emitter.computeWorldMatrix(true);
  61755. }
  61756. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61757. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61758. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61759. setTimeout(function () {
  61760. for (var index = 0; index < _this.preWarmCycles; index++) {
  61761. _this.animate(true);
  61762. noiseTextureAsProcedural_1.render();
  61763. }
  61764. });
  61765. });
  61766. }
  61767. else {
  61768. for (var index = 0; index < this.preWarmCycles; index++) {
  61769. this.animate(true);
  61770. }
  61771. }
  61772. }
  61773. // Animations
  61774. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61775. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61776. }
  61777. };
  61778. /**
  61779. * Stops the particle system.
  61780. * @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.
  61781. */
  61782. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61783. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61784. this._stopped = true;
  61785. if (stopSubEmitters) {
  61786. this._stopSubEmitters();
  61787. }
  61788. };
  61789. // animation sheet
  61790. /**
  61791. * Remove all active particles
  61792. */
  61793. ParticleSystem.prototype.reset = function () {
  61794. this._stockParticles = [];
  61795. this._particles = [];
  61796. };
  61797. /**
  61798. * @hidden (for internal use only)
  61799. */
  61800. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61801. var offset = index * this._vertexBufferSize;
  61802. this._vertexData[offset++] = particle.position.x;
  61803. this._vertexData[offset++] = particle.position.y;
  61804. this._vertexData[offset++] = particle.position.z;
  61805. this._vertexData[offset++] = particle.color.r;
  61806. this._vertexData[offset++] = particle.color.g;
  61807. this._vertexData[offset++] = particle.color.b;
  61808. this._vertexData[offset++] = particle.color.a;
  61809. this._vertexData[offset++] = particle.angle;
  61810. this._vertexData[offset++] = particle.scale.x * particle.size;
  61811. this._vertexData[offset++] = particle.scale.y * particle.size;
  61812. if (this._isAnimationSheetEnabled) {
  61813. this._vertexData[offset++] = particle.cellIndex;
  61814. }
  61815. if (!this._isBillboardBased) {
  61816. if (particle._initialDirection) {
  61817. this._vertexData[offset++] = particle._initialDirection.x;
  61818. this._vertexData[offset++] = particle._initialDirection.y;
  61819. this._vertexData[offset++] = particle._initialDirection.z;
  61820. }
  61821. else {
  61822. this._vertexData[offset++] = particle.direction.x;
  61823. this._vertexData[offset++] = particle.direction.y;
  61824. this._vertexData[offset++] = particle.direction.z;
  61825. }
  61826. }
  61827. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61828. this._vertexData[offset++] = particle.direction.x;
  61829. this._vertexData[offset++] = particle.direction.y;
  61830. this._vertexData[offset++] = particle.direction.z;
  61831. }
  61832. if (this._useRampGradients) {
  61833. this._vertexData[offset++] = particle.remapData.x;
  61834. this._vertexData[offset++] = particle.remapData.y;
  61835. this._vertexData[offset++] = particle.remapData.z;
  61836. this._vertexData[offset++] = particle.remapData.w;
  61837. }
  61838. if (!this._useInstancing) {
  61839. if (this._isAnimationSheetEnabled) {
  61840. if (offsetX === 0) {
  61841. offsetX = this._epsilon;
  61842. }
  61843. else if (offsetX === 1) {
  61844. offsetX = 1 - this._epsilon;
  61845. }
  61846. if (offsetY === 0) {
  61847. offsetY = this._epsilon;
  61848. }
  61849. else if (offsetY === 1) {
  61850. offsetY = 1 - this._epsilon;
  61851. }
  61852. }
  61853. this._vertexData[offset++] = offsetX;
  61854. this._vertexData[offset++] = offsetY;
  61855. }
  61856. };
  61857. ParticleSystem.prototype._stopSubEmitters = function () {
  61858. if (!this.activeSubSystems) {
  61859. return;
  61860. }
  61861. this.activeSubSystems.forEach(function (subSystem) {
  61862. subSystem.stop(true);
  61863. });
  61864. this.activeSubSystems = new Array();
  61865. };
  61866. ParticleSystem.prototype._removeFromRoot = function () {
  61867. if (!this._rootParticleSystem) {
  61868. return;
  61869. }
  61870. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  61871. if (index !== -1) {
  61872. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  61873. }
  61874. this._rootParticleSystem = null;
  61875. };
  61876. // End of sub system methods
  61877. ParticleSystem.prototype._update = function (newParticles) {
  61878. var _this = this;
  61879. // Update current
  61880. this._alive = this._particles.length > 0;
  61881. if (this.emitter.position) {
  61882. var emitterMesh = this.emitter;
  61883. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  61884. }
  61885. else {
  61886. var emitterPosition = this.emitter;
  61887. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  61888. }
  61889. this.updateFunction(this._particles);
  61890. // Add new ones
  61891. var particle;
  61892. var _loop_2 = function () {
  61893. if (this_1._particles.length === this_1._capacity) {
  61894. return "break";
  61895. }
  61896. particle = this_1._createParticle();
  61897. this_1._particles.push(particle);
  61898. // Emitter
  61899. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  61900. if (this_1.startPositionFunction) {
  61901. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61902. }
  61903. else {
  61904. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61905. }
  61906. if (this_1.startDirectionFunction) {
  61907. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61908. }
  61909. else {
  61910. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61911. }
  61912. if (emitPower === 0) {
  61913. if (!particle._initialDirection) {
  61914. particle._initialDirection = particle.direction.clone();
  61915. }
  61916. else {
  61917. particle._initialDirection.copyFrom(particle.direction);
  61918. }
  61919. }
  61920. else {
  61921. particle._initialDirection = null;
  61922. }
  61923. particle.direction.scaleInPlace(emitPower);
  61924. // Life time
  61925. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  61926. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  61927. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  61928. var factorGradient1 = currentGradient;
  61929. var factorGradient2 = nextGradient;
  61930. var lifeTime1 = factorGradient1.getFactor();
  61931. var lifeTime2 = factorGradient2.getFactor();
  61932. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  61933. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  61934. });
  61935. }
  61936. else {
  61937. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  61938. }
  61939. // Size
  61940. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  61941. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  61942. }
  61943. else {
  61944. particle._currentSizeGradient = this_1._sizeGradients[0];
  61945. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  61946. particle.size = particle._currentSize1;
  61947. if (this_1._sizeGradients.length > 1) {
  61948. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  61949. }
  61950. else {
  61951. particle._currentSize2 = particle._currentSize1;
  61952. }
  61953. }
  61954. // Size and scale
  61955. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  61956. // Adjust scale by start size
  61957. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  61958. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  61959. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  61960. if (currentGradient !== _this._currentStartSizeGradient) {
  61961. _this._currentStartSize1 = _this._currentStartSize2;
  61962. _this._currentStartSize2 = nextGradient.getFactor();
  61963. _this._currentStartSizeGradient = currentGradient;
  61964. }
  61965. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  61966. particle.scale.scaleInPlace(value);
  61967. });
  61968. }
  61969. // Angle
  61970. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  61971. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  61972. }
  61973. else {
  61974. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  61975. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  61976. particle._currentAngularSpeed1 = particle.angularSpeed;
  61977. if (this_1._angularSpeedGradients.length > 1) {
  61978. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  61979. }
  61980. else {
  61981. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  61982. }
  61983. }
  61984. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  61985. // Velocity
  61986. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  61987. particle._currentVelocityGradient = this_1._velocityGradients[0];
  61988. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  61989. if (this_1._velocityGradients.length > 1) {
  61990. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  61991. }
  61992. else {
  61993. particle._currentVelocity2 = particle._currentVelocity1;
  61994. }
  61995. }
  61996. // Limit velocity
  61997. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  61998. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  61999. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  62000. if (this_1._limitVelocityGradients.length > 1) {
  62001. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  62002. }
  62003. else {
  62004. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  62005. }
  62006. }
  62007. // Drag
  62008. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  62009. particle._currentDragGradient = this_1._dragGradients[0];
  62010. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  62011. if (this_1._dragGradients.length > 1) {
  62012. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  62013. }
  62014. else {
  62015. particle._currentDrag2 = particle._currentDrag1;
  62016. }
  62017. }
  62018. // Color
  62019. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  62020. step = BABYLON.Scalar.RandomRange(0, 1.0);
  62021. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  62022. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  62023. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  62024. }
  62025. else {
  62026. particle._currentColorGradient = this_1._colorGradients[0];
  62027. particle._currentColorGradient.getColorToRef(particle.color);
  62028. particle._currentColor1.copyFrom(particle.color);
  62029. if (this_1._colorGradients.length > 1) {
  62030. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  62031. }
  62032. else {
  62033. particle._currentColor2.copyFrom(particle.color);
  62034. }
  62035. }
  62036. // Sheet
  62037. if (this_1._isAnimationSheetEnabled) {
  62038. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  62039. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  62040. }
  62041. // Inherited Velocity
  62042. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  62043. // Ramp
  62044. if (this_1._useRampGradients) {
  62045. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  62046. }
  62047. // Noise texture coordinates
  62048. if (this_1.noiseTexture) {
  62049. if (particle._randomNoiseCoordinates1) {
  62050. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  62051. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  62052. }
  62053. else {
  62054. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62055. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62056. }
  62057. }
  62058. // Update the position of the attached sub-emitters to match their attached particle
  62059. particle._inheritParticleInfoToSubEmitters();
  62060. };
  62061. var this_1 = this, step;
  62062. for (var index = 0; index < newParticles; index++) {
  62063. var state_1 = _loop_2();
  62064. if (state_1 === "break")
  62065. break;
  62066. }
  62067. };
  62068. /** @hidden */
  62069. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  62070. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62071. if (isBillboardBased === void 0) { isBillboardBased = false; }
  62072. if (useRampGradients === void 0) { useRampGradients = false; }
  62073. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  62074. if (isAnimationSheetEnabled) {
  62075. attributeNamesOrOptions.push("cellIndex");
  62076. }
  62077. if (!isBillboardBased) {
  62078. attributeNamesOrOptions.push("direction");
  62079. }
  62080. if (useRampGradients) {
  62081. attributeNamesOrOptions.push("remapData");
  62082. }
  62083. return attributeNamesOrOptions;
  62084. };
  62085. /** @hidden */
  62086. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  62087. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62088. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  62089. if (isAnimationSheetEnabled) {
  62090. effectCreationOption.push("particlesInfos");
  62091. }
  62092. return effectCreationOption;
  62093. };
  62094. /** @hidden */
  62095. ParticleSystem.prototype._getEffect = function (blendMode) {
  62096. if (this._customEffect) {
  62097. return this._customEffect;
  62098. }
  62099. var defines = [];
  62100. if (this._scene.clipPlane) {
  62101. defines.push("#define CLIPPLANE");
  62102. }
  62103. if (this._scene.clipPlane2) {
  62104. defines.push("#define CLIPPLANE2");
  62105. }
  62106. if (this._scene.clipPlane3) {
  62107. defines.push("#define CLIPPLANE3");
  62108. }
  62109. if (this._scene.clipPlane4) {
  62110. defines.push("#define CLIPPLANE4");
  62111. }
  62112. if (this._isAnimationSheetEnabled) {
  62113. defines.push("#define ANIMATESHEET");
  62114. }
  62115. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  62116. defines.push("#define BLENDMULTIPLYMODE");
  62117. }
  62118. if (this._useRampGradients) {
  62119. defines.push("#define RAMPGRADIENT");
  62120. }
  62121. if (this._isBillboardBased) {
  62122. defines.push("#define BILLBOARD");
  62123. switch (this.billboardMode) {
  62124. case ParticleSystem.BILLBOARDMODE_Y:
  62125. defines.push("#define BILLBOARDY");
  62126. break;
  62127. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  62128. defines.push("#define BILLBOARDSTRETCHED");
  62129. break;
  62130. case ParticleSystem.BILLBOARDMODE_ALL:
  62131. default:
  62132. break;
  62133. }
  62134. }
  62135. if (this._imageProcessingConfiguration) {
  62136. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  62137. defines.push(this._imageProcessingConfigurationDefines.toString());
  62138. }
  62139. // Effect
  62140. var join = defines.join("\n");
  62141. if (this._cachedDefines !== join) {
  62142. this._cachedDefines = join;
  62143. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  62144. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  62145. var samplers = ["diffuseSampler", "rampSampler"];
  62146. if (BABYLON.ImageProcessingConfiguration) {
  62147. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  62148. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  62149. }
  62150. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  62151. }
  62152. return this._effect;
  62153. };
  62154. /**
  62155. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62156. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  62157. */
  62158. ParticleSystem.prototype.animate = function (preWarmOnly) {
  62159. var _this = this;
  62160. if (preWarmOnly === void 0) { preWarmOnly = false; }
  62161. if (!this._started) {
  62162. return;
  62163. }
  62164. if (!preWarmOnly) {
  62165. // Check
  62166. if (!this.isReady()) {
  62167. return;
  62168. }
  62169. if (this._currentRenderId === this._scene.getFrameId()) {
  62170. return;
  62171. }
  62172. this._currentRenderId = this._scene.getFrameId();
  62173. }
  62174. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  62175. // Determine the number of particles we need to create
  62176. var newParticles;
  62177. if (this.manualEmitCount > -1) {
  62178. newParticles = this.manualEmitCount;
  62179. this._newPartsExcess = 0;
  62180. this.manualEmitCount = 0;
  62181. }
  62182. else {
  62183. var rate_1 = this.emitRate;
  62184. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  62185. var ratio = this._actualFrame / this.targetStopDuration;
  62186. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  62187. if (currentGradient !== _this._currentEmitRateGradient) {
  62188. _this._currentEmitRate1 = _this._currentEmitRate2;
  62189. _this._currentEmitRate2 = nextGradient.getFactor();
  62190. _this._currentEmitRateGradient = currentGradient;
  62191. }
  62192. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  62193. });
  62194. }
  62195. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  62196. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  62197. }
  62198. if (this._newPartsExcess > 1.0) {
  62199. newParticles += this._newPartsExcess >> 0;
  62200. this._newPartsExcess -= this._newPartsExcess >> 0;
  62201. }
  62202. this._alive = false;
  62203. if (!this._stopped) {
  62204. this._actualFrame += this._scaledUpdateSpeed;
  62205. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  62206. this.stop();
  62207. }
  62208. }
  62209. else {
  62210. newParticles = 0;
  62211. }
  62212. this._update(newParticles);
  62213. // Stopped?
  62214. if (this._stopped) {
  62215. if (!this._alive) {
  62216. this._started = false;
  62217. if (this.onAnimationEnd) {
  62218. this.onAnimationEnd();
  62219. }
  62220. if (this.disposeOnStop) {
  62221. this._scene._toBeDisposed.push(this);
  62222. }
  62223. }
  62224. }
  62225. if (!preWarmOnly) {
  62226. // Update VBO
  62227. var offset = 0;
  62228. for (var index = 0; index < this._particles.length; index++) {
  62229. var particle = this._particles[index];
  62230. this._appendParticleVertices(offset, particle);
  62231. offset += this._useInstancing ? 1 : 4;
  62232. }
  62233. if (this._vertexBuffer) {
  62234. this._vertexBuffer.update(this._vertexData);
  62235. }
  62236. }
  62237. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  62238. this.stop();
  62239. }
  62240. };
  62241. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  62242. this._appendParticleVertex(offset++, particle, 0, 0);
  62243. if (!this._useInstancing) {
  62244. this._appendParticleVertex(offset++, particle, 1, 0);
  62245. this._appendParticleVertex(offset++, particle, 1, 1);
  62246. this._appendParticleVertex(offset++, particle, 0, 1);
  62247. }
  62248. };
  62249. /**
  62250. * Rebuilds the particle system.
  62251. */
  62252. ParticleSystem.prototype.rebuild = function () {
  62253. this._createIndexBuffer();
  62254. if (this._vertexBuffer) {
  62255. this._vertexBuffer._rebuild();
  62256. }
  62257. };
  62258. /**
  62259. * Is this system ready to be used/rendered
  62260. * @return true if the system is ready
  62261. */
  62262. ParticleSystem.prototype.isReady = function () {
  62263. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  62264. return false;
  62265. }
  62266. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62267. if (!this._getEffect(this.blendMode).isReady()) {
  62268. return false;
  62269. }
  62270. }
  62271. else {
  62272. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62273. return false;
  62274. }
  62275. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62276. return false;
  62277. }
  62278. }
  62279. return true;
  62280. };
  62281. ParticleSystem.prototype._render = function (blendMode) {
  62282. var effect = this._getEffect(blendMode);
  62283. var engine = this._scene.getEngine();
  62284. // Render
  62285. engine.enableEffect(effect);
  62286. var viewMatrix = this._scene.getViewMatrix();
  62287. effect.setTexture("diffuseSampler", this.particleTexture);
  62288. effect.setMatrix("view", viewMatrix);
  62289. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62290. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62291. var baseSize = this.particleTexture.getBaseSize();
  62292. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62293. }
  62294. effect.setVector2("translationPivot", this.translationPivot);
  62295. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62296. if (this._isBillboardBased) {
  62297. var camera = this._scene.activeCamera;
  62298. effect.setVector3("eyePosition", camera.globalPosition);
  62299. }
  62300. if (this._rampGradientsTexture) {
  62301. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62302. }
  62303. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62304. var invView = viewMatrix.clone();
  62305. invView.invert();
  62306. effect.setMatrix("invView", invView);
  62307. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62308. }
  62309. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62310. // image processing
  62311. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62312. this._imageProcessingConfiguration.bind(effect);
  62313. }
  62314. // Draw order
  62315. switch (blendMode) {
  62316. case ParticleSystem.BLENDMODE_ADD:
  62317. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62318. break;
  62319. case ParticleSystem.BLENDMODE_ONEONE:
  62320. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62321. break;
  62322. case ParticleSystem.BLENDMODE_STANDARD:
  62323. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62324. break;
  62325. case ParticleSystem.BLENDMODE_MULTIPLY:
  62326. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62327. break;
  62328. }
  62329. if (this._useInstancing) {
  62330. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62331. }
  62332. else {
  62333. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62334. }
  62335. return this._particles.length;
  62336. };
  62337. /**
  62338. * Renders the particle system in its current state.
  62339. * @returns the current number of particles
  62340. */
  62341. ParticleSystem.prototype.render = function () {
  62342. // Check
  62343. if (!this.isReady() || !this._particles.length) {
  62344. return 0;
  62345. }
  62346. var engine = this._scene.getEngine();
  62347. engine.setState(false);
  62348. if (this.forceDepthWrite) {
  62349. engine.setDepthWrite(true);
  62350. }
  62351. var outparticles = 0;
  62352. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62353. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62354. }
  62355. outparticles = this._render(this.blendMode);
  62356. engine.unbindInstanceAttributes();
  62357. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62358. return outparticles;
  62359. };
  62360. /**
  62361. * Disposes the particle system and free the associated resources
  62362. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62363. */
  62364. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62365. if (disposeTexture === void 0) { disposeTexture = true; }
  62366. if (this._vertexBuffer) {
  62367. this._vertexBuffer.dispose();
  62368. this._vertexBuffer = null;
  62369. }
  62370. if (this._spriteBuffer) {
  62371. this._spriteBuffer.dispose();
  62372. this._spriteBuffer = null;
  62373. }
  62374. if (this._indexBuffer) {
  62375. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62376. this._indexBuffer = null;
  62377. }
  62378. if (disposeTexture && this.particleTexture) {
  62379. this.particleTexture.dispose();
  62380. this.particleTexture = null;
  62381. }
  62382. if (disposeTexture && this.noiseTexture) {
  62383. this.noiseTexture.dispose();
  62384. this.noiseTexture = null;
  62385. }
  62386. if (this._rampGradientsTexture) {
  62387. this._rampGradientsTexture.dispose();
  62388. this._rampGradientsTexture = null;
  62389. }
  62390. this._removeFromRoot();
  62391. if (this._subEmitters && this._subEmitters.length) {
  62392. for (var index = 0; index < this._subEmitters.length; index++) {
  62393. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62394. var subEmitter = _a[_i];
  62395. subEmitter.dispose();
  62396. }
  62397. }
  62398. this._subEmitters = [];
  62399. this.subEmitters = [];
  62400. }
  62401. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62402. this.emitter.dispose(true);
  62403. }
  62404. // Remove from scene
  62405. var index = this._scene.particleSystems.indexOf(this);
  62406. if (index > -1) {
  62407. this._scene.particleSystems.splice(index, 1);
  62408. }
  62409. this._scene._activeParticleSystems.dispose();
  62410. // Callback
  62411. this.onDisposeObservable.notifyObservers(this);
  62412. this.onDisposeObservable.clear();
  62413. this.reset();
  62414. };
  62415. // Clone
  62416. /**
  62417. * Clones the particle system.
  62418. * @param name The name of the cloned object
  62419. * @param newEmitter The new emitter to use
  62420. * @returns the cloned particle system
  62421. */
  62422. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62423. var custom = null;
  62424. var program = null;
  62425. if (this.customShader != null) {
  62426. program = this.customShader;
  62427. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62428. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62429. }
  62430. else if (this._customEffect) {
  62431. custom = this._customEffect;
  62432. }
  62433. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62434. result.customShader = program;
  62435. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62436. if (newEmitter === undefined) {
  62437. newEmitter = this.emitter;
  62438. }
  62439. result.noiseTexture = this.noiseTexture;
  62440. result.emitter = newEmitter;
  62441. if (this.particleTexture) {
  62442. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62443. }
  62444. // Clone gradients
  62445. if (this._colorGradients) {
  62446. this._colorGradients.forEach(function (v) {
  62447. result.addColorGradient(v.gradient, v.color1, v.color2);
  62448. });
  62449. }
  62450. if (this._dragGradients) {
  62451. this._dragGradients.forEach(function (v) {
  62452. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62453. });
  62454. }
  62455. if (this._angularSpeedGradients) {
  62456. this._angularSpeedGradients.forEach(function (v) {
  62457. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62458. });
  62459. }
  62460. if (this._emitRateGradients) {
  62461. this._emitRateGradients.forEach(function (v) {
  62462. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62463. });
  62464. }
  62465. if (this._lifeTimeGradients) {
  62466. this._lifeTimeGradients.forEach(function (v) {
  62467. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62468. });
  62469. }
  62470. if (this._limitVelocityGradients) {
  62471. this._limitVelocityGradients.forEach(function (v) {
  62472. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62473. });
  62474. }
  62475. if (this._sizeGradients) {
  62476. this._sizeGradients.forEach(function (v) {
  62477. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62478. });
  62479. }
  62480. if (this._startSizeGradients) {
  62481. this._startSizeGradients.forEach(function (v) {
  62482. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62483. });
  62484. }
  62485. if (this._velocityGradients) {
  62486. this._velocityGradients.forEach(function (v) {
  62487. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62488. });
  62489. }
  62490. if (this._rampGradients) {
  62491. this._rampGradients.forEach(function (v) {
  62492. result.addRampGradient(v.gradient, v.color);
  62493. });
  62494. }
  62495. if (this._colorRemapGradients) {
  62496. this._colorRemapGradients.forEach(function (v) {
  62497. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62498. });
  62499. }
  62500. if (this._alphaRemapGradients) {
  62501. this._alphaRemapGradients.forEach(function (v) {
  62502. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62503. });
  62504. }
  62505. if (!this.preventAutoStart) {
  62506. result.start();
  62507. }
  62508. return result;
  62509. };
  62510. /**
  62511. * Serializes the particle system to a JSON object.
  62512. * @returns the JSON object
  62513. */
  62514. ParticleSystem.prototype.serialize = function () {
  62515. var serializationObject = {};
  62516. ParticleSystem._Serialize(serializationObject, this);
  62517. serializationObject.textureMask = this.textureMask.asArray();
  62518. serializationObject.customShader = this.customShader;
  62519. serializationObject.preventAutoStart = this.preventAutoStart;
  62520. // SubEmitters
  62521. if (this.subEmitters) {
  62522. serializationObject.subEmitters = [];
  62523. if (!this._subEmitters) {
  62524. this._prepareSubEmitterInternalArray();
  62525. }
  62526. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62527. var subs = _a[_i];
  62528. var cell = [];
  62529. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62530. var sub = subs_1[_b];
  62531. cell.push(sub.serialize());
  62532. }
  62533. serializationObject.subEmitters.push(cell);
  62534. }
  62535. }
  62536. return serializationObject;
  62537. };
  62538. /** @hidden */
  62539. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62540. serializationObject.name = particleSystem.name;
  62541. serializationObject.id = particleSystem.id;
  62542. serializationObject.capacity = particleSystem.getCapacity();
  62543. // Emitter
  62544. if (particleSystem.emitter.position) {
  62545. var emitterMesh = particleSystem.emitter;
  62546. serializationObject.emitterId = emitterMesh.id;
  62547. }
  62548. else {
  62549. var emitterPosition = particleSystem.emitter;
  62550. serializationObject.emitter = emitterPosition.asArray();
  62551. }
  62552. // Emitter
  62553. if (particleSystem.particleEmitterType) {
  62554. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62555. }
  62556. if (particleSystem.particleTexture) {
  62557. serializationObject.textureName = particleSystem.particleTexture.name;
  62558. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62559. }
  62560. // Animations
  62561. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62562. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62563. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62564. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62565. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62566. // Particle system
  62567. serializationObject.startDelay = particleSystem.startDelay;
  62568. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62569. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62570. serializationObject.billboardMode = particleSystem.billboardMode;
  62571. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62572. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62573. serializationObject.minSize = particleSystem.minSize;
  62574. serializationObject.maxSize = particleSystem.maxSize;
  62575. serializationObject.minScaleX = particleSystem.minScaleX;
  62576. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62577. serializationObject.minScaleY = particleSystem.minScaleY;
  62578. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62579. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62580. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62581. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62582. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62583. serializationObject.emitRate = particleSystem.emitRate;
  62584. serializationObject.gravity = particleSystem.gravity.asArray();
  62585. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62586. serializationObject.color1 = particleSystem.color1.asArray();
  62587. serializationObject.color2 = particleSystem.color2.asArray();
  62588. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62589. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62590. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62591. serializationObject.blendMode = particleSystem.blendMode;
  62592. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62593. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62594. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62595. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62596. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62597. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62598. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62599. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62600. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62601. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62602. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62603. var colorGradients = particleSystem.getColorGradients();
  62604. if (colorGradients) {
  62605. serializationObject.colorGradients = [];
  62606. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62607. var colorGradient = colorGradients_1[_i];
  62608. var serializedGradient = {
  62609. gradient: colorGradient.gradient,
  62610. color1: colorGradient.color1.asArray()
  62611. };
  62612. if (colorGradient.color2) {
  62613. serializedGradient.color2 = colorGradient.color2.asArray();
  62614. }
  62615. serializationObject.colorGradients.push(serializedGradient);
  62616. }
  62617. }
  62618. var rampGradients = particleSystem.getRampGradients();
  62619. if (rampGradients) {
  62620. serializationObject.rampGradients = [];
  62621. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62622. var rampGradient = rampGradients_1[_a];
  62623. var serializedGradient = {
  62624. gradient: rampGradient.gradient,
  62625. color: rampGradient.color.asArray()
  62626. };
  62627. serializationObject.rampGradients.push(serializedGradient);
  62628. }
  62629. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62630. }
  62631. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62632. if (colorRemapGradients) {
  62633. serializationObject.colorRemapGradients = [];
  62634. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62635. var colorRemapGradient = colorRemapGradients_1[_b];
  62636. var serializedGradient = {
  62637. gradient: colorRemapGradient.gradient,
  62638. factor1: colorRemapGradient.factor1
  62639. };
  62640. if (colorRemapGradient.factor2 !== undefined) {
  62641. serializedGradient.factor2 = colorRemapGradient.factor2;
  62642. }
  62643. serializationObject.colorRemapGradients.push(serializedGradient);
  62644. }
  62645. }
  62646. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62647. if (alphaRemapGradients) {
  62648. serializationObject.alphaRemapGradients = [];
  62649. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62650. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62651. var serializedGradient = {
  62652. gradient: alphaRemapGradient.gradient,
  62653. factor1: alphaRemapGradient.factor1
  62654. };
  62655. if (alphaRemapGradient.factor2 !== undefined) {
  62656. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62657. }
  62658. serializationObject.alphaRemapGradients.push(serializedGradient);
  62659. }
  62660. }
  62661. var sizeGradients = particleSystem.getSizeGradients();
  62662. if (sizeGradients) {
  62663. serializationObject.sizeGradients = [];
  62664. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62665. var sizeGradient = sizeGradients_1[_d];
  62666. var serializedGradient = {
  62667. gradient: sizeGradient.gradient,
  62668. factor1: sizeGradient.factor1
  62669. };
  62670. if (sizeGradient.factor2 !== undefined) {
  62671. serializedGradient.factor2 = sizeGradient.factor2;
  62672. }
  62673. serializationObject.sizeGradients.push(serializedGradient);
  62674. }
  62675. }
  62676. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62677. if (angularSpeedGradients) {
  62678. serializationObject.angularSpeedGradients = [];
  62679. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62680. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62681. var serializedGradient = {
  62682. gradient: angularSpeedGradient.gradient,
  62683. factor1: angularSpeedGradient.factor1
  62684. };
  62685. if (angularSpeedGradient.factor2 !== undefined) {
  62686. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62687. }
  62688. serializationObject.angularSpeedGradients.push(serializedGradient);
  62689. }
  62690. }
  62691. var velocityGradients = particleSystem.getVelocityGradients();
  62692. if (velocityGradients) {
  62693. serializationObject.velocityGradients = [];
  62694. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62695. var velocityGradient = velocityGradients_1[_f];
  62696. var serializedGradient = {
  62697. gradient: velocityGradient.gradient,
  62698. factor1: velocityGradient.factor1
  62699. };
  62700. if (velocityGradient.factor2 !== undefined) {
  62701. serializedGradient.factor2 = velocityGradient.factor2;
  62702. }
  62703. serializationObject.velocityGradients.push(serializedGradient);
  62704. }
  62705. }
  62706. var dragGradients = particleSystem.getDragGradients();
  62707. if (dragGradients) {
  62708. serializationObject.dragyGradients = [];
  62709. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62710. var dragGradient = dragGradients_1[_g];
  62711. var serializedGradient = {
  62712. gradient: dragGradient.gradient,
  62713. factor1: dragGradient.factor1
  62714. };
  62715. if (dragGradient.factor2 !== undefined) {
  62716. serializedGradient.factor2 = dragGradient.factor2;
  62717. }
  62718. serializationObject.dragGradients.push(serializedGradient);
  62719. }
  62720. }
  62721. var emitRateGradients = particleSystem.getEmitRateGradients();
  62722. if (emitRateGradients) {
  62723. serializationObject.emitRateGradients = [];
  62724. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62725. var emitRateGradient = emitRateGradients_1[_h];
  62726. var serializedGradient = {
  62727. gradient: emitRateGradient.gradient,
  62728. factor1: emitRateGradient.factor1
  62729. };
  62730. if (emitRateGradient.factor2 !== undefined) {
  62731. serializedGradient.factor2 = emitRateGradient.factor2;
  62732. }
  62733. serializationObject.emitRateGradients.push(serializedGradient);
  62734. }
  62735. }
  62736. var startSizeGradients = particleSystem.getStartSizeGradients();
  62737. if (startSizeGradients) {
  62738. serializationObject.startSizeGradients = [];
  62739. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62740. var startSizeGradient = startSizeGradients_1[_j];
  62741. var serializedGradient = {
  62742. gradient: startSizeGradient.gradient,
  62743. factor1: startSizeGradient.factor1
  62744. };
  62745. if (startSizeGradient.factor2 !== undefined) {
  62746. serializedGradient.factor2 = startSizeGradient.factor2;
  62747. }
  62748. serializationObject.startSizeGradients.push(serializedGradient);
  62749. }
  62750. }
  62751. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62752. if (lifeTimeGradients) {
  62753. serializationObject.lifeTimeGradients = [];
  62754. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62755. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62756. var serializedGradient = {
  62757. gradient: lifeTimeGradient.gradient,
  62758. factor1: lifeTimeGradient.factor1
  62759. };
  62760. if (lifeTimeGradient.factor2 !== undefined) {
  62761. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62762. }
  62763. serializationObject.lifeTimeGradients.push(serializedGradient);
  62764. }
  62765. }
  62766. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62767. if (limitVelocityGradients) {
  62768. serializationObject.limitVelocityGradients = [];
  62769. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62770. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62771. var serializedGradient = {
  62772. gradient: limitVelocityGradient.gradient,
  62773. factor1: limitVelocityGradient.factor1
  62774. };
  62775. if (limitVelocityGradient.factor2 !== undefined) {
  62776. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62777. }
  62778. serializationObject.limitVelocityGradients.push(serializedGradient);
  62779. }
  62780. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62781. }
  62782. if (particleSystem.noiseTexture) {
  62783. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62784. }
  62785. };
  62786. /** @hidden */
  62787. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62788. // Texture
  62789. if (parsedParticleSystem.textureName) {
  62790. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62791. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62792. }
  62793. // Emitter
  62794. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62795. particleSystem.emitter = BABYLON.Vector3.Zero();
  62796. }
  62797. else if (parsedParticleSystem.emitterId) {
  62798. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62799. }
  62800. else {
  62801. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62802. }
  62803. // Misc.
  62804. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62805. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62806. }
  62807. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62808. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62809. }
  62810. if (parsedParticleSystem.billboardMode !== undefined) {
  62811. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62812. }
  62813. // Animations
  62814. if (parsedParticleSystem.animations) {
  62815. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62816. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62817. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62818. }
  62819. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62820. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62821. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62822. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62823. }
  62824. if (parsedParticleSystem.autoAnimate) {
  62825. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62826. }
  62827. // Particle system
  62828. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62829. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62830. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62831. particleSystem.minSize = parsedParticleSystem.minSize;
  62832. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62833. if (parsedParticleSystem.minScaleX) {
  62834. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62835. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62836. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62837. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62838. }
  62839. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62840. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62841. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62842. }
  62843. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62844. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62845. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62846. }
  62847. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62848. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62849. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62850. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62851. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62852. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62853. if (parsedParticleSystem.noiseStrength) {
  62854. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62855. }
  62856. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62857. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62858. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62859. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62860. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62861. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62862. if (parsedParticleSystem.colorGradients) {
  62863. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  62864. var colorGradient = _a[_i];
  62865. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  62866. }
  62867. }
  62868. if (parsedParticleSystem.rampGradients) {
  62869. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  62870. var rampGradient = _c[_b];
  62871. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  62872. }
  62873. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  62874. }
  62875. if (parsedParticleSystem.colorRemapGradients) {
  62876. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  62877. var colorRemapGradient = _e[_d];
  62878. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  62879. }
  62880. }
  62881. if (parsedParticleSystem.alphaRemapGradients) {
  62882. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  62883. var alphaRemapGradient = _g[_f];
  62884. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  62885. }
  62886. }
  62887. if (parsedParticleSystem.sizeGradients) {
  62888. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  62889. var sizeGradient = _j[_h];
  62890. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62891. }
  62892. }
  62893. if (parsedParticleSystem.sizeGradients) {
  62894. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  62895. var sizeGradient = _l[_k];
  62896. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62897. }
  62898. }
  62899. if (parsedParticleSystem.angularSpeedGradients) {
  62900. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  62901. var angularSpeedGradient = _o[_m];
  62902. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  62903. }
  62904. }
  62905. if (parsedParticleSystem.velocityGradients) {
  62906. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  62907. var velocityGradient = _q[_p];
  62908. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  62909. }
  62910. }
  62911. if (parsedParticleSystem.dragGradients) {
  62912. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  62913. var dragGradient = _s[_r];
  62914. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  62915. }
  62916. }
  62917. if (parsedParticleSystem.emitRateGradients) {
  62918. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  62919. var emitRateGradient = _u[_t];
  62920. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  62921. }
  62922. }
  62923. if (parsedParticleSystem.startSizeGradients) {
  62924. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  62925. var startSizeGradient = _w[_v];
  62926. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  62927. }
  62928. }
  62929. if (parsedParticleSystem.lifeTimeGradients) {
  62930. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  62931. var lifeTimeGradient = _y[_x];
  62932. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  62933. }
  62934. }
  62935. if (parsedParticleSystem.limitVelocityGradients) {
  62936. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  62937. var limitVelocityGradient = _0[_z];
  62938. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  62939. }
  62940. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  62941. }
  62942. if (parsedParticleSystem.noiseTexture) {
  62943. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  62944. }
  62945. // Emitter
  62946. var emitterType;
  62947. if (parsedParticleSystem.particleEmitterType) {
  62948. switch (parsedParticleSystem.particleEmitterType.type) {
  62949. case "SphereParticleEmitter":
  62950. emitterType = new BABYLON.SphereParticleEmitter();
  62951. break;
  62952. case "SphereDirectedParticleEmitter":
  62953. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  62954. break;
  62955. case "ConeEmitter":
  62956. case "ConeParticleEmitter":
  62957. emitterType = new BABYLON.ConeParticleEmitter();
  62958. break;
  62959. case "CylinderParticleEmitter":
  62960. emitterType = new BABYLON.CylinderParticleEmitter();
  62961. break;
  62962. case "HemisphericParticleEmitter":
  62963. emitterType = new BABYLON.HemisphericParticleEmitter();
  62964. break;
  62965. case "BoxEmitter":
  62966. case "BoxParticleEmitter":
  62967. default:
  62968. emitterType = new BABYLON.BoxParticleEmitter();
  62969. break;
  62970. }
  62971. emitterType.parse(parsedParticleSystem.particleEmitterType);
  62972. }
  62973. else {
  62974. emitterType = new BABYLON.BoxParticleEmitter();
  62975. emitterType.parse(parsedParticleSystem);
  62976. }
  62977. particleSystem.particleEmitterType = emitterType;
  62978. // Animation sheet
  62979. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  62980. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  62981. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  62982. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  62983. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  62984. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  62985. };
  62986. /**
  62987. * Parses a JSON object to create a particle system.
  62988. * @param parsedParticleSystem The JSON object to parse
  62989. * @param scene The scene to create the particle system in
  62990. * @param rootUrl The root url to use to load external dependencies like texture
  62991. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62992. * @returns the Parsed particle system
  62993. */
  62994. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  62995. if (doNotStart === void 0) { doNotStart = false; }
  62996. var name = parsedParticleSystem.name;
  62997. var custom = null;
  62998. var program = null;
  62999. if (parsedParticleSystem.customShader) {
  63000. program = parsedParticleSystem.customShader;
  63001. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  63002. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  63003. }
  63004. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  63005. particleSystem.customShader = program;
  63006. if (parsedParticleSystem.id) {
  63007. particleSystem.id = parsedParticleSystem.id;
  63008. }
  63009. // SubEmitters
  63010. if (parsedParticleSystem.subEmitters) {
  63011. particleSystem.subEmitters = [];
  63012. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  63013. var cell = _a[_i];
  63014. var cellArray = [];
  63015. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  63016. var sub = cell_1[_b];
  63017. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  63018. }
  63019. particleSystem.subEmitters.push(cellArray);
  63020. }
  63021. }
  63022. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  63023. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  63024. // Auto start
  63025. if (parsedParticleSystem.preventAutoStart) {
  63026. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  63027. }
  63028. if (!doNotStart && !particleSystem.preventAutoStart) {
  63029. particleSystem.start();
  63030. }
  63031. return particleSystem;
  63032. };
  63033. /**
  63034. * Billboard mode will only apply to Y axis
  63035. */
  63036. ParticleSystem.BILLBOARDMODE_Y = 2;
  63037. /**
  63038. * Billboard mode will apply to all axes
  63039. */
  63040. ParticleSystem.BILLBOARDMODE_ALL = 7;
  63041. /**
  63042. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  63043. */
  63044. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  63045. return ParticleSystem;
  63046. }(BABYLON.BaseParticleSystem));
  63047. BABYLON.ParticleSystem = ParticleSystem;
  63048. })(BABYLON || (BABYLON = {}));
  63049. //# sourceMappingURL=babylon.particleSystem.js.map
  63050. var BABYLON;
  63051. (function (BABYLON) {
  63052. /**
  63053. * Particle emitter emitting particles from the inside of a box.
  63054. * It emits the particles randomly between 2 given directions.
  63055. */
  63056. var BoxParticleEmitter = /** @class */ (function () {
  63057. /**
  63058. * Creates a new instance BoxParticleEmitter
  63059. */
  63060. function BoxParticleEmitter() {
  63061. /**
  63062. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63063. */
  63064. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63065. /**
  63066. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63067. */
  63068. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63069. /**
  63070. * 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.
  63071. */
  63072. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  63073. /**
  63074. * 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.
  63075. */
  63076. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  63077. }
  63078. /**
  63079. * Called by the particle System when the direction is computed for the created particle.
  63080. * @param worldMatrix is the world matrix of the particle system
  63081. * @param directionToUpdate is the direction vector to update with the result
  63082. * @param particle is the particle we are computed the direction for
  63083. */
  63084. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63085. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63086. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63087. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63088. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63089. };
  63090. /**
  63091. * Called by the particle System when the position is computed for the created particle.
  63092. * @param worldMatrix is the world matrix of the particle system
  63093. * @param positionToUpdate is the position vector to update with the result
  63094. * @param particle is the particle we are computed the position for
  63095. */
  63096. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63097. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  63098. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  63099. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  63100. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63101. };
  63102. /**
  63103. * Clones the current emitter and returns a copy of it
  63104. * @returns the new emitter
  63105. */
  63106. BoxParticleEmitter.prototype.clone = function () {
  63107. var newOne = new BoxParticleEmitter();
  63108. BABYLON.Tools.DeepCopy(this, newOne);
  63109. return newOne;
  63110. };
  63111. /**
  63112. * Called by the GPUParticleSystem to setup the update shader
  63113. * @param effect defines the update shader
  63114. */
  63115. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  63116. effect.setVector3("direction1", this.direction1);
  63117. effect.setVector3("direction2", this.direction2);
  63118. effect.setVector3("minEmitBox", this.minEmitBox);
  63119. effect.setVector3("maxEmitBox", this.maxEmitBox);
  63120. };
  63121. /**
  63122. * Returns a string to use to update the GPU particles update shader
  63123. * @returns a string containng the defines string
  63124. */
  63125. BoxParticleEmitter.prototype.getEffectDefines = function () {
  63126. return "#define BOXEMITTER";
  63127. };
  63128. /**
  63129. * Returns the string "BoxParticleEmitter"
  63130. * @returns a string containing the class name
  63131. */
  63132. BoxParticleEmitter.prototype.getClassName = function () {
  63133. return "BoxParticleEmitter";
  63134. };
  63135. /**
  63136. * Serializes the particle system to a JSON object.
  63137. * @returns the JSON object
  63138. */
  63139. BoxParticleEmitter.prototype.serialize = function () {
  63140. var serializationObject = {};
  63141. serializationObject.type = this.getClassName();
  63142. serializationObject.direction1 = this.direction1.asArray();
  63143. serializationObject.direction2 = this.direction2.asArray();
  63144. serializationObject.minEmitBox = this.minEmitBox.asArray();
  63145. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  63146. return serializationObject;
  63147. };
  63148. /**
  63149. * Parse properties from a JSON object
  63150. * @param serializationObject defines the JSON object
  63151. */
  63152. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  63153. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63154. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63155. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  63156. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  63157. };
  63158. return BoxParticleEmitter;
  63159. }());
  63160. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  63161. })(BABYLON || (BABYLON = {}));
  63162. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  63163. var BABYLON;
  63164. (function (BABYLON) {
  63165. /**
  63166. * Particle emitter emitting particles from the inside of a cylinder.
  63167. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  63168. */
  63169. var CylinderParticleEmitter = /** @class */ (function () {
  63170. /**
  63171. * Creates a new instance CylinderParticleEmitter
  63172. * @param radius the radius of the emission cylinder (1 by default)
  63173. * @param height the height of the emission cylinder (1 by default)
  63174. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63175. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63176. */
  63177. function CylinderParticleEmitter(
  63178. /**
  63179. * The radius of the emission cylinder.
  63180. */
  63181. radius,
  63182. /**
  63183. * The height of the emission cylinder.
  63184. */
  63185. height,
  63186. /**
  63187. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63188. */
  63189. radiusRange,
  63190. /**
  63191. * How much to randomize the particle direction [0-1].
  63192. */
  63193. directionRandomizer) {
  63194. if (radius === void 0) { radius = 1; }
  63195. if (height === void 0) { height = 1; }
  63196. if (radiusRange === void 0) { radiusRange = 1; }
  63197. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63198. this.radius = radius;
  63199. this.height = height;
  63200. this.radiusRange = radiusRange;
  63201. this.directionRandomizer = directionRandomizer;
  63202. }
  63203. /**
  63204. * Called by the particle System when the direction is computed for the created particle.
  63205. * @param worldMatrix is the world matrix of the particle system
  63206. * @param directionToUpdate is the direction vector to update with the result
  63207. * @param particle is the particle we are computed the direction for
  63208. */
  63209. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63210. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63211. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  63212. var angle = Math.atan2(direction.x, direction.z);
  63213. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  63214. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  63215. direction.x = Math.sin(angle);
  63216. direction.z = Math.cos(angle);
  63217. direction.normalize();
  63218. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63219. };
  63220. /**
  63221. * Called by the particle System when the position is computed for the created particle.
  63222. * @param worldMatrix is the world matrix of the particle system
  63223. * @param positionToUpdate is the position vector to update with the result
  63224. * @param particle is the particle we are computed the position for
  63225. */
  63226. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63227. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  63228. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63229. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  63230. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  63231. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  63232. var xPos = positionRadius * Math.cos(angle);
  63233. var zPos = positionRadius * Math.sin(angle);
  63234. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  63235. };
  63236. /**
  63237. * Clones the current emitter and returns a copy of it
  63238. * @returns the new emitter
  63239. */
  63240. CylinderParticleEmitter.prototype.clone = function () {
  63241. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  63242. BABYLON.Tools.DeepCopy(this, newOne);
  63243. return newOne;
  63244. };
  63245. /**
  63246. * Called by the GPUParticleSystem to setup the update shader
  63247. * @param effect defines the update shader
  63248. */
  63249. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  63250. effect.setFloat("radius", this.radius);
  63251. effect.setFloat("height", this.height);
  63252. effect.setFloat("radiusRange", this.radiusRange);
  63253. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63254. };
  63255. /**
  63256. * Returns a string to use to update the GPU particles update shader
  63257. * @returns a string containng the defines string
  63258. */
  63259. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  63260. return "#define CYLINDEREMITTER";
  63261. };
  63262. /**
  63263. * Returns the string "CylinderParticleEmitter"
  63264. * @returns a string containing the class name
  63265. */
  63266. CylinderParticleEmitter.prototype.getClassName = function () {
  63267. return "CylinderParticleEmitter";
  63268. };
  63269. /**
  63270. * Serializes the particle system to a JSON object.
  63271. * @returns the JSON object
  63272. */
  63273. CylinderParticleEmitter.prototype.serialize = function () {
  63274. var serializationObject = {};
  63275. serializationObject.type = this.getClassName();
  63276. serializationObject.radius = this.radius;
  63277. serializationObject.height = this.height;
  63278. serializationObject.radiusRange = this.radiusRange;
  63279. serializationObject.directionRandomizer = this.directionRandomizer;
  63280. return serializationObject;
  63281. };
  63282. /**
  63283. * Parse properties from a JSON object
  63284. * @param serializationObject defines the JSON object
  63285. */
  63286. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63287. this.radius = serializationObject.radius;
  63288. this.height = serializationObject.height;
  63289. this.radiusRange = serializationObject.radiusRange;
  63290. this.directionRandomizer = serializationObject.directionRandomizer;
  63291. };
  63292. return CylinderParticleEmitter;
  63293. }());
  63294. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63295. /**
  63296. * Particle emitter emitting particles from the inside of a cylinder.
  63297. * It emits the particles randomly between two vectors.
  63298. */
  63299. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63300. __extends(CylinderDirectedParticleEmitter, _super);
  63301. /**
  63302. * Creates a new instance CylinderDirectedParticleEmitter
  63303. * @param radius the radius of the emission cylinder (1 by default)
  63304. * @param height the height of the emission cylinder (1 by default)
  63305. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63306. * @param direction1 the min limit of the emission direction (up vector by default)
  63307. * @param direction2 the max limit of the emission direction (up vector by default)
  63308. */
  63309. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63310. /**
  63311. * The min limit of the emission direction.
  63312. */
  63313. direction1,
  63314. /**
  63315. * The max limit of the emission direction.
  63316. */
  63317. direction2) {
  63318. if (radius === void 0) { radius = 1; }
  63319. if (height === void 0) { height = 1; }
  63320. if (radiusRange === void 0) { radiusRange = 1; }
  63321. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63322. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63323. var _this = _super.call(this, radius, height, radiusRange) || this;
  63324. _this.direction1 = direction1;
  63325. _this.direction2 = direction2;
  63326. return _this;
  63327. }
  63328. /**
  63329. * Called by the particle System when the direction is computed for the created particle.
  63330. * @param worldMatrix is the world matrix of the particle system
  63331. * @param directionToUpdate is the direction vector to update with the result
  63332. * @param particle is the particle we are computed the direction for
  63333. */
  63334. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63335. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63336. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63337. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63338. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63339. };
  63340. /**
  63341. * Clones the current emitter and returns a copy of it
  63342. * @returns the new emitter
  63343. */
  63344. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63345. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63346. BABYLON.Tools.DeepCopy(this, newOne);
  63347. return newOne;
  63348. };
  63349. /**
  63350. * Called by the GPUParticleSystem to setup the update shader
  63351. * @param effect defines the update shader
  63352. */
  63353. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63354. effect.setFloat("radius", this.radius);
  63355. effect.setFloat("height", this.height);
  63356. effect.setFloat("radiusRange", this.radiusRange);
  63357. effect.setVector3("direction1", this.direction1);
  63358. effect.setVector3("direction2", this.direction2);
  63359. };
  63360. /**
  63361. * Returns a string to use to update the GPU particles update shader
  63362. * @returns a string containng the defines string
  63363. */
  63364. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63365. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63366. };
  63367. /**
  63368. * Returns the string "CylinderDirectedParticleEmitter"
  63369. * @returns a string containing the class name
  63370. */
  63371. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63372. return "CylinderDirectedParticleEmitter";
  63373. };
  63374. /**
  63375. * Serializes the particle system to a JSON object.
  63376. * @returns the JSON object
  63377. */
  63378. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63379. var serializationObject = _super.prototype.serialize.call(this);
  63380. serializationObject.direction1 = this.direction1.asArray();
  63381. serializationObject.direction2 = this.direction2.asArray();
  63382. return serializationObject;
  63383. };
  63384. /**
  63385. * Parse properties from a JSON object
  63386. * @param serializationObject defines the JSON object
  63387. */
  63388. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63389. _super.prototype.parse.call(this, serializationObject);
  63390. this.direction1.copyFrom(serializationObject.direction1);
  63391. this.direction2.copyFrom(serializationObject.direction2);
  63392. };
  63393. return CylinderDirectedParticleEmitter;
  63394. }(CylinderParticleEmitter));
  63395. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63396. })(BABYLON || (BABYLON = {}));
  63397. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63398. var BABYLON;
  63399. (function (BABYLON) {
  63400. /**
  63401. * Particle emitter emitting particles from the inside of a cone.
  63402. * It emits the particles alongside the cone volume from the base to the particle.
  63403. * The emission direction might be randomized.
  63404. */
  63405. var ConeParticleEmitter = /** @class */ (function () {
  63406. /**
  63407. * Creates a new instance ConeParticleEmitter
  63408. * @param radius the radius of the emission cone (1 by default)
  63409. * @param angles the cone base angle (PI by default)
  63410. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63411. */
  63412. function ConeParticleEmitter(radius, angle,
  63413. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63414. directionRandomizer) {
  63415. if (radius === void 0) { radius = 1; }
  63416. if (angle === void 0) { angle = Math.PI; }
  63417. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63418. this.directionRandomizer = directionRandomizer;
  63419. /**
  63420. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63421. */
  63422. this.radiusRange = 1;
  63423. /**
  63424. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63425. */
  63426. this.heightRange = 1;
  63427. /**
  63428. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63429. */
  63430. this.emitFromSpawnPointOnly = false;
  63431. this.angle = angle;
  63432. this.radius = radius;
  63433. }
  63434. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63435. /**
  63436. * Gets or sets the radius of the emission cone
  63437. */
  63438. get: function () {
  63439. return this._radius;
  63440. },
  63441. set: function (value) {
  63442. this._radius = value;
  63443. this._buildHeight();
  63444. },
  63445. enumerable: true,
  63446. configurable: true
  63447. });
  63448. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63449. /**
  63450. * Gets or sets the angle of the emission cone
  63451. */
  63452. get: function () {
  63453. return this._angle;
  63454. },
  63455. set: function (value) {
  63456. this._angle = value;
  63457. this._buildHeight();
  63458. },
  63459. enumerable: true,
  63460. configurable: true
  63461. });
  63462. ConeParticleEmitter.prototype._buildHeight = function () {
  63463. if (this._angle !== 0) {
  63464. this._height = this._radius / Math.tan(this._angle / 2);
  63465. }
  63466. else {
  63467. this._height = 1;
  63468. }
  63469. };
  63470. /**
  63471. * Called by the particle System when the direction is computed for the created particle.
  63472. * @param worldMatrix is the world matrix of the particle system
  63473. * @param directionToUpdate is the direction vector to update with the result
  63474. * @param particle is the particle we are computed the direction for
  63475. */
  63476. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63477. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63478. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63479. }
  63480. else {
  63481. // measure the direction Vector from the emitter to the particle.
  63482. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63483. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63484. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63485. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63486. direction.x += randX;
  63487. direction.y += randY;
  63488. direction.z += randZ;
  63489. direction.normalize();
  63490. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63491. }
  63492. };
  63493. /**
  63494. * Called by the particle System when the position is computed for the created particle.
  63495. * @param worldMatrix is the world matrix of the particle system
  63496. * @param positionToUpdate is the position vector to update with the result
  63497. * @param particle is the particle we are computed the position for
  63498. */
  63499. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63500. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63501. var h;
  63502. if (!this.emitFromSpawnPointOnly) {
  63503. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63504. // Better distribution in a cone at normal angles.
  63505. h = 1 - h * h;
  63506. }
  63507. else {
  63508. h = 0.0001;
  63509. }
  63510. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63511. radius = radius * h;
  63512. var randX = radius * Math.sin(s);
  63513. var randZ = radius * Math.cos(s);
  63514. var randY = h * this._height;
  63515. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63516. };
  63517. /**
  63518. * Clones the current emitter and returns a copy of it
  63519. * @returns the new emitter
  63520. */
  63521. ConeParticleEmitter.prototype.clone = function () {
  63522. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63523. BABYLON.Tools.DeepCopy(this, newOne);
  63524. return newOne;
  63525. };
  63526. /**
  63527. * Called by the GPUParticleSystem to setup the update shader
  63528. * @param effect defines the update shader
  63529. */
  63530. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63531. effect.setFloat2("radius", this._radius, this.radiusRange);
  63532. effect.setFloat("coneAngle", this._angle);
  63533. effect.setFloat2("height", this._height, this.heightRange);
  63534. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63535. };
  63536. /**
  63537. * Returns a string to use to update the GPU particles update shader
  63538. * @returns a string containng the defines string
  63539. */
  63540. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63541. var defines = "#define CONEEMITTER";
  63542. if (this.emitFromSpawnPointOnly) {
  63543. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63544. }
  63545. return defines;
  63546. };
  63547. /**
  63548. * Returns the string "ConeParticleEmitter"
  63549. * @returns a string containing the class name
  63550. */
  63551. ConeParticleEmitter.prototype.getClassName = function () {
  63552. return "ConeParticleEmitter";
  63553. };
  63554. /**
  63555. * Serializes the particle system to a JSON object.
  63556. * @returns the JSON object
  63557. */
  63558. ConeParticleEmitter.prototype.serialize = function () {
  63559. var serializationObject = {};
  63560. serializationObject.type = this.getClassName();
  63561. serializationObject.radius = this._radius;
  63562. serializationObject.angle = this._angle;
  63563. serializationObject.directionRandomizer = this.directionRandomizer;
  63564. return serializationObject;
  63565. };
  63566. /**
  63567. * Parse properties from a JSON object
  63568. * @param serializationObject defines the JSON object
  63569. */
  63570. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63571. this.radius = serializationObject.radius;
  63572. this.angle = serializationObject.angle;
  63573. this.directionRandomizer = serializationObject.directionRandomizer;
  63574. };
  63575. return ConeParticleEmitter;
  63576. }());
  63577. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63578. })(BABYLON || (BABYLON = {}));
  63579. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63580. var BABYLON;
  63581. (function (BABYLON) {
  63582. /**
  63583. * Particle emitter emitting particles from the inside of a sphere.
  63584. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63585. */
  63586. var SphereParticleEmitter = /** @class */ (function () {
  63587. /**
  63588. * Creates a new instance SphereParticleEmitter
  63589. * @param radius the radius of the emission sphere (1 by default)
  63590. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63591. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63592. */
  63593. function SphereParticleEmitter(
  63594. /**
  63595. * The radius of the emission sphere.
  63596. */
  63597. radius,
  63598. /**
  63599. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63600. */
  63601. radiusRange,
  63602. /**
  63603. * How much to randomize the particle direction [0-1].
  63604. */
  63605. directionRandomizer) {
  63606. if (radius === void 0) { radius = 1; }
  63607. if (radiusRange === void 0) { radiusRange = 1; }
  63608. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63609. this.radius = radius;
  63610. this.radiusRange = radiusRange;
  63611. this.directionRandomizer = directionRandomizer;
  63612. }
  63613. /**
  63614. * Called by the particle System when the direction is computed for the created particle.
  63615. * @param worldMatrix is the world matrix of the particle system
  63616. * @param directionToUpdate is the direction vector to update with the result
  63617. * @param particle is the particle we are computed the direction for
  63618. */
  63619. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63620. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63621. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63622. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63623. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63624. direction.x += randX;
  63625. direction.y += randY;
  63626. direction.z += randZ;
  63627. direction.normalize();
  63628. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63629. };
  63630. /**
  63631. * Called by the particle System when the position is computed for the created particle.
  63632. * @param worldMatrix is the world matrix of the particle system
  63633. * @param positionToUpdate is the position vector to update with the result
  63634. * @param particle is the particle we are computed the position for
  63635. */
  63636. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63637. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63638. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63639. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63640. var theta = Math.acos(2 * v - 1);
  63641. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63642. var randY = randRadius * Math.cos(theta);
  63643. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63644. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63645. };
  63646. /**
  63647. * Clones the current emitter and returns a copy of it
  63648. * @returns the new emitter
  63649. */
  63650. SphereParticleEmitter.prototype.clone = function () {
  63651. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63652. BABYLON.Tools.DeepCopy(this, newOne);
  63653. return newOne;
  63654. };
  63655. /**
  63656. * Called by the GPUParticleSystem to setup the update shader
  63657. * @param effect defines the update shader
  63658. */
  63659. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63660. effect.setFloat("radius", this.radius);
  63661. effect.setFloat("radiusRange", this.radiusRange);
  63662. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63663. };
  63664. /**
  63665. * Returns a string to use to update the GPU particles update shader
  63666. * @returns a string containng the defines string
  63667. */
  63668. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63669. return "#define SPHEREEMITTER";
  63670. };
  63671. /**
  63672. * Returns the string "SphereParticleEmitter"
  63673. * @returns a string containing the class name
  63674. */
  63675. SphereParticleEmitter.prototype.getClassName = function () {
  63676. return "SphereParticleEmitter";
  63677. };
  63678. /**
  63679. * Serializes the particle system to a JSON object.
  63680. * @returns the JSON object
  63681. */
  63682. SphereParticleEmitter.prototype.serialize = function () {
  63683. var serializationObject = {};
  63684. serializationObject.type = this.getClassName();
  63685. serializationObject.radius = this.radius;
  63686. serializationObject.radiusRange = this.radiusRange;
  63687. serializationObject.directionRandomizer = this.directionRandomizer;
  63688. return serializationObject;
  63689. };
  63690. /**
  63691. * Parse properties from a JSON object
  63692. * @param serializationObject defines the JSON object
  63693. */
  63694. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63695. this.radius = serializationObject.radius;
  63696. this.radiusRange = serializationObject.radiusRange;
  63697. this.directionRandomizer = serializationObject.directionRandomizer;
  63698. };
  63699. return SphereParticleEmitter;
  63700. }());
  63701. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63702. /**
  63703. * Particle emitter emitting particles from the inside of a sphere.
  63704. * It emits the particles randomly between two vectors.
  63705. */
  63706. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63707. __extends(SphereDirectedParticleEmitter, _super);
  63708. /**
  63709. * Creates a new instance SphereDirectedParticleEmitter
  63710. * @param radius the radius of the emission sphere (1 by default)
  63711. * @param direction1 the min limit of the emission direction (up vector by default)
  63712. * @param direction2 the max limit of the emission direction (up vector by default)
  63713. */
  63714. function SphereDirectedParticleEmitter(radius,
  63715. /**
  63716. * The min limit of the emission direction.
  63717. */
  63718. direction1,
  63719. /**
  63720. * The max limit of the emission direction.
  63721. */
  63722. direction2) {
  63723. if (radius === void 0) { radius = 1; }
  63724. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63725. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63726. var _this = _super.call(this, radius) || this;
  63727. _this.direction1 = direction1;
  63728. _this.direction2 = direction2;
  63729. return _this;
  63730. }
  63731. /**
  63732. * Called by the particle System when the direction is computed for the created particle.
  63733. * @param worldMatrix is the world matrix of the particle system
  63734. * @param directionToUpdate is the direction vector to update with the result
  63735. * @param particle is the particle we are computed the direction for
  63736. */
  63737. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63738. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63739. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63740. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63741. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63742. };
  63743. /**
  63744. * Clones the current emitter and returns a copy of it
  63745. * @returns the new emitter
  63746. */
  63747. SphereDirectedParticleEmitter.prototype.clone = function () {
  63748. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63749. BABYLON.Tools.DeepCopy(this, newOne);
  63750. return newOne;
  63751. };
  63752. /**
  63753. * Called by the GPUParticleSystem to setup the update shader
  63754. * @param effect defines the update shader
  63755. */
  63756. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63757. effect.setFloat("radius", this.radius);
  63758. effect.setFloat("radiusRange", this.radiusRange);
  63759. effect.setVector3("direction1", this.direction1);
  63760. effect.setVector3("direction2", this.direction2);
  63761. };
  63762. /**
  63763. * Returns a string to use to update the GPU particles update shader
  63764. * @returns a string containng the defines string
  63765. */
  63766. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63767. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63768. };
  63769. /**
  63770. * Returns the string "SphereDirectedParticleEmitter"
  63771. * @returns a string containing the class name
  63772. */
  63773. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63774. return "SphereDirectedParticleEmitter";
  63775. };
  63776. /**
  63777. * Serializes the particle system to a JSON object.
  63778. * @returns the JSON object
  63779. */
  63780. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63781. var serializationObject = _super.prototype.serialize.call(this);
  63782. serializationObject.direction1 = this.direction1.asArray();
  63783. serializationObject.direction2 = this.direction2.asArray();
  63784. return serializationObject;
  63785. };
  63786. /**
  63787. * Parse properties from a JSON object
  63788. * @param serializationObject defines the JSON object
  63789. */
  63790. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63791. _super.prototype.parse.call(this, serializationObject);
  63792. this.direction1.copyFrom(serializationObject.direction1);
  63793. this.direction2.copyFrom(serializationObject.direction2);
  63794. };
  63795. return SphereDirectedParticleEmitter;
  63796. }(SphereParticleEmitter));
  63797. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63798. })(BABYLON || (BABYLON = {}));
  63799. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63800. var BABYLON;
  63801. (function (BABYLON) {
  63802. /**
  63803. * Particle emitter emitting particles from the inside of a hemisphere.
  63804. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63805. */
  63806. var HemisphericParticleEmitter = /** @class */ (function () {
  63807. /**
  63808. * Creates a new instance HemisphericParticleEmitter
  63809. * @param radius the radius of the emission hemisphere (1 by default)
  63810. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63811. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63812. */
  63813. function HemisphericParticleEmitter(
  63814. /**
  63815. * The radius of the emission hemisphere.
  63816. */
  63817. radius,
  63818. /**
  63819. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63820. */
  63821. radiusRange,
  63822. /**
  63823. * How much to randomize the particle direction [0-1].
  63824. */
  63825. directionRandomizer) {
  63826. if (radius === void 0) { radius = 1; }
  63827. if (radiusRange === void 0) { radiusRange = 1; }
  63828. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63829. this.radius = radius;
  63830. this.radiusRange = radiusRange;
  63831. this.directionRandomizer = directionRandomizer;
  63832. }
  63833. /**
  63834. * Called by the particle System when the direction is computed for the created particle.
  63835. * @param worldMatrix is the world matrix of the particle system
  63836. * @param directionToUpdate is the direction vector to update with the result
  63837. * @param particle is the particle we are computed the direction for
  63838. */
  63839. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63840. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63841. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63842. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63843. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63844. direction.x += randX;
  63845. direction.y += randY;
  63846. direction.z += randZ;
  63847. direction.normalize();
  63848. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63849. };
  63850. /**
  63851. * Called by the particle System when the position is computed for the created particle.
  63852. * @param worldMatrix is the world matrix of the particle system
  63853. * @param positionToUpdate is the position vector to update with the result
  63854. * @param particle is the particle we are computed the position for
  63855. */
  63856. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63857. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63858. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63859. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63860. var theta = Math.acos(2 * v - 1);
  63861. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63862. var randY = randRadius * Math.cos(theta);
  63863. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63864. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  63865. };
  63866. /**
  63867. * Clones the current emitter and returns a copy of it
  63868. * @returns the new emitter
  63869. */
  63870. HemisphericParticleEmitter.prototype.clone = function () {
  63871. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  63872. BABYLON.Tools.DeepCopy(this, newOne);
  63873. return newOne;
  63874. };
  63875. /**
  63876. * Called by the GPUParticleSystem to setup the update shader
  63877. * @param effect defines the update shader
  63878. */
  63879. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  63880. effect.setFloat("radius", this.radius);
  63881. effect.setFloat("radiusRange", this.radiusRange);
  63882. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63883. };
  63884. /**
  63885. * Returns a string to use to update the GPU particles update shader
  63886. * @returns a string containng the defines string
  63887. */
  63888. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  63889. return "#define HEMISPHERICEMITTER";
  63890. };
  63891. /**
  63892. * Returns the string "HemisphericParticleEmitter"
  63893. * @returns a string containing the class name
  63894. */
  63895. HemisphericParticleEmitter.prototype.getClassName = function () {
  63896. return "HemisphericParticleEmitter";
  63897. };
  63898. /**
  63899. * Serializes the particle system to a JSON object.
  63900. * @returns the JSON object
  63901. */
  63902. HemisphericParticleEmitter.prototype.serialize = function () {
  63903. var serializationObject = {};
  63904. serializationObject.type = this.getClassName();
  63905. serializationObject.radius = this.radius;
  63906. serializationObject.radiusRange = this.radiusRange;
  63907. serializationObject.directionRandomizer = this.directionRandomizer;
  63908. return serializationObject;
  63909. };
  63910. /**
  63911. * Parse properties from a JSON object
  63912. * @param serializationObject defines the JSON object
  63913. */
  63914. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  63915. this.radius = serializationObject.radius;
  63916. this.radiusRange = serializationObject.radiusRange;
  63917. this.directionRandomizer = serializationObject.directionRandomizer;
  63918. };
  63919. return HemisphericParticleEmitter;
  63920. }());
  63921. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  63922. })(BABYLON || (BABYLON = {}));
  63923. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  63924. var BABYLON;
  63925. (function (BABYLON) {
  63926. /**
  63927. * Particle emitter emitting particles from a point.
  63928. * It emits the particles randomly between 2 given directions.
  63929. */
  63930. var PointParticleEmitter = /** @class */ (function () {
  63931. /**
  63932. * Creates a new instance PointParticleEmitter
  63933. */
  63934. function PointParticleEmitter() {
  63935. /**
  63936. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63937. */
  63938. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63939. /**
  63940. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63941. */
  63942. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63943. }
  63944. /**
  63945. * Called by the particle System when the direction is computed for the created particle.
  63946. * @param worldMatrix is the world matrix of the particle system
  63947. * @param directionToUpdate is the direction vector to update with the result
  63948. * @param particle is the particle we are computed the direction for
  63949. */
  63950. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63951. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63952. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63953. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63954. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, 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. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63963. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  63964. };
  63965. /**
  63966. * Clones the current emitter and returns a copy of it
  63967. * @returns the new emitter
  63968. */
  63969. PointParticleEmitter.prototype.clone = function () {
  63970. var newOne = new PointParticleEmitter();
  63971. BABYLON.Tools.DeepCopy(this, newOne);
  63972. return newOne;
  63973. };
  63974. /**
  63975. * Called by the GPUParticleSystem to setup the update shader
  63976. * @param effect defines the update shader
  63977. */
  63978. PointParticleEmitter.prototype.applyToShader = function (effect) {
  63979. effect.setVector3("direction1", this.direction1);
  63980. effect.setVector3("direction2", this.direction2);
  63981. };
  63982. /**
  63983. * Returns a string to use to update the GPU particles update shader
  63984. * @returns a string containng the defines string
  63985. */
  63986. PointParticleEmitter.prototype.getEffectDefines = function () {
  63987. return "#define POINTEMITTER";
  63988. };
  63989. /**
  63990. * Returns the string "PointParticleEmitter"
  63991. * @returns a string containing the class name
  63992. */
  63993. PointParticleEmitter.prototype.getClassName = function () {
  63994. return "PointParticleEmitter";
  63995. };
  63996. /**
  63997. * Serializes the particle system to a JSON object.
  63998. * @returns the JSON object
  63999. */
  64000. PointParticleEmitter.prototype.serialize = function () {
  64001. var serializationObject = {};
  64002. serializationObject.type = this.getClassName();
  64003. serializationObject.direction1 = this.direction1.asArray();
  64004. serializationObject.direction2 = this.direction2.asArray();
  64005. return serializationObject;
  64006. };
  64007. /**
  64008. * Parse properties from a JSON object
  64009. * @param serializationObject defines the JSON object
  64010. */
  64011. PointParticleEmitter.prototype.parse = function (serializationObject) {
  64012. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  64013. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  64014. };
  64015. return PointParticleEmitter;
  64016. }());
  64017. BABYLON.PointParticleEmitter = PointParticleEmitter;
  64018. })(BABYLON || (BABYLON = {}));
  64019. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  64020. var BABYLON;
  64021. (function (BABYLON) {
  64022. // Adds the parsers to the scene parsers.
  64023. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  64024. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  64025. if (!individualParser) {
  64026. return;
  64027. }
  64028. // Particles Systems
  64029. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  64030. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  64031. var parsedParticleSystem = parsedData.particleSystems[index];
  64032. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  64033. }
  64034. }
  64035. });
  64036. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  64037. if (parsedParticleSystem.activeParticleCount) {
  64038. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64039. return ps;
  64040. }
  64041. else {
  64042. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64043. return ps;
  64044. }
  64045. });
  64046. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  64047. if (uniformsNames === void 0) { uniformsNames = []; }
  64048. if (samplers === void 0) { samplers = []; }
  64049. if (defines === void 0) { defines = ""; }
  64050. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  64051. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  64052. if (defines.indexOf(" BILLBOARD") === -1) {
  64053. defines += "\n#define BILLBOARD\n";
  64054. }
  64055. if (samplers.indexOf("diffuseSampler") === -1) {
  64056. samplers.push("diffuseSampler");
  64057. }
  64058. return this.createEffect({
  64059. vertex: "particles",
  64060. fragmentElement: fragmentName
  64061. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  64062. };
  64063. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  64064. var results = new Array();
  64065. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64066. var particleSystem = this.getScene().particleSystems[index];
  64067. if (particleSystem.emitter === this) {
  64068. results.push(particleSystem);
  64069. }
  64070. }
  64071. return results;
  64072. };
  64073. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  64074. var results = new Array();
  64075. var descendants = this.getDescendants();
  64076. descendants.push(this);
  64077. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64078. var particleSystem = this.getScene().particleSystems[index];
  64079. var emitter = particleSystem.emitter;
  64080. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  64081. results.push(particleSystem);
  64082. }
  64083. }
  64084. return results;
  64085. };
  64086. })(BABYLON || (BABYLON = {}));
  64087. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  64088. var BABYLON;
  64089. (function (BABYLON) {
  64090. /**
  64091. * Type of sub emitter
  64092. */
  64093. var SubEmitterType;
  64094. (function (SubEmitterType) {
  64095. /**
  64096. * Attached to the particle over it's lifetime
  64097. */
  64098. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  64099. /**
  64100. * Created when the particle dies
  64101. */
  64102. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  64103. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  64104. /**
  64105. * Sub emitter class used to emit particles from an existing particle
  64106. */
  64107. var SubEmitter = /** @class */ (function () {
  64108. /**
  64109. * Creates a sub emitter
  64110. * @param particleSystem the particle system to be used by the sub emitter
  64111. */
  64112. function SubEmitter(
  64113. /**
  64114. * the particle system to be used by the sub emitter
  64115. */
  64116. particleSystem) {
  64117. this.particleSystem = particleSystem;
  64118. /**
  64119. * Type of the submitter (Default: END)
  64120. */
  64121. this.type = SubEmitterType.END;
  64122. /**
  64123. * 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)
  64124. * Note: This only is supported when using an emitter of type Mesh
  64125. */
  64126. this.inheritDirection = false;
  64127. /**
  64128. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  64129. */
  64130. this.inheritedVelocityAmount = 0;
  64131. // Create mesh as emitter to support rotation
  64132. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  64133. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  64134. }
  64135. // Automatically dispose of subemitter when system is disposed
  64136. particleSystem.onDisposeObservable.add(function () {
  64137. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  64138. particleSystem.emitter.dispose();
  64139. }
  64140. });
  64141. }
  64142. /**
  64143. * Clones the sub emitter
  64144. * @returns the cloned sub emitter
  64145. */
  64146. SubEmitter.prototype.clone = function () {
  64147. // Clone particle system
  64148. var emitter = this.particleSystem.emitter;
  64149. if (!emitter) {
  64150. emitter = new BABYLON.Vector3();
  64151. }
  64152. else if (emitter instanceof BABYLON.Vector3) {
  64153. emitter = emitter.clone();
  64154. }
  64155. else if (emitter instanceof BABYLON.AbstractMesh) {
  64156. emitter = new BABYLON.Mesh("", emitter.getScene());
  64157. emitter.isVisible = false;
  64158. }
  64159. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  64160. // Clone properties
  64161. clone.type = this.type;
  64162. clone.inheritDirection = this.inheritDirection;
  64163. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64164. clone.particleSystem._disposeEmitterOnDispose = true;
  64165. clone.particleSystem.disposeOnStop = true;
  64166. return clone;
  64167. };
  64168. /**
  64169. * Serialize current object to a JSON object
  64170. * @returns the serialized object
  64171. */
  64172. SubEmitter.prototype.serialize = function () {
  64173. var serializationObject = {};
  64174. serializationObject.type = this.type;
  64175. serializationObject.inheritDirection = this.inheritDirection;
  64176. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64177. serializationObject.particleSystem = this.particleSystem.serialize();
  64178. return serializationObject;
  64179. };
  64180. /**
  64181. * Creates a new SubEmitter from a serialized JSON version
  64182. * @param serializationObject defines the JSON object to read from
  64183. * @param scene defines the hosting scene
  64184. * @param rootUrl defines the rootUrl for data loading
  64185. * @returns a new SubEmitter
  64186. */
  64187. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  64188. var system = serializationObject.particleSystem;
  64189. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  64190. subEmitter.type = serializationObject.type;
  64191. subEmitter.inheritDirection = serializationObject.inheritDirection;
  64192. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  64193. subEmitter.particleSystem._isSubEmitter = true;
  64194. return subEmitter;
  64195. };
  64196. /** Release associated resources */
  64197. SubEmitter.prototype.dispose = function () {
  64198. this.particleSystem.dispose();
  64199. };
  64200. return SubEmitter;
  64201. }());
  64202. BABYLON.SubEmitter = SubEmitter;
  64203. })(BABYLON || (BABYLON = {}));
  64204. //# sourceMappingURL=babylon.subEmitter.js.map
  64205. var BABYLON;
  64206. (function (BABYLON) {
  64207. /**
  64208. * 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.
  64209. *
  64210. * This returned material effects how the mesh will look based on the code in the shaders.
  64211. *
  64212. * @see http://doc.babylonjs.com/how_to/shader_material
  64213. */
  64214. var ShaderMaterial = /** @class */ (function (_super) {
  64215. __extends(ShaderMaterial, _super);
  64216. /**
  64217. * Instantiate a new shader material.
  64218. * 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.
  64219. * This returned material effects how the mesh will look based on the code in the shaders.
  64220. * @see http://doc.babylonjs.com/how_to/shader_material
  64221. * @param name Define the name of the material in the scene
  64222. * @param scene Define the scene the material belongs to
  64223. * @param shaderPath Defines the route to the shader code in one of three ways:
  64224. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  64225. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  64226. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  64227. * @param options Define the options used to create the shader
  64228. */
  64229. function ShaderMaterial(name, scene, shaderPath, options) {
  64230. if (options === void 0) { options = {}; }
  64231. var _this = _super.call(this, name, scene) || this;
  64232. _this._textures = {};
  64233. _this._textureArrays = {};
  64234. _this._floats = {};
  64235. _this._ints = {};
  64236. _this._floatsArrays = {};
  64237. _this._colors3 = {};
  64238. _this._colors3Arrays = {};
  64239. _this._colors4 = {};
  64240. _this._vectors2 = {};
  64241. _this._vectors3 = {};
  64242. _this._vectors4 = {};
  64243. _this._matrices = {};
  64244. _this._matrices3x3 = {};
  64245. _this._matrices2x2 = {};
  64246. _this._vectors2Arrays = {};
  64247. _this._vectors3Arrays = {};
  64248. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  64249. _this._shaderPath = shaderPath;
  64250. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  64251. return _this;
  64252. }
  64253. /**
  64254. * Gets the current class name of the material e.g. "ShaderMaterial"
  64255. * Mainly use in serialization.
  64256. * @returns the class name
  64257. */
  64258. ShaderMaterial.prototype.getClassName = function () {
  64259. return "ShaderMaterial";
  64260. };
  64261. /**
  64262. * Specifies if the material will require alpha blending
  64263. * @returns a boolean specifying if alpha blending is needed
  64264. */
  64265. ShaderMaterial.prototype.needAlphaBlending = function () {
  64266. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  64267. };
  64268. /**
  64269. * Specifies if this material should be rendered in alpha test mode
  64270. * @returns a boolean specifying if an alpha test is needed.
  64271. */
  64272. ShaderMaterial.prototype.needAlphaTesting = function () {
  64273. return this._options.needAlphaTesting;
  64274. };
  64275. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64276. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64277. this._options.uniforms.push(uniformName);
  64278. }
  64279. };
  64280. /**
  64281. * Set a texture in the shader.
  64282. * @param name Define the name of the uniform samplers as defined in the shader
  64283. * @param texture Define the texture to bind to this sampler
  64284. * @return the material itself allowing "fluent" like uniform updates
  64285. */
  64286. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64287. if (this._options.samplers.indexOf(name) === -1) {
  64288. this._options.samplers.push(name);
  64289. }
  64290. this._textures[name] = texture;
  64291. return this;
  64292. };
  64293. /**
  64294. * Set a texture array in the shader.
  64295. * @param name Define the name of the uniform sampler array as defined in the shader
  64296. * @param textures Define the list of textures to bind to this sampler
  64297. * @return the material itself allowing "fluent" like uniform updates
  64298. */
  64299. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64300. if (this._options.samplers.indexOf(name) === -1) {
  64301. this._options.samplers.push(name);
  64302. }
  64303. this._checkUniform(name);
  64304. this._textureArrays[name] = textures;
  64305. return this;
  64306. };
  64307. /**
  64308. * Set a float in the shader.
  64309. * @param name Define the name of the uniform as defined in the shader
  64310. * @param value Define the value to give to the uniform
  64311. * @return the material itself allowing "fluent" like uniform updates
  64312. */
  64313. ShaderMaterial.prototype.setFloat = function (name, value) {
  64314. this._checkUniform(name);
  64315. this._floats[name] = value;
  64316. return this;
  64317. };
  64318. /**
  64319. * Set a int in the shader.
  64320. * @param name Define the name of the uniform as defined in the shader
  64321. * @param value Define the value to give to the uniform
  64322. * @return the material itself allowing "fluent" like uniform updates
  64323. */
  64324. ShaderMaterial.prototype.setInt = function (name, value) {
  64325. this._checkUniform(name);
  64326. this._ints[name] = value;
  64327. return this;
  64328. };
  64329. /**
  64330. * Set an array of floats in the shader.
  64331. * @param name Define the name of the uniform as defined in the shader
  64332. * @param value Define the value to give to the uniform
  64333. * @return the material itself allowing "fluent" like uniform updates
  64334. */
  64335. ShaderMaterial.prototype.setFloats = function (name, value) {
  64336. this._checkUniform(name);
  64337. this._floatsArrays[name] = value;
  64338. return this;
  64339. };
  64340. /**
  64341. * Set a vec3 in the shader from a Color3.
  64342. * @param name Define the name of the uniform as defined in the shader
  64343. * @param value Define the value to give to the uniform
  64344. * @return the material itself allowing "fluent" like uniform updates
  64345. */
  64346. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64347. this._checkUniform(name);
  64348. this._colors3[name] = value;
  64349. return this;
  64350. };
  64351. /**
  64352. * Set a vec3 array in the shader from a Color3 array.
  64353. * @param name Define the name of the uniform as defined in the shader
  64354. * @param value Define the value to give to the uniform
  64355. * @return the material itself allowing "fluent" like uniform updates
  64356. */
  64357. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64358. this._checkUniform(name);
  64359. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64360. color.toArray(arr, arr.length);
  64361. return arr;
  64362. }, []);
  64363. return this;
  64364. };
  64365. /**
  64366. * Set a vec4 in the shader from a Color4.
  64367. * @param name Define the name of the uniform as defined in the shader
  64368. * @param value Define the value to give to the uniform
  64369. * @return the material itself allowing "fluent" like uniform updates
  64370. */
  64371. ShaderMaterial.prototype.setColor4 = function (name, value) {
  64372. this._checkUniform(name);
  64373. this._colors4[name] = value;
  64374. return this;
  64375. };
  64376. /**
  64377. * Set a vec2 in the shader from a Vector2.
  64378. * @param name Define the name of the uniform as defined in the shader
  64379. * @param value Define the value to give to the uniform
  64380. * @return the material itself allowing "fluent" like uniform updates
  64381. */
  64382. ShaderMaterial.prototype.setVector2 = function (name, value) {
  64383. this._checkUniform(name);
  64384. this._vectors2[name] = value;
  64385. return this;
  64386. };
  64387. /**
  64388. * Set a vec3 in the shader from a Vector3.
  64389. * @param name Define the name of the uniform as defined in the shader
  64390. * @param value Define the value to give to the uniform
  64391. * @return the material itself allowing "fluent" like uniform updates
  64392. */
  64393. ShaderMaterial.prototype.setVector3 = function (name, value) {
  64394. this._checkUniform(name);
  64395. this._vectors3[name] = value;
  64396. return this;
  64397. };
  64398. /**
  64399. * Set a vec4 in the shader from a Vector4.
  64400. * @param name Define the name of the uniform as defined in the shader
  64401. * @param value Define the value to give to the uniform
  64402. * @return the material itself allowing "fluent" like uniform updates
  64403. */
  64404. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64405. this._checkUniform(name);
  64406. this._vectors4[name] = value;
  64407. return this;
  64408. };
  64409. /**
  64410. * Set a mat4 in the shader from a Matrix.
  64411. * @param name Define the name of the uniform as defined in the shader
  64412. * @param value Define the value to give to the uniform
  64413. * @return the material itself allowing "fluent" like uniform updates
  64414. */
  64415. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64416. this._checkUniform(name);
  64417. this._matrices[name] = value;
  64418. return this;
  64419. };
  64420. /**
  64421. * Set a mat3 in the shader from a Float32Array.
  64422. * @param name Define the name of the uniform as defined in the shader
  64423. * @param value Define the value to give to the uniform
  64424. * @return the material itself allowing "fluent" like uniform updates
  64425. */
  64426. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64427. this._checkUniform(name);
  64428. this._matrices3x3[name] = value;
  64429. return this;
  64430. };
  64431. /**
  64432. * Set a mat2 in the shader from a Float32Array.
  64433. * @param name Define the name of the uniform as defined in the shader
  64434. * @param value Define the value to give to the uniform
  64435. * @return the material itself allowing "fluent" like uniform updates
  64436. */
  64437. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64438. this._checkUniform(name);
  64439. this._matrices2x2[name] = value;
  64440. return this;
  64441. };
  64442. /**
  64443. * Set a vec2 array in the shader from a number array.
  64444. * @param name Define the name of the uniform as defined in the shader
  64445. * @param value Define the value to give to the uniform
  64446. * @return the material itself allowing "fluent" like uniform updates
  64447. */
  64448. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64449. this._checkUniform(name);
  64450. this._vectors2Arrays[name] = value;
  64451. return this;
  64452. };
  64453. /**
  64454. * Set a vec3 array in the shader from a number array.
  64455. * @param name Define the name of the uniform as defined in the shader
  64456. * @param value Define the value to give to the uniform
  64457. * @return the material itself allowing "fluent" like uniform updates
  64458. */
  64459. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64460. this._checkUniform(name);
  64461. this._vectors3Arrays[name] = value;
  64462. return this;
  64463. };
  64464. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64465. if (!mesh) {
  64466. return true;
  64467. }
  64468. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64469. return false;
  64470. }
  64471. return false;
  64472. };
  64473. /**
  64474. * Checks if the material is ready to render the requested mesh
  64475. * @param mesh Define the mesh to render
  64476. * @param useInstances Define whether or not the material is used with instances
  64477. * @returns true if ready, otherwise false
  64478. */
  64479. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64480. var scene = this.getScene();
  64481. var engine = scene.getEngine();
  64482. if (!this.checkReadyOnEveryCall) {
  64483. if (this._renderId === scene.getRenderId()) {
  64484. if (this._checkCache(scene, mesh, useInstances)) {
  64485. return true;
  64486. }
  64487. }
  64488. }
  64489. // Instances
  64490. var defines = [];
  64491. var attribs = [];
  64492. var fallbacks = new BABYLON.EffectFallbacks();
  64493. for (var index = 0; index < this._options.defines.length; index++) {
  64494. defines.push(this._options.defines[index]);
  64495. }
  64496. for (var index = 0; index < this._options.attributes.length; index++) {
  64497. attribs.push(this._options.attributes[index]);
  64498. }
  64499. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64500. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64501. defines.push("#define VERTEXCOLOR");
  64502. }
  64503. if (useInstances) {
  64504. defines.push("#define INSTANCES");
  64505. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64506. }
  64507. // Bones
  64508. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64509. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64510. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64511. if (mesh.numBoneInfluencers > 4) {
  64512. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64513. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64514. }
  64515. var skeleton = mesh.skeleton;
  64516. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64517. fallbacks.addCPUSkinningFallback(0, mesh);
  64518. if (skeleton.isUsingTextureForMatrices) {
  64519. defines.push("#define BONETEXTURE");
  64520. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64521. this._options.uniforms.push("boneTextureWidth");
  64522. }
  64523. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64524. this._options.samplers.push("boneSampler");
  64525. }
  64526. }
  64527. else {
  64528. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64529. if (this._options.uniforms.indexOf("mBones") === -1) {
  64530. this._options.uniforms.push("mBones");
  64531. }
  64532. }
  64533. }
  64534. else {
  64535. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64536. }
  64537. // Textures
  64538. for (var name in this._textures) {
  64539. if (!this._textures[name].isReady()) {
  64540. return false;
  64541. }
  64542. }
  64543. // Alpha test
  64544. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64545. defines.push("#define ALPHATEST");
  64546. }
  64547. var previousEffect = this._effect;
  64548. var join = defines.join("\n");
  64549. this._effect = engine.createEffect(this._shaderPath, {
  64550. attributes: attribs,
  64551. uniformsNames: this._options.uniforms,
  64552. uniformBuffersNames: this._options.uniformBuffers,
  64553. samplers: this._options.samplers,
  64554. defines: join,
  64555. fallbacks: fallbacks,
  64556. onCompiled: this.onCompiled,
  64557. onError: this.onError
  64558. }, engine);
  64559. if (!this._effect.isReady()) {
  64560. return false;
  64561. }
  64562. if (previousEffect !== this._effect) {
  64563. scene.resetCachedMaterial();
  64564. }
  64565. this._renderId = scene.getRenderId();
  64566. return true;
  64567. };
  64568. /**
  64569. * Binds the world matrix to the material
  64570. * @param world defines the world transformation matrix
  64571. */
  64572. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64573. var scene = this.getScene();
  64574. if (!this._effect) {
  64575. return;
  64576. }
  64577. if (this._options.uniforms.indexOf("world") !== -1) {
  64578. this._effect.setMatrix("world", world);
  64579. }
  64580. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64581. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64582. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64583. }
  64584. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64585. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64586. }
  64587. };
  64588. /**
  64589. * Binds the material to the mesh
  64590. * @param world defines the world transformation matrix
  64591. * @param mesh defines the mesh to bind the material to
  64592. */
  64593. ShaderMaterial.prototype.bind = function (world, mesh) {
  64594. // Std values
  64595. this.bindOnlyWorldMatrix(world);
  64596. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64597. if (this._options.uniforms.indexOf("view") !== -1) {
  64598. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64599. }
  64600. if (this._options.uniforms.indexOf("projection") !== -1) {
  64601. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64602. }
  64603. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64604. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64605. }
  64606. // Bones
  64607. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64608. var name;
  64609. // Texture
  64610. for (name in this._textures) {
  64611. this._effect.setTexture(name, this._textures[name]);
  64612. }
  64613. // Texture arrays
  64614. for (name in this._textureArrays) {
  64615. this._effect.setTextureArray(name, this._textureArrays[name]);
  64616. }
  64617. // Int
  64618. for (name in this._ints) {
  64619. this._effect.setInt(name, this._ints[name]);
  64620. }
  64621. // Float
  64622. for (name in this._floats) {
  64623. this._effect.setFloat(name, this._floats[name]);
  64624. }
  64625. // Floats
  64626. for (name in this._floatsArrays) {
  64627. this._effect.setArray(name, this._floatsArrays[name]);
  64628. }
  64629. // Color3
  64630. for (name in this._colors3) {
  64631. this._effect.setColor3(name, this._colors3[name]);
  64632. }
  64633. for (name in this._colors3Arrays) {
  64634. this._effect.setArray3(name, this._colors3Arrays[name]);
  64635. }
  64636. // Color4
  64637. for (name in this._colors4) {
  64638. var color = this._colors4[name];
  64639. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64640. }
  64641. // Vector2
  64642. for (name in this._vectors2) {
  64643. this._effect.setVector2(name, this._vectors2[name]);
  64644. }
  64645. // Vector3
  64646. for (name in this._vectors3) {
  64647. this._effect.setVector3(name, this._vectors3[name]);
  64648. }
  64649. // Vector4
  64650. for (name in this._vectors4) {
  64651. this._effect.setVector4(name, this._vectors4[name]);
  64652. }
  64653. // Matrix
  64654. for (name in this._matrices) {
  64655. this._effect.setMatrix(name, this._matrices[name]);
  64656. }
  64657. // Matrix 3x3
  64658. for (name in this._matrices3x3) {
  64659. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64660. }
  64661. // Matrix 2x2
  64662. for (name in this._matrices2x2) {
  64663. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64664. }
  64665. // Vector2Array
  64666. for (name in this._vectors2Arrays) {
  64667. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64668. }
  64669. // Vector3Array
  64670. for (name in this._vectors3Arrays) {
  64671. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64672. }
  64673. }
  64674. this._afterBind(mesh);
  64675. };
  64676. /**
  64677. * Gets the active textures from the material
  64678. * @returns an array of textures
  64679. */
  64680. ShaderMaterial.prototype.getActiveTextures = function () {
  64681. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64682. for (var name in this._textures) {
  64683. activeTextures.push(this._textures[name]);
  64684. }
  64685. for (var name in this._textureArrays) {
  64686. var array = this._textureArrays[name];
  64687. for (var index = 0; index < array.length; index++) {
  64688. activeTextures.push(array[index]);
  64689. }
  64690. }
  64691. return activeTextures;
  64692. };
  64693. /**
  64694. * Specifies if the material uses a texture
  64695. * @param texture defines the texture to check against the material
  64696. * @returns a boolean specifying if the material uses the texture
  64697. */
  64698. ShaderMaterial.prototype.hasTexture = function (texture) {
  64699. if (_super.prototype.hasTexture.call(this, texture)) {
  64700. return true;
  64701. }
  64702. for (var name in this._textures) {
  64703. if (this._textures[name] === texture) {
  64704. return true;
  64705. }
  64706. }
  64707. for (var name in this._textureArrays) {
  64708. var array = this._textureArrays[name];
  64709. for (var index = 0; index < array.length; index++) {
  64710. if (array[index] === texture) {
  64711. return true;
  64712. }
  64713. }
  64714. }
  64715. return false;
  64716. };
  64717. /**
  64718. * Makes a duplicate of the material, and gives it a new name
  64719. * @param name defines the new name for the duplicated material
  64720. * @returns the cloned material
  64721. */
  64722. ShaderMaterial.prototype.clone = function (name) {
  64723. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64724. return newShaderMaterial;
  64725. };
  64726. /**
  64727. * Disposes the material
  64728. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64729. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64730. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64731. */
  64732. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64733. if (forceDisposeTextures) {
  64734. var name;
  64735. for (name in this._textures) {
  64736. this._textures[name].dispose();
  64737. }
  64738. for (name in this._textureArrays) {
  64739. var array = this._textureArrays[name];
  64740. for (var index = 0; index < array.length; index++) {
  64741. array[index].dispose();
  64742. }
  64743. }
  64744. }
  64745. this._textures = {};
  64746. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64747. };
  64748. /**
  64749. * Serializes this material in a JSON representation
  64750. * @returns the serialized material object
  64751. */
  64752. ShaderMaterial.prototype.serialize = function () {
  64753. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64754. serializationObject.customType = "BABYLON.ShaderMaterial";
  64755. serializationObject.options = this._options;
  64756. serializationObject.shaderPath = this._shaderPath;
  64757. var name;
  64758. // Texture
  64759. serializationObject.textures = {};
  64760. for (name in this._textures) {
  64761. serializationObject.textures[name] = this._textures[name].serialize();
  64762. }
  64763. // Texture arrays
  64764. serializationObject.textureArrays = {};
  64765. for (name in this._textureArrays) {
  64766. serializationObject.textureArrays[name] = [];
  64767. var array = this._textureArrays[name];
  64768. for (var index = 0; index < array.length; index++) {
  64769. serializationObject.textureArrays[name].push(array[index].serialize());
  64770. }
  64771. }
  64772. // Float
  64773. serializationObject.floats = {};
  64774. for (name in this._floats) {
  64775. serializationObject.floats[name] = this._floats[name];
  64776. }
  64777. // Float s
  64778. serializationObject.FloatArrays = {};
  64779. for (name in this._floatsArrays) {
  64780. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64781. }
  64782. // Color3
  64783. serializationObject.colors3 = {};
  64784. for (name in this._colors3) {
  64785. serializationObject.colors3[name] = this._colors3[name].asArray();
  64786. }
  64787. // Color3 array
  64788. serializationObject.colors3Arrays = {};
  64789. for (name in this._colors3Arrays) {
  64790. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64791. }
  64792. // Color4
  64793. serializationObject.colors4 = {};
  64794. for (name in this._colors4) {
  64795. serializationObject.colors4[name] = this._colors4[name].asArray();
  64796. }
  64797. // Vector2
  64798. serializationObject.vectors2 = {};
  64799. for (name in this._vectors2) {
  64800. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64801. }
  64802. // Vector3
  64803. serializationObject.vectors3 = {};
  64804. for (name in this._vectors3) {
  64805. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64806. }
  64807. // Vector4
  64808. serializationObject.vectors4 = {};
  64809. for (name in this._vectors4) {
  64810. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64811. }
  64812. // Matrix
  64813. serializationObject.matrices = {};
  64814. for (name in this._matrices) {
  64815. serializationObject.matrices[name] = this._matrices[name].asArray();
  64816. }
  64817. // Matrix 3x3
  64818. serializationObject.matrices3x3 = {};
  64819. for (name in this._matrices3x3) {
  64820. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64821. }
  64822. // Matrix 2x2
  64823. serializationObject.matrices2x2 = {};
  64824. for (name in this._matrices2x2) {
  64825. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64826. }
  64827. // Vector2Array
  64828. serializationObject.vectors2Arrays = {};
  64829. for (name in this._vectors2Arrays) {
  64830. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64831. }
  64832. // Vector3Array
  64833. serializationObject.vectors3Arrays = {};
  64834. for (name in this._vectors3Arrays) {
  64835. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64836. }
  64837. return serializationObject;
  64838. };
  64839. /**
  64840. * Creates a shader material from parsed shader material data
  64841. * @param source defines the JSON represnetation of the material
  64842. * @param scene defines the hosting scene
  64843. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64844. * @returns a new material
  64845. */
  64846. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64847. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64848. var name;
  64849. // Texture
  64850. for (name in source.textures) {
  64851. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64852. }
  64853. // Texture arrays
  64854. for (name in source.textureArrays) {
  64855. var array = source.textureArrays[name];
  64856. var textureArray = new Array();
  64857. for (var index = 0; index < array.length; index++) {
  64858. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64859. }
  64860. material.setTextureArray(name, textureArray);
  64861. }
  64862. // Float
  64863. for (name in source.floats) {
  64864. material.setFloat(name, source.floats[name]);
  64865. }
  64866. // Float s
  64867. for (name in source.floatsArrays) {
  64868. material.setFloats(name, source.floatsArrays[name]);
  64869. }
  64870. // Color3
  64871. for (name in source.colors3) {
  64872. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  64873. }
  64874. // Color3 arrays
  64875. for (name in source.colors3Arrays) {
  64876. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  64877. if (i % 3 === 0) {
  64878. arr.push([num]);
  64879. }
  64880. else {
  64881. arr[arr.length - 1].push(num);
  64882. }
  64883. return arr;
  64884. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  64885. material.setColor3Array(name, colors);
  64886. }
  64887. // Color4
  64888. for (name in source.colors4) {
  64889. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  64890. }
  64891. // Vector2
  64892. for (name in source.vectors2) {
  64893. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  64894. }
  64895. // Vector3
  64896. for (name in source.vectors3) {
  64897. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  64898. }
  64899. // Vector4
  64900. for (name in source.vectors4) {
  64901. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  64902. }
  64903. // Matrix
  64904. for (name in source.matrices) {
  64905. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  64906. }
  64907. // Matrix 3x3
  64908. for (name in source.matrices3x3) {
  64909. material.setMatrix3x3(name, source.matrices3x3[name]);
  64910. }
  64911. // Matrix 2x2
  64912. for (name in source.matrices2x2) {
  64913. material.setMatrix2x2(name, source.matrices2x2[name]);
  64914. }
  64915. // Vector2Array
  64916. for (name in source.vectors2Arrays) {
  64917. material.setArray2(name, source.vectors2Arrays[name]);
  64918. }
  64919. // Vector3Array
  64920. for (name in source.vectors3Arrays) {
  64921. material.setArray3(name, source.vectors3Arrays[name]);
  64922. }
  64923. return material;
  64924. };
  64925. return ShaderMaterial;
  64926. }(BABYLON.Material));
  64927. BABYLON.ShaderMaterial = ShaderMaterial;
  64928. })(BABYLON || (BABYLON = {}));
  64929. //# sourceMappingURL=babylon.shaderMaterial.js.map
  64930. var BABYLON;
  64931. (function (BABYLON) {
  64932. /**
  64933. * Mesh representing the gorund
  64934. */
  64935. var GroundMesh = /** @class */ (function (_super) {
  64936. __extends(GroundMesh, _super);
  64937. function GroundMesh(name, scene) {
  64938. var _this = _super.call(this, name, scene) || this;
  64939. /** If octree should be generated */
  64940. _this.generateOctree = false;
  64941. return _this;
  64942. }
  64943. /**
  64944. * "GroundMesh"
  64945. * @returns "GroundMesh"
  64946. */
  64947. GroundMesh.prototype.getClassName = function () {
  64948. return "GroundMesh";
  64949. };
  64950. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  64951. /**
  64952. * The minimum of x and y subdivisions
  64953. */
  64954. get: function () {
  64955. return Math.min(this._subdivisionsX, this._subdivisionsY);
  64956. },
  64957. enumerable: true,
  64958. configurable: true
  64959. });
  64960. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  64961. /**
  64962. * X subdivisions
  64963. */
  64964. get: function () {
  64965. return this._subdivisionsX;
  64966. },
  64967. enumerable: true,
  64968. configurable: true
  64969. });
  64970. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  64971. /**
  64972. * Y subdivisions
  64973. */
  64974. get: function () {
  64975. return this._subdivisionsY;
  64976. },
  64977. enumerable: true,
  64978. configurable: true
  64979. });
  64980. /**
  64981. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  64982. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  64983. * @param chunksCount the number of subdivisions for x and y
  64984. * @param octreeBlocksSize (Default: 32)
  64985. */
  64986. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  64987. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  64988. this._subdivisionsX = chunksCount;
  64989. this._subdivisionsY = chunksCount;
  64990. this.subdivide(chunksCount);
  64991. // Call the octree system optimization if it is defined.
  64992. var thisAsAny = this;
  64993. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  64994. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  64995. }
  64996. };
  64997. /**
  64998. * Returns a height (y) value in the Worl system :
  64999. * the ground altitude at the coordinates (x, z) expressed in the World system.
  65000. * @param x x coordinate
  65001. * @param z z coordinate
  65002. * @returns the ground y position if (x, z) are outside the ground surface.
  65003. */
  65004. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  65005. var world = this.getWorldMatrix();
  65006. var invMat = BABYLON.Tmp.Matrix[5];
  65007. world.invertToRef(invMat);
  65008. var tmpVect = BABYLON.Tmp.Vector3[8];
  65009. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  65010. x = tmpVect.x;
  65011. z = tmpVect.z;
  65012. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65013. return this.position.y;
  65014. }
  65015. if (!this._heightQuads || this._heightQuads.length == 0) {
  65016. this._initHeightQuads();
  65017. this._computeHeightQuads();
  65018. }
  65019. var facet = this._getFacetAt(x, z);
  65020. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  65021. // return y in the World system
  65022. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  65023. return tmpVect.y;
  65024. };
  65025. /**
  65026. * Returns a normalized vector (Vector3) orthogonal to the ground
  65027. * at the ground coordinates (x, z) expressed in the World system.
  65028. * @param x x coordinate
  65029. * @param z z coordinate
  65030. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  65031. */
  65032. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  65033. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  65034. this.getNormalAtCoordinatesToRef(x, z, normal);
  65035. return normal;
  65036. };
  65037. /**
  65038. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  65039. * at the ground coordinates (x, z) expressed in the World system.
  65040. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  65041. * @param x x coordinate
  65042. * @param z z coordinate
  65043. * @param ref vector to store the result
  65044. * @returns the GroundMesh.
  65045. */
  65046. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  65047. var world = this.getWorldMatrix();
  65048. var tmpMat = BABYLON.Tmp.Matrix[5];
  65049. world.invertToRef(tmpMat);
  65050. var tmpVect = BABYLON.Tmp.Vector3[8];
  65051. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  65052. x = tmpVect.x;
  65053. z = tmpVect.z;
  65054. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65055. return this;
  65056. }
  65057. if (!this._heightQuads || this._heightQuads.length == 0) {
  65058. this._initHeightQuads();
  65059. this._computeHeightQuads();
  65060. }
  65061. var facet = this._getFacetAt(x, z);
  65062. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  65063. return this;
  65064. };
  65065. /**
  65066. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  65067. * if the ground has been updated.
  65068. * This can be used in the render loop.
  65069. * @returns the GroundMesh.
  65070. */
  65071. GroundMesh.prototype.updateCoordinateHeights = function () {
  65072. if (!this._heightQuads || this._heightQuads.length == 0) {
  65073. this._initHeightQuads();
  65074. }
  65075. this._computeHeightQuads();
  65076. return this;
  65077. };
  65078. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  65079. GroundMesh.prototype._getFacetAt = function (x, z) {
  65080. // retrieve col and row from x, z coordinates in the ground local system
  65081. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  65082. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  65083. var quad = this._heightQuads[row * this._subdivisionsX + col];
  65084. var facet;
  65085. if (z < quad.slope.x * x + quad.slope.y) {
  65086. facet = quad.facet1;
  65087. }
  65088. else {
  65089. facet = quad.facet2;
  65090. }
  65091. return facet;
  65092. };
  65093. // Creates and populates the heightMap array with "facet" elements :
  65094. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  65095. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65096. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65097. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65098. // Returns the GroundMesh.
  65099. GroundMesh.prototype._initHeightQuads = function () {
  65100. var subdivisionsX = this._subdivisionsX;
  65101. var subdivisionsY = this._subdivisionsY;
  65102. this._heightQuads = new Array();
  65103. for (var row = 0; row < subdivisionsY; row++) {
  65104. for (var col = 0; col < subdivisionsX; col++) {
  65105. 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) };
  65106. this._heightQuads[row * subdivisionsX + col] = quad;
  65107. }
  65108. }
  65109. return this;
  65110. };
  65111. // Compute each quad element values and update the the heightMap array :
  65112. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65113. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65114. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65115. // Returns the GroundMesh.
  65116. GroundMesh.prototype._computeHeightQuads = function () {
  65117. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  65118. if (!positions) {
  65119. return this;
  65120. }
  65121. var v1 = BABYLON.Tmp.Vector3[3];
  65122. var v2 = BABYLON.Tmp.Vector3[2];
  65123. var v3 = BABYLON.Tmp.Vector3[1];
  65124. var v4 = BABYLON.Tmp.Vector3[0];
  65125. var v1v2 = BABYLON.Tmp.Vector3[4];
  65126. var v1v3 = BABYLON.Tmp.Vector3[5];
  65127. var v1v4 = BABYLON.Tmp.Vector3[6];
  65128. var norm1 = BABYLON.Tmp.Vector3[7];
  65129. var norm2 = BABYLON.Tmp.Vector3[8];
  65130. var i = 0;
  65131. var j = 0;
  65132. var k = 0;
  65133. var cd = 0; // 2D slope coefficient : z = cd * x + h
  65134. var h = 0;
  65135. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  65136. var d2 = 0;
  65137. var subdivisionsX = this._subdivisionsX;
  65138. var subdivisionsY = this._subdivisionsY;
  65139. for (var row = 0; row < subdivisionsY; row++) {
  65140. for (var col = 0; col < subdivisionsX; col++) {
  65141. i = col * 3;
  65142. j = row * (subdivisionsX + 1) * 3;
  65143. k = (row + 1) * (subdivisionsX + 1) * 3;
  65144. v1.x = positions[j + i];
  65145. v1.y = positions[j + i + 1];
  65146. v1.z = positions[j + i + 2];
  65147. v2.x = positions[j + i + 3];
  65148. v2.y = positions[j + i + 4];
  65149. v2.z = positions[j + i + 5];
  65150. v3.x = positions[k + i];
  65151. v3.y = positions[k + i + 1];
  65152. v3.z = positions[k + i + 2];
  65153. v4.x = positions[k + i + 3];
  65154. v4.y = positions[k + i + 4];
  65155. v4.z = positions[k + i + 5];
  65156. // 2D slope V1V4
  65157. cd = (v4.z - v1.z) / (v4.x - v1.x);
  65158. h = v1.z - cd * v1.x; // v1 belongs to the slope
  65159. // facet equations :
  65160. // we compute each facet normal vector
  65161. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  65162. // we compute the value d by applying the equation to v1 which belongs to the plane
  65163. // then we store the facet equation in a Vector4
  65164. v2.subtractToRef(v1, v1v2);
  65165. v3.subtractToRef(v1, v1v3);
  65166. v4.subtractToRef(v1, v1v4);
  65167. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  65168. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  65169. norm1.normalize();
  65170. norm2.normalize();
  65171. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  65172. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  65173. var quad = this._heightQuads[row * subdivisionsX + col];
  65174. quad.slope.copyFromFloats(cd, h);
  65175. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  65176. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  65177. }
  65178. }
  65179. return this;
  65180. };
  65181. /**
  65182. * Serializes this ground mesh
  65183. * @param serializationObject object to write serialization to
  65184. */
  65185. GroundMesh.prototype.serialize = function (serializationObject) {
  65186. _super.prototype.serialize.call(this, serializationObject);
  65187. serializationObject.subdivisionsX = this._subdivisionsX;
  65188. serializationObject.subdivisionsY = this._subdivisionsY;
  65189. serializationObject.minX = this._minX;
  65190. serializationObject.maxX = this._maxX;
  65191. serializationObject.minZ = this._minZ;
  65192. serializationObject.maxZ = this._maxZ;
  65193. serializationObject.width = this._width;
  65194. serializationObject.height = this._height;
  65195. };
  65196. /**
  65197. * Parses a serialized ground mesh
  65198. * @param parsedMesh the serialized mesh
  65199. * @param scene the scene to create the ground mesh in
  65200. * @returns the created ground mesh
  65201. */
  65202. GroundMesh.Parse = function (parsedMesh, scene) {
  65203. var result = new GroundMesh(parsedMesh.name, scene);
  65204. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  65205. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  65206. result._minX = parsedMesh.minX;
  65207. result._maxX = parsedMesh.maxX;
  65208. result._minZ = parsedMesh.minZ;
  65209. result._maxZ = parsedMesh.maxZ;
  65210. result._width = parsedMesh.width;
  65211. result._height = parsedMesh.height;
  65212. return result;
  65213. };
  65214. return GroundMesh;
  65215. }(BABYLON.Mesh));
  65216. BABYLON.GroundMesh = GroundMesh;
  65217. })(BABYLON || (BABYLON = {}));
  65218. //# sourceMappingURL=babylon.groundMesh.js.map
  65219. var BABYLON;
  65220. (function (BABYLON) {
  65221. /**
  65222. * Creates an instance based on a source mesh.
  65223. */
  65224. var InstancedMesh = /** @class */ (function (_super) {
  65225. __extends(InstancedMesh, _super);
  65226. function InstancedMesh(name, source) {
  65227. var _this = _super.call(this, name, source.getScene()) || this;
  65228. /** @hidden */
  65229. _this._indexInSourceMeshInstanceArray = -1;
  65230. source.addInstance(_this);
  65231. _this._sourceMesh = source;
  65232. _this.position.copyFrom(source.position);
  65233. _this.rotation.copyFrom(source.rotation);
  65234. _this.scaling.copyFrom(source.scaling);
  65235. if (source.rotationQuaternion) {
  65236. _this.rotationQuaternion = source.rotationQuaternion.clone();
  65237. }
  65238. _this.infiniteDistance = source.infiniteDistance;
  65239. _this.setPivotMatrix(source.getPivotMatrix());
  65240. _this.refreshBoundingInfo();
  65241. _this._syncSubMeshes();
  65242. return _this;
  65243. }
  65244. /**
  65245. * Returns the string "InstancedMesh".
  65246. */
  65247. InstancedMesh.prototype.getClassName = function () {
  65248. return "InstancedMesh";
  65249. };
  65250. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  65251. // Methods
  65252. /**
  65253. * If the source mesh receives shadows
  65254. */
  65255. get: function () {
  65256. return this._sourceMesh.receiveShadows;
  65257. },
  65258. enumerable: true,
  65259. configurable: true
  65260. });
  65261. Object.defineProperty(InstancedMesh.prototype, "material", {
  65262. /**
  65263. * The material of the source mesh
  65264. */
  65265. get: function () {
  65266. return this._sourceMesh.material;
  65267. },
  65268. enumerable: true,
  65269. configurable: true
  65270. });
  65271. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65272. /**
  65273. * Visibility of the source mesh
  65274. */
  65275. get: function () {
  65276. return this._sourceMesh.visibility;
  65277. },
  65278. enumerable: true,
  65279. configurable: true
  65280. });
  65281. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65282. /**
  65283. * Skeleton of the source mesh
  65284. */
  65285. get: function () {
  65286. return this._sourceMesh.skeleton;
  65287. },
  65288. enumerable: true,
  65289. configurable: true
  65290. });
  65291. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65292. /**
  65293. * Rendering ground id of the source mesh
  65294. */
  65295. get: function () {
  65296. return this._sourceMesh.renderingGroupId;
  65297. },
  65298. set: function (value) {
  65299. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65300. return;
  65301. }
  65302. //no-op with warning
  65303. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65304. },
  65305. enumerable: true,
  65306. configurable: true
  65307. });
  65308. /**
  65309. * Returns the total number of vertices (integer).
  65310. */
  65311. InstancedMesh.prototype.getTotalVertices = function () {
  65312. return this._sourceMesh.getTotalVertices();
  65313. };
  65314. /**
  65315. * Returns a positive integer : the total number of indices in this mesh geometry.
  65316. * @returns the numner of indices or zero if the mesh has no geometry.
  65317. */
  65318. InstancedMesh.prototype.getTotalIndices = function () {
  65319. return this._sourceMesh.getTotalIndices();
  65320. };
  65321. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65322. /**
  65323. * The source mesh of the instance
  65324. */
  65325. get: function () {
  65326. return this._sourceMesh;
  65327. },
  65328. enumerable: true,
  65329. configurable: true
  65330. });
  65331. /**
  65332. * Is this node ready to be used/rendered
  65333. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65334. * @return {boolean} is it ready
  65335. */
  65336. InstancedMesh.prototype.isReady = function (completeCheck) {
  65337. if (completeCheck === void 0) { completeCheck = false; }
  65338. return this._sourceMesh.isReady(completeCheck, true);
  65339. };
  65340. /**
  65341. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65342. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65343. * @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.
  65344. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65345. */
  65346. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65347. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65348. };
  65349. /**
  65350. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65351. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65352. * The `data` are either a numeric array either a Float32Array.
  65353. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65354. * 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).
  65355. * Note that a new underlying VertexBuffer object is created each call.
  65356. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65357. *
  65358. * Possible `kind` values :
  65359. * - BABYLON.VertexBuffer.PositionKind
  65360. * - BABYLON.VertexBuffer.UVKind
  65361. * - BABYLON.VertexBuffer.UV2Kind
  65362. * - BABYLON.VertexBuffer.UV3Kind
  65363. * - BABYLON.VertexBuffer.UV4Kind
  65364. * - BABYLON.VertexBuffer.UV5Kind
  65365. * - BABYLON.VertexBuffer.UV6Kind
  65366. * - BABYLON.VertexBuffer.ColorKind
  65367. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65368. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65369. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65370. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65371. *
  65372. * Returns the Mesh.
  65373. */
  65374. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65375. if (this.sourceMesh) {
  65376. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65377. }
  65378. return this.sourceMesh;
  65379. };
  65380. /**
  65381. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65382. * If the mesh has no geometry, it is simply returned as it is.
  65383. * The `data` are either a numeric array either a Float32Array.
  65384. * No new underlying VertexBuffer object is created.
  65385. * 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.
  65386. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65387. *
  65388. * Possible `kind` values :
  65389. * - BABYLON.VertexBuffer.PositionKind
  65390. * - BABYLON.VertexBuffer.UVKind
  65391. * - BABYLON.VertexBuffer.UV2Kind
  65392. * - BABYLON.VertexBuffer.UV3Kind
  65393. * - BABYLON.VertexBuffer.UV4Kind
  65394. * - BABYLON.VertexBuffer.UV5Kind
  65395. * - BABYLON.VertexBuffer.UV6Kind
  65396. * - BABYLON.VertexBuffer.ColorKind
  65397. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65398. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65399. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65400. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65401. *
  65402. * Returns the Mesh.
  65403. */
  65404. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65405. if (this.sourceMesh) {
  65406. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65407. }
  65408. return this.sourceMesh;
  65409. };
  65410. /**
  65411. * Sets the mesh indices.
  65412. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65413. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65414. * This method creates a new index buffer each call.
  65415. * Returns the Mesh.
  65416. */
  65417. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65418. if (totalVertices === void 0) { totalVertices = null; }
  65419. if (this.sourceMesh) {
  65420. this.sourceMesh.setIndices(indices, totalVertices);
  65421. }
  65422. return this.sourceMesh;
  65423. };
  65424. /**
  65425. * Boolean : True if the mesh owns the requested kind of data.
  65426. */
  65427. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65428. return this._sourceMesh.isVerticesDataPresent(kind);
  65429. };
  65430. /**
  65431. * Returns an array of indices (IndicesArray).
  65432. */
  65433. InstancedMesh.prototype.getIndices = function () {
  65434. return this._sourceMesh.getIndices();
  65435. };
  65436. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65437. get: function () {
  65438. return this._sourceMesh._positions;
  65439. },
  65440. enumerable: true,
  65441. configurable: true
  65442. });
  65443. /**
  65444. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65445. * This means the mesh underlying bounding box and sphere are recomputed.
  65446. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65447. * @returns the current mesh
  65448. */
  65449. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65450. if (applySkeleton === void 0) { applySkeleton = false; }
  65451. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65452. return this;
  65453. }
  65454. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65455. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65456. return this;
  65457. };
  65458. /** @hidden */
  65459. InstancedMesh.prototype._preActivate = function () {
  65460. if (this._currentLOD) {
  65461. this._currentLOD._preActivate();
  65462. }
  65463. return this;
  65464. };
  65465. /** @hidden */
  65466. InstancedMesh.prototype._activate = function (renderId) {
  65467. if (this._currentLOD) {
  65468. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65469. }
  65470. return this;
  65471. };
  65472. /**
  65473. * Returns the current associated LOD AbstractMesh.
  65474. */
  65475. InstancedMesh.prototype.getLOD = function (camera) {
  65476. if (!camera) {
  65477. return this;
  65478. }
  65479. var boundingInfo = this.getBoundingInfo();
  65480. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65481. if (this._currentLOD === this.sourceMesh) {
  65482. return this;
  65483. }
  65484. return this._currentLOD;
  65485. };
  65486. /** @hidden */
  65487. InstancedMesh.prototype._syncSubMeshes = function () {
  65488. this.releaseSubMeshes();
  65489. if (this._sourceMesh.subMeshes) {
  65490. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65491. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65492. }
  65493. }
  65494. return this;
  65495. };
  65496. /** @hidden */
  65497. InstancedMesh.prototype._generatePointsArray = function () {
  65498. return this._sourceMesh._generatePointsArray();
  65499. };
  65500. /**
  65501. * Creates a new InstancedMesh from the current mesh.
  65502. * - name (string) : the cloned mesh name
  65503. * - newParent (optional Node) : the optional Node to parent the clone to.
  65504. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65505. *
  65506. * Returns the clone.
  65507. */
  65508. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65509. var result = this._sourceMesh.createInstance(name);
  65510. // Deep copy
  65511. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65512. // Bounding info
  65513. this.refreshBoundingInfo();
  65514. // Parent
  65515. if (newParent) {
  65516. result.parent = newParent;
  65517. }
  65518. if (!doNotCloneChildren) {
  65519. // Children
  65520. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65521. var mesh = this.getScene().meshes[index];
  65522. if (mesh.parent === this) {
  65523. mesh.clone(mesh.name, result);
  65524. }
  65525. }
  65526. }
  65527. result.computeWorldMatrix(true);
  65528. return result;
  65529. };
  65530. /**
  65531. * Disposes the InstancedMesh.
  65532. * Returns nothing.
  65533. */
  65534. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65535. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65536. // Remove from mesh
  65537. this._sourceMesh.removeInstance(this);
  65538. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65539. };
  65540. return InstancedMesh;
  65541. }(BABYLON.AbstractMesh));
  65542. BABYLON.InstancedMesh = InstancedMesh;
  65543. })(BABYLON || (BABYLON = {}));
  65544. //# sourceMappingURL=babylon.instancedMesh.js.map
  65545. var BABYLON;
  65546. (function (BABYLON) {
  65547. /**
  65548. * Line mesh
  65549. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65550. */
  65551. var LinesMesh = /** @class */ (function (_super) {
  65552. __extends(LinesMesh, _super);
  65553. /**
  65554. * Creates a new LinesMesh
  65555. * @param name defines the name
  65556. * @param scene defines the hosting scene
  65557. * @param parent defines the parent mesh if any
  65558. * @param source defines the optional source LinesMesh used to clone data from
  65559. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65560. * When false, achieved by calling a clone(), also passing False.
  65561. * This will make creation of children, recursive.
  65562. * @param useVertexColor defines if this LinesMesh supports vertex color
  65563. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65564. */
  65565. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65566. /**
  65567. * If vertex color should be applied to the mesh
  65568. */
  65569. useVertexColor,
  65570. /**
  65571. * If vertex alpha should be applied to the mesh
  65572. */
  65573. useVertexAlpha) {
  65574. if (scene === void 0) { scene = null; }
  65575. if (parent === void 0) { parent = null; }
  65576. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65577. _this.useVertexColor = useVertexColor;
  65578. _this.useVertexAlpha = useVertexAlpha;
  65579. /**
  65580. * Color of the line (Default: White)
  65581. */
  65582. _this.color = new BABYLON.Color3(1, 1, 1);
  65583. /**
  65584. * Alpha of the line (Default: 1)
  65585. */
  65586. _this.alpha = 1;
  65587. if (source) {
  65588. _this.color = source.color.clone();
  65589. _this.alpha = source.alpha;
  65590. _this.useVertexColor = source.useVertexColor;
  65591. _this.useVertexAlpha = source.useVertexAlpha;
  65592. }
  65593. _this.intersectionThreshold = 0.1;
  65594. var defines = [];
  65595. var options = {
  65596. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65597. uniforms: ["world", "viewProjection"],
  65598. needAlphaBlending: true,
  65599. defines: defines
  65600. };
  65601. if (useVertexAlpha === false) {
  65602. options.needAlphaBlending = false;
  65603. }
  65604. if (!useVertexColor) {
  65605. options.uniforms.push("color");
  65606. }
  65607. else {
  65608. options.defines.push("#define VERTEXCOLOR");
  65609. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65610. }
  65611. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65612. return _this;
  65613. }
  65614. /**
  65615. * Returns the string "LineMesh"
  65616. */
  65617. LinesMesh.prototype.getClassName = function () {
  65618. return "LinesMesh";
  65619. };
  65620. Object.defineProperty(LinesMesh.prototype, "material", {
  65621. /**
  65622. * @hidden
  65623. */
  65624. get: function () {
  65625. return this._colorShader;
  65626. },
  65627. /**
  65628. * @hidden
  65629. */
  65630. set: function (value) {
  65631. // Do nothing
  65632. },
  65633. enumerable: true,
  65634. configurable: true
  65635. });
  65636. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65637. /**
  65638. * @hidden
  65639. */
  65640. get: function () {
  65641. return false;
  65642. },
  65643. enumerable: true,
  65644. configurable: true
  65645. });
  65646. /** @hidden */
  65647. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65648. if (!this._geometry) {
  65649. return this;
  65650. }
  65651. // VBOs
  65652. this._geometry._bind(this._colorShader.getEffect());
  65653. // Color
  65654. if (!this.useVertexColor) {
  65655. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65656. }
  65657. return this;
  65658. };
  65659. /** @hidden */
  65660. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65661. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65662. return this;
  65663. }
  65664. var engine = this.getScene().getEngine();
  65665. // Draw order
  65666. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65667. return this;
  65668. };
  65669. /**
  65670. * Disposes of the line mesh
  65671. * @param doNotRecurse If children should be disposed
  65672. */
  65673. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65674. this._colorShader.dispose(false, false, true);
  65675. _super.prototype.dispose.call(this, doNotRecurse);
  65676. };
  65677. /**
  65678. * Returns a new LineMesh object cloned from the current one.
  65679. */
  65680. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65681. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65682. };
  65683. /**
  65684. * Creates a new InstancedLinesMesh object from the mesh model.
  65685. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  65686. * @param name defines the name of the new instance
  65687. * @returns a new InstancedLinesMesh
  65688. */
  65689. LinesMesh.prototype.createInstance = function (name) {
  65690. return new InstancedLinesMesh(name, this);
  65691. };
  65692. return LinesMesh;
  65693. }(BABYLON.Mesh));
  65694. BABYLON.LinesMesh = LinesMesh;
  65695. /**
  65696. * Creates an instance based on a source LinesMesh
  65697. */
  65698. var InstancedLinesMesh = /** @class */ (function (_super) {
  65699. __extends(InstancedLinesMesh, _super);
  65700. function InstancedLinesMesh(name, source) {
  65701. var _this = _super.call(this, name, source) || this;
  65702. _this.intersectionThreshold = source.intersectionThreshold;
  65703. return _this;
  65704. }
  65705. /**
  65706. * Returns the string "InstancedLinesMesh".
  65707. */
  65708. InstancedLinesMesh.prototype.getClassName = function () {
  65709. return "InstancedLinesMesh";
  65710. };
  65711. return InstancedLinesMesh;
  65712. }(BABYLON.InstancedMesh));
  65713. BABYLON.InstancedLinesMesh = InstancedLinesMesh;
  65714. })(BABYLON || (BABYLON = {}));
  65715. //# sourceMappingURL=babylon.linesMesh.js.map
  65716. var BABYLON;
  65717. (function (BABYLON) {
  65718. /**
  65719. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65720. * The underlying implementation relies on an associative array to ensure the best performances.
  65721. * The value can be anything including 'null' but except 'undefined'
  65722. */
  65723. var StringDictionary = /** @class */ (function () {
  65724. function StringDictionary() {
  65725. this._count = 0;
  65726. this._data = {};
  65727. }
  65728. /**
  65729. * This will clear this dictionary and copy the content from the 'source' one.
  65730. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65731. * @param source the dictionary to take the content from and copy to this dictionary
  65732. */
  65733. StringDictionary.prototype.copyFrom = function (source) {
  65734. var _this = this;
  65735. this.clear();
  65736. source.forEach(function (t, v) { return _this.add(t, v); });
  65737. };
  65738. /**
  65739. * Get a value based from its key
  65740. * @param key the given key to get the matching value from
  65741. * @return the value if found, otherwise undefined is returned
  65742. */
  65743. StringDictionary.prototype.get = function (key) {
  65744. var val = this._data[key];
  65745. if (val !== undefined) {
  65746. return val;
  65747. }
  65748. return undefined;
  65749. };
  65750. /**
  65751. * Get a value from its key or add it if it doesn't exist.
  65752. * This method will ensure you that a given key/data will be present in the dictionary.
  65753. * @param key the given key to get the matching value from
  65754. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65755. * The factory will only be invoked if there's no data for the given key.
  65756. * @return the value corresponding to the key.
  65757. */
  65758. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65759. var val = this.get(key);
  65760. if (val !== undefined) {
  65761. return val;
  65762. }
  65763. val = factory(key);
  65764. if (val) {
  65765. this.add(key, val);
  65766. }
  65767. return val;
  65768. };
  65769. /**
  65770. * Get a value from its key if present in the dictionary otherwise add it
  65771. * @param key the key to get the value from
  65772. * @param val if there's no such key/value pair in the dictionary add it with this value
  65773. * @return the value corresponding to the key
  65774. */
  65775. StringDictionary.prototype.getOrAdd = function (key, val) {
  65776. var curVal = this.get(key);
  65777. if (curVal !== undefined) {
  65778. return curVal;
  65779. }
  65780. this.add(key, val);
  65781. return val;
  65782. };
  65783. /**
  65784. * Check if there's a given key in the dictionary
  65785. * @param key the key to check for
  65786. * @return true if the key is present, false otherwise
  65787. */
  65788. StringDictionary.prototype.contains = function (key) {
  65789. return this._data[key] !== undefined;
  65790. };
  65791. /**
  65792. * Add a new key and its corresponding value
  65793. * @param key the key to add
  65794. * @param value the value corresponding to the key
  65795. * @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
  65796. */
  65797. StringDictionary.prototype.add = function (key, value) {
  65798. if (this._data[key] !== undefined) {
  65799. return false;
  65800. }
  65801. this._data[key] = value;
  65802. ++this._count;
  65803. return true;
  65804. };
  65805. /**
  65806. * Update a specific value associated to a key
  65807. * @param key defines the key to use
  65808. * @param value defines the value to store
  65809. * @returns true if the value was updated (or false if the key was not found)
  65810. */
  65811. StringDictionary.prototype.set = function (key, value) {
  65812. if (this._data[key] === undefined) {
  65813. return false;
  65814. }
  65815. this._data[key] = value;
  65816. return true;
  65817. };
  65818. /**
  65819. * Get the element of the given key and remove it from the dictionary
  65820. * @param key defines the key to search
  65821. * @returns the value associated with the key or null if not found
  65822. */
  65823. StringDictionary.prototype.getAndRemove = function (key) {
  65824. var val = this.get(key);
  65825. if (val !== undefined) {
  65826. delete this._data[key];
  65827. --this._count;
  65828. return val;
  65829. }
  65830. return null;
  65831. };
  65832. /**
  65833. * Remove a key/value from the dictionary.
  65834. * @param key the key to remove
  65835. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65836. */
  65837. StringDictionary.prototype.remove = function (key) {
  65838. if (this.contains(key)) {
  65839. delete this._data[key];
  65840. --this._count;
  65841. return true;
  65842. }
  65843. return false;
  65844. };
  65845. /**
  65846. * Clear the whole content of the dictionary
  65847. */
  65848. StringDictionary.prototype.clear = function () {
  65849. this._data = {};
  65850. this._count = 0;
  65851. };
  65852. Object.defineProperty(StringDictionary.prototype, "count", {
  65853. /**
  65854. * Gets the current count
  65855. */
  65856. get: function () {
  65857. return this._count;
  65858. },
  65859. enumerable: true,
  65860. configurable: true
  65861. });
  65862. /**
  65863. * Execute a callback on each key/val of the dictionary.
  65864. * Note that you can remove any element in this dictionary in the callback implementation
  65865. * @param callback the callback to execute on a given key/value pair
  65866. */
  65867. StringDictionary.prototype.forEach = function (callback) {
  65868. for (var cur in this._data) {
  65869. var val = this._data[cur];
  65870. callback(cur, val);
  65871. }
  65872. };
  65873. /**
  65874. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65875. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65876. * Note that you can remove any element in this dictionary in the callback implementation
  65877. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65878. * @returns the first item
  65879. */
  65880. StringDictionary.prototype.first = function (callback) {
  65881. for (var cur in this._data) {
  65882. var val = this._data[cur];
  65883. var res = callback(cur, val);
  65884. if (res) {
  65885. return res;
  65886. }
  65887. }
  65888. return null;
  65889. };
  65890. return StringDictionary;
  65891. }());
  65892. BABYLON.StringDictionary = StringDictionary;
  65893. })(BABYLON || (BABYLON = {}));
  65894. //# sourceMappingURL=babylon.stringDictionary.js.map
  65895. var BABYLON;
  65896. (function (BABYLON) {
  65897. var Debug;
  65898. (function (Debug) {
  65899. /**
  65900. * Class used to render a debug view of a given skeleton
  65901. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  65902. */
  65903. var SkeletonViewer = /** @class */ (function () {
  65904. /**
  65905. * Creates a new SkeletonViewer
  65906. * @param skeleton defines the skeleton to render
  65907. * @param mesh defines the mesh attached to the skeleton
  65908. * @param scene defines the hosting scene
  65909. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  65910. * @param renderingGroupId defines the rendering group id to use with the viewer
  65911. * @param utilityLayerRenderer defines an optional utility layer to render the helper on
  65912. */
  65913. function SkeletonViewer(
  65914. /** defines the skeleton to render */
  65915. skeleton,
  65916. /** defines the mesh attached to the skeleton */
  65917. mesh, scene,
  65918. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  65919. autoUpdateBonesMatrices,
  65920. /** defines the rendering group id to use with the viewer */
  65921. renderingGroupId,
  65922. /** defines an optional utility layer to render the helper on */
  65923. utilityLayerRenderer) {
  65924. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  65925. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  65926. this.skeleton = skeleton;
  65927. this.mesh = mesh;
  65928. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  65929. this.renderingGroupId = renderingGroupId;
  65930. this.utilityLayerRenderer = utilityLayerRenderer;
  65931. /** Gets or sets the color used to render the skeleton */
  65932. this.color = BABYLON.Color3.White();
  65933. this._debugLines = new Array();
  65934. this._isEnabled = false;
  65935. this._scene = scene;
  65936. this.update();
  65937. this._renderFunction = this.update.bind(this);
  65938. }
  65939. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  65940. /**
  65941. * Returns the mesh used to render the bones
  65942. */
  65943. get: function () {
  65944. return this._debugMesh;
  65945. },
  65946. enumerable: true,
  65947. configurable: true
  65948. });
  65949. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  65950. get: function () {
  65951. return this._isEnabled;
  65952. },
  65953. /** Gets or sets a boolean indicating if the viewer is enabled */
  65954. set: function (value) {
  65955. if (this._isEnabled === value) {
  65956. return;
  65957. }
  65958. this._isEnabled = value;
  65959. if (value) {
  65960. this._scene.registerBeforeRender(this._renderFunction);
  65961. }
  65962. else {
  65963. this._scene.unregisterBeforeRender(this._renderFunction);
  65964. }
  65965. },
  65966. enumerable: true,
  65967. configurable: true
  65968. });
  65969. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  65970. if (x === void 0) { x = 0; }
  65971. if (y === void 0) { y = 0; }
  65972. if (z === void 0) { z = 0; }
  65973. var tmat = BABYLON.Tmp.Matrix[0];
  65974. var parentBone = bone.getParent();
  65975. tmat.copyFrom(bone.getLocalMatrix());
  65976. if (x !== 0 || y !== 0 || z !== 0) {
  65977. var tmat2 = BABYLON.Tmp.Matrix[1];
  65978. BABYLON.Matrix.IdentityToRef(tmat2);
  65979. tmat2.setTranslationFromFloats(x, y, z);
  65980. tmat2.multiplyToRef(tmat, tmat);
  65981. }
  65982. if (parentBone) {
  65983. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  65984. }
  65985. tmat.multiplyToRef(meshMat, tmat);
  65986. position.x = tmat.m[12];
  65987. position.y = tmat.m[13];
  65988. position.z = tmat.m[14];
  65989. };
  65990. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  65991. var len = bones.length;
  65992. var meshPos = this.mesh.position;
  65993. for (var i = 0; i < len; i++) {
  65994. var bone = bones[i];
  65995. var points = this._debugLines[i];
  65996. if (!points) {
  65997. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65998. this._debugLines[i] = points;
  65999. }
  66000. this._getBonePosition(points[0], bone, meshMat);
  66001. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  66002. points[0].subtractInPlace(meshPos);
  66003. points[1].subtractInPlace(meshPos);
  66004. }
  66005. };
  66006. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  66007. var len = bones.length;
  66008. var boneNum = 0;
  66009. var meshPos = this.mesh.position;
  66010. for (var i = len - 1; i >= 0; i--) {
  66011. var childBone = bones[i];
  66012. var parentBone = childBone.getParent();
  66013. if (!parentBone) {
  66014. continue;
  66015. }
  66016. var points = this._debugLines[boneNum];
  66017. if (!points) {
  66018. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66019. this._debugLines[boneNum] = points;
  66020. }
  66021. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  66022. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  66023. points[0].subtractInPlace(meshPos);
  66024. points[1].subtractInPlace(meshPos);
  66025. boneNum++;
  66026. }
  66027. };
  66028. /** Update the viewer to sync with current skeleton state */
  66029. SkeletonViewer.prototype.update = function () {
  66030. if (this.autoUpdateBonesMatrices) {
  66031. this.skeleton.computeAbsoluteTransforms();
  66032. }
  66033. if (this.skeleton.bones[0].length === undefined) {
  66034. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66035. }
  66036. else {
  66037. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66038. }
  66039. var targetScene = this.utilityLayerRenderer ? this.utilityLayerRenderer.utilityLayerScene : this._scene;
  66040. if (!this._debugMesh) {
  66041. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  66042. this._debugMesh.renderingGroupId = this.renderingGroupId;
  66043. }
  66044. else {
  66045. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  66046. }
  66047. this._debugMesh.position.copyFrom(this.mesh.position);
  66048. this._debugMesh.color = this.color;
  66049. };
  66050. /** Release associated resources */
  66051. SkeletonViewer.prototype.dispose = function () {
  66052. if (this._debugMesh) {
  66053. this.isEnabled = false;
  66054. this._debugMesh.dispose();
  66055. this._debugMesh = null;
  66056. }
  66057. };
  66058. return SkeletonViewer;
  66059. }());
  66060. Debug.SkeletonViewer = SkeletonViewer;
  66061. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66062. })(BABYLON || (BABYLON = {}));
  66063. //# sourceMappingURL=babylon.skeletonViewer.js.map
  66064. /**
  66065. * Module Debug contains the (visual) components to debug a scene correctly
  66066. */
  66067. var BABYLON;
  66068. (function (BABYLON) {
  66069. var Debug;
  66070. (function (Debug) {
  66071. /**
  66072. * The Axes viewer will show 3 axes in a specific point in space
  66073. */
  66074. var AxesViewer = /** @class */ (function () {
  66075. /**
  66076. * Creates a new AxesViewer
  66077. * @param scene defines the hosting scene
  66078. * @param scaleLines defines a number used to scale line length (1 by default)
  66079. */
  66080. function AxesViewer(scene, scaleLines) {
  66081. if (scaleLines === void 0) { scaleLines = 1; }
  66082. this._xline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66083. this._yline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66084. this._zline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66085. /**
  66086. * Gets or sets a number used to scale line length
  66087. */
  66088. this.scaleLines = 1;
  66089. this.scaleLines = scaleLines;
  66090. this._xmesh = BABYLON.Mesh.CreateLines("xline", this._xline, scene, true);
  66091. this._ymesh = BABYLON.Mesh.CreateLines("yline", this._yline, scene, true);
  66092. this._zmesh = BABYLON.Mesh.CreateLines("zline", this._zline, scene, true);
  66093. this._xmesh.renderingGroupId = 2;
  66094. this._ymesh.renderingGroupId = 2;
  66095. this._zmesh.renderingGroupId = 2;
  66096. this._xmesh.material.checkReadyOnlyOnce = true;
  66097. this._xmesh.color = new BABYLON.Color3(1, 0, 0);
  66098. this._ymesh.material.checkReadyOnlyOnce = true;
  66099. this._ymesh.color = new BABYLON.Color3(0, 1, 0);
  66100. this._zmesh.material.checkReadyOnlyOnce = true;
  66101. this._zmesh.color = new BABYLON.Color3(0, 0, 1);
  66102. this.scene = scene;
  66103. }
  66104. /**
  66105. * Force the viewer to update
  66106. * @param position defines the position of the viewer
  66107. * @param xaxis defines the x axis of the viewer
  66108. * @param yaxis defines the y axis of the viewer
  66109. * @param zaxis defines the z axis of the viewer
  66110. */
  66111. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  66112. var scaleLines = this.scaleLines;
  66113. if (this._xmesh) {
  66114. this._xmesh.position.copyFrom(position);
  66115. }
  66116. if (this._ymesh) {
  66117. this._ymesh.position.copyFrom(position);
  66118. }
  66119. if (this._zmesh) {
  66120. this._zmesh.position.copyFrom(position);
  66121. }
  66122. var point2 = this._xline[1];
  66123. point2.x = xaxis.x * scaleLines;
  66124. point2.y = xaxis.y * scaleLines;
  66125. point2.z = xaxis.z * scaleLines;
  66126. BABYLON.Mesh.CreateLines("", this._xline, null, false, this._xmesh);
  66127. point2 = this._yline[1];
  66128. point2.x = yaxis.x * scaleLines;
  66129. point2.y = yaxis.y * scaleLines;
  66130. point2.z = yaxis.z * scaleLines;
  66131. BABYLON.Mesh.CreateLines("", this._yline, null, false, this._ymesh);
  66132. point2 = this._zline[1];
  66133. point2.x = zaxis.x * scaleLines;
  66134. point2.y = zaxis.y * scaleLines;
  66135. point2.z = zaxis.z * scaleLines;
  66136. BABYLON.Mesh.CreateLines("", this._zline, null, false, this._zmesh);
  66137. };
  66138. /** Releases resources */
  66139. AxesViewer.prototype.dispose = function () {
  66140. if (this._xmesh) {
  66141. this._xmesh.dispose();
  66142. }
  66143. if (this._ymesh) {
  66144. this._ymesh.dispose();
  66145. }
  66146. if (this._zmesh) {
  66147. this._zmesh.dispose();
  66148. }
  66149. this._xmesh = null;
  66150. this._ymesh = null;
  66151. this._zmesh = null;
  66152. this.scene = null;
  66153. };
  66154. return AxesViewer;
  66155. }());
  66156. Debug.AxesViewer = AxesViewer;
  66157. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66158. })(BABYLON || (BABYLON = {}));
  66159. //# sourceMappingURL=babylon.axesViewer.js.map
  66160. var BABYLON;
  66161. (function (BABYLON) {
  66162. var Debug;
  66163. (function (Debug) {
  66164. /**
  66165. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  66166. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  66167. */
  66168. var BoneAxesViewer = /** @class */ (function (_super) {
  66169. __extends(BoneAxesViewer, _super);
  66170. /**
  66171. * Creates a new BoneAxesViewer
  66172. * @param scene defines the hosting scene
  66173. * @param bone defines the target bone
  66174. * @param mesh defines the target mesh
  66175. * @param scaleLines defines a scaling factor for line length (1 by default)
  66176. */
  66177. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  66178. if (scaleLines === void 0) { scaleLines = 1; }
  66179. var _this = _super.call(this, scene, scaleLines) || this;
  66180. /** Gets current position */
  66181. _this.pos = BABYLON.Vector3.Zero();
  66182. /** Gets direction of X axis */
  66183. _this.xaxis = BABYLON.Vector3.Zero();
  66184. /** Gets direction of Y axis */
  66185. _this.yaxis = BABYLON.Vector3.Zero();
  66186. /** Gets direction of Z axis */
  66187. _this.zaxis = BABYLON.Vector3.Zero();
  66188. _this.mesh = mesh;
  66189. _this.bone = bone;
  66190. return _this;
  66191. }
  66192. /**
  66193. * Force the viewer to update
  66194. */
  66195. BoneAxesViewer.prototype.update = function () {
  66196. if (!this.mesh || !this.bone) {
  66197. return;
  66198. }
  66199. var bone = this.bone;
  66200. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  66201. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  66202. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  66203. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  66204. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  66205. };
  66206. /** Releases resources */
  66207. BoneAxesViewer.prototype.dispose = function () {
  66208. if (this.mesh) {
  66209. this.mesh = null;
  66210. this.bone = null;
  66211. _super.prototype.dispose.call(this);
  66212. }
  66213. };
  66214. return BoneAxesViewer;
  66215. }(Debug.AxesViewer));
  66216. Debug.BoneAxesViewer = BoneAxesViewer;
  66217. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66218. })(BABYLON || (BABYLON = {}));
  66219. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  66220. var BABYLON;
  66221. (function (BABYLON) {
  66222. /**
  66223. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66224. * in order to better appreciate the issue one might have.
  66225. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66226. */
  66227. var RayHelper = /** @class */ (function () {
  66228. /**
  66229. * Instantiate a new ray helper.
  66230. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66231. * in order to better appreciate the issue one might have.
  66232. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66233. * @param ray Defines the ray we are currently tryin to visualize
  66234. */
  66235. function RayHelper(ray) {
  66236. this.ray = ray;
  66237. }
  66238. /**
  66239. * Helper function to create a colored helper in a scene in one line.
  66240. * @param ray Defines the ray we are currently tryin to visualize
  66241. * @param scene Defines the scene the ray is used in
  66242. * @param color Defines the color we want to see the ray in
  66243. * @returns The newly created ray helper.
  66244. */
  66245. RayHelper.CreateAndShow = function (ray, scene, color) {
  66246. var helper = new RayHelper(ray);
  66247. helper.show(scene, color);
  66248. return helper;
  66249. };
  66250. /**
  66251. * Shows the ray we are willing to debug.
  66252. * @param scene Defines the scene the ray needs to be rendered in
  66253. * @param color Defines the color the ray needs to be rendered in
  66254. */
  66255. RayHelper.prototype.show = function (scene, color) {
  66256. if (!this._renderFunction && this.ray) {
  66257. var ray = this.ray;
  66258. this._renderFunction = this._render.bind(this);
  66259. this._scene = scene;
  66260. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  66261. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  66262. if (this._renderFunction) {
  66263. this._scene.registerBeforeRender(this._renderFunction);
  66264. }
  66265. }
  66266. if (color && this._renderLine) {
  66267. this._renderLine.color.copyFrom(color);
  66268. }
  66269. };
  66270. /**
  66271. * Hides the ray we are debugging.
  66272. */
  66273. RayHelper.prototype.hide = function () {
  66274. if (this._renderFunction && this._scene) {
  66275. this._scene.unregisterBeforeRender(this._renderFunction);
  66276. this._scene = null;
  66277. this._renderFunction = null;
  66278. if (this._renderLine) {
  66279. this._renderLine.dispose();
  66280. this._renderLine = null;
  66281. }
  66282. this._renderPoints = [];
  66283. }
  66284. };
  66285. RayHelper.prototype._render = function () {
  66286. var ray = this.ray;
  66287. if (!ray) {
  66288. return;
  66289. }
  66290. var point = this._renderPoints[1];
  66291. var len = Math.min(ray.length, 1000000);
  66292. point.copyFrom(ray.direction);
  66293. point.scaleInPlace(len);
  66294. point.addInPlace(ray.origin);
  66295. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66296. };
  66297. /**
  66298. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66299. * @param mesh Defines the mesh we want the helper attached to
  66300. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66301. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66302. * @param length Defines the length of the ray
  66303. */
  66304. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66305. this._attachedToMesh = mesh;
  66306. var ray = this.ray;
  66307. if (!ray) {
  66308. return;
  66309. }
  66310. if (!ray.direction) {
  66311. ray.direction = BABYLON.Vector3.Zero();
  66312. }
  66313. if (!ray.origin) {
  66314. ray.origin = BABYLON.Vector3.Zero();
  66315. }
  66316. if (length) {
  66317. ray.length = length;
  66318. }
  66319. if (!meshSpaceOrigin) {
  66320. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66321. }
  66322. if (!meshSpaceDirection) {
  66323. // -1 so that this will work with Mesh.lookAt
  66324. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66325. }
  66326. if (!this._meshSpaceDirection) {
  66327. this._meshSpaceDirection = meshSpaceDirection.clone();
  66328. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66329. }
  66330. else {
  66331. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66332. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66333. }
  66334. if (!this._updateToMeshFunction) {
  66335. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66336. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66337. }
  66338. this._updateToMesh();
  66339. };
  66340. /**
  66341. * Detach the ray helper from the mesh it has previously been attached to.
  66342. */
  66343. RayHelper.prototype.detachFromMesh = function () {
  66344. if (this._attachedToMesh) {
  66345. if (this._updateToMeshFunction) {
  66346. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66347. }
  66348. this._attachedToMesh = null;
  66349. this._updateToMeshFunction = null;
  66350. }
  66351. };
  66352. RayHelper.prototype._updateToMesh = function () {
  66353. var ray = this.ray;
  66354. if (!this._attachedToMesh || !ray) {
  66355. return;
  66356. }
  66357. if (this._attachedToMesh._isDisposed) {
  66358. this.detachFromMesh();
  66359. return;
  66360. }
  66361. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66362. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66363. };
  66364. /**
  66365. * Dispose the helper and release its associated resources.
  66366. */
  66367. RayHelper.prototype.dispose = function () {
  66368. this.hide();
  66369. this.detachFromMesh();
  66370. this.ray = null;
  66371. };
  66372. return RayHelper;
  66373. }());
  66374. BABYLON.RayHelper = RayHelper;
  66375. })(BABYLON || (BABYLON = {}));
  66376. //# sourceMappingURL=babylon.rayHelper.js.map
  66377. var __assign = (this && this.__assign) || function () {
  66378. __assign = Object.assign || function(t) {
  66379. for (var s, i = 1, n = arguments.length; i < n; i++) {
  66380. s = arguments[i];
  66381. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  66382. t[p] = s[p];
  66383. }
  66384. return t;
  66385. };
  66386. return __assign.apply(this, arguments);
  66387. };
  66388. var BABYLON;
  66389. (function (BABYLON) {
  66390. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66391. get: function () {
  66392. if (!this._debugLayer) {
  66393. this._debugLayer = new DebugLayer(this);
  66394. }
  66395. return this._debugLayer;
  66396. },
  66397. enumerable: true,
  66398. configurable: true
  66399. });
  66400. /**
  66401. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66402. * what is happening in your scene
  66403. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66404. */
  66405. var DebugLayer = /** @class */ (function () {
  66406. /**
  66407. * Instantiates a new debug layer.
  66408. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66409. * what is happening in your scene
  66410. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66411. * @param scene Defines the scene to inspect
  66412. */
  66413. function DebugLayer(scene) {
  66414. var _this = this;
  66415. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66416. /**
  66417. * Observable triggered when a property is changed through the inspector.
  66418. */
  66419. this.onPropertyChangedObservable = new BABYLON.Observable();
  66420. this._scene = scene;
  66421. this._scene.onDisposeObservable.add(function () {
  66422. // Debug layer
  66423. if (_this._scene._debugLayer) {
  66424. _this._scene._debugLayer.hide();
  66425. }
  66426. });
  66427. }
  66428. /** Creates the inspector window. */
  66429. DebugLayer.prototype._createInspector = function (config) {
  66430. if (this.isVisible()) {
  66431. return;
  66432. }
  66433. var userOptions = __assign({ overlay: false, showExplorer: true, showInspector: true, embedMode: false, handleResize: true, enablePopup: true }, config);
  66434. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66435. this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);
  66436. };
  66437. /**
  66438. * Get if the inspector is visible or not.
  66439. * @returns true if visible otherwise, false
  66440. */
  66441. DebugLayer.prototype.isVisible = function () {
  66442. return this.BJSINSPECTOR.Inspector.IsVisible;
  66443. };
  66444. /**
  66445. * Hide the inspector and close its window.
  66446. */
  66447. DebugLayer.prototype.hide = function () {
  66448. this.BJSINSPECTOR.Inspector.Hide();
  66449. };
  66450. /**
  66451. * Launch the debugLayer.
  66452. * @param config Define the configuration of the inspector
  66453. */
  66454. DebugLayer.prototype.show = function (config) {
  66455. if (typeof this.BJSINSPECTOR == 'undefined') {
  66456. // Load inspector and add it to the DOM
  66457. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66458. }
  66459. else {
  66460. // Otherwise creates the inspector
  66461. this._createInspector(config);
  66462. }
  66463. };
  66464. /**
  66465. * Define the url to get the inspector script from.
  66466. * By default it uses the babylonjs CDN.
  66467. * @ignoreNaming
  66468. */
  66469. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66470. return DebugLayer;
  66471. }());
  66472. BABYLON.DebugLayer = DebugLayer;
  66473. })(BABYLON || (BABYLON = {}));
  66474. //# sourceMappingURL=babylon.debugLayer.js.map
  66475. var BABYLON;
  66476. (function (BABYLON) {
  66477. var Debug;
  66478. (function (Debug) {
  66479. /**
  66480. * Used to show the physics impostor around the specific mesh
  66481. */
  66482. var PhysicsViewer = /** @class */ (function () {
  66483. /**
  66484. * Creates a new PhysicsViewer
  66485. * @param scene defines the hosting scene
  66486. */
  66487. function PhysicsViewer(scene) {
  66488. /** @hidden */
  66489. this._impostors = [];
  66490. /** @hidden */
  66491. this._meshes = [];
  66492. /** @hidden */
  66493. this._numMeshes = 0;
  66494. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66495. var physicEngine = this._scene.getPhysicsEngine();
  66496. if (physicEngine) {
  66497. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66498. }
  66499. }
  66500. /** @hidden */
  66501. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66502. var plugin = this._physicsEnginePlugin;
  66503. for (var i = 0; i < this._numMeshes; i++) {
  66504. var impostor = this._impostors[i];
  66505. if (!impostor) {
  66506. continue;
  66507. }
  66508. if (impostor.isDisposed) {
  66509. this.hideImpostor(this._impostors[i--]);
  66510. }
  66511. else {
  66512. var mesh = this._meshes[i];
  66513. if (mesh && plugin) {
  66514. plugin.syncMeshWithImpostor(mesh, impostor);
  66515. }
  66516. }
  66517. }
  66518. };
  66519. /**
  66520. * Renders a specified physic impostor
  66521. * @param impostor defines the impostor to render
  66522. */
  66523. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66524. if (!this._scene) {
  66525. return;
  66526. }
  66527. for (var i = 0; i < this._numMeshes; i++) {
  66528. if (this._impostors[i] == impostor) {
  66529. return;
  66530. }
  66531. }
  66532. var debugMesh = this._getDebugMesh(impostor, this._scene);
  66533. if (debugMesh) {
  66534. this._impostors[this._numMeshes] = impostor;
  66535. this._meshes[this._numMeshes] = debugMesh;
  66536. if (this._numMeshes === 0) {
  66537. this._renderFunction = this._updateDebugMeshes.bind(this);
  66538. this._scene.registerBeforeRender(this._renderFunction);
  66539. }
  66540. this._numMeshes++;
  66541. }
  66542. };
  66543. /**
  66544. * Hides a specified physic impostor
  66545. * @param impostor defines the impostor to hide
  66546. */
  66547. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66548. if (!impostor || !this._scene) {
  66549. return;
  66550. }
  66551. var removed = false;
  66552. for (var i = 0; i < this._numMeshes; i++) {
  66553. if (this._impostors[i] == impostor) {
  66554. var mesh = this._meshes[i];
  66555. if (!mesh) {
  66556. continue;
  66557. }
  66558. this._scene.removeMesh(mesh);
  66559. mesh.dispose();
  66560. this._numMeshes--;
  66561. if (this._numMeshes > 0) {
  66562. this._meshes[i] = this._meshes[this._numMeshes];
  66563. this._impostors[i] = this._impostors[this._numMeshes];
  66564. this._meshes[this._numMeshes] = null;
  66565. this._impostors[this._numMeshes] = null;
  66566. }
  66567. else {
  66568. this._meshes[0] = null;
  66569. this._impostors[0] = null;
  66570. }
  66571. removed = true;
  66572. break;
  66573. }
  66574. }
  66575. if (removed && this._numMeshes === 0) {
  66576. this._scene.unregisterBeforeRender(this._renderFunction);
  66577. }
  66578. };
  66579. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66580. if (!this._debugMaterial) {
  66581. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66582. this._debugMaterial.wireframe = true;
  66583. }
  66584. return this._debugMaterial;
  66585. };
  66586. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66587. if (!this._debugBoxMesh) {
  66588. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66589. this._debugBoxMesh.renderingGroupId = 1;
  66590. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66591. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66592. scene.removeMesh(this._debugBoxMesh);
  66593. }
  66594. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66595. };
  66596. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66597. if (!this._debugSphereMesh) {
  66598. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66599. this._debugSphereMesh.renderingGroupId = 1;
  66600. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66601. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66602. scene.removeMesh(this._debugSphereMesh);
  66603. }
  66604. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66605. };
  66606. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  66607. var mesh = null;
  66608. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66609. mesh = this._getDebugBoxMesh(scene);
  66610. impostor.getBoxSizeToRef(mesh.scaling);
  66611. }
  66612. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66613. mesh = this._getDebugSphereMesh(scene);
  66614. var radius = impostor.getRadius();
  66615. mesh.scaling.x = radius * 2;
  66616. mesh.scaling.y = radius * 2;
  66617. mesh.scaling.z = radius * 2;
  66618. }
  66619. return mesh;
  66620. };
  66621. /** Releases all resources */
  66622. PhysicsViewer.prototype.dispose = function () {
  66623. for (var i = 0; i < this._numMeshes; i++) {
  66624. this.hideImpostor(this._impostors[i]);
  66625. }
  66626. if (this._debugBoxMesh) {
  66627. this._debugBoxMesh.dispose();
  66628. }
  66629. if (this._debugSphereMesh) {
  66630. this._debugSphereMesh.dispose();
  66631. }
  66632. if (this._debugMaterial) {
  66633. this._debugMaterial.dispose();
  66634. }
  66635. this._impostors.length = 0;
  66636. this._scene = null;
  66637. this._physicsEnginePlugin = null;
  66638. };
  66639. return PhysicsViewer;
  66640. }());
  66641. Debug.PhysicsViewer = PhysicsViewer;
  66642. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66643. })(BABYLON || (BABYLON = {}));
  66644. //# sourceMappingURL=babylon.physicsViewer.js.map
  66645. var BABYLON;
  66646. (function (BABYLON) {
  66647. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66648. get: function () {
  66649. return this._forceShowBoundingBoxes || false;
  66650. },
  66651. set: function (value) {
  66652. this._forceShowBoundingBoxes = value;
  66653. // Lazyly creates a BB renderer if needed.
  66654. if (value) {
  66655. this.getBoundingBoxRenderer();
  66656. }
  66657. },
  66658. enumerable: true,
  66659. configurable: true
  66660. });
  66661. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66662. if (!this._boundingBoxRenderer) {
  66663. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66664. }
  66665. return this._boundingBoxRenderer;
  66666. };
  66667. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66668. get: function () {
  66669. return this._showBoundingBox || false;
  66670. },
  66671. set: function (value) {
  66672. this._showBoundingBox = value;
  66673. // Lazyly creates a BB renderer if needed.
  66674. if (value) {
  66675. this.getScene().getBoundingBoxRenderer();
  66676. }
  66677. },
  66678. enumerable: true,
  66679. configurable: true
  66680. });
  66681. /**
  66682. * Component responsible of rendering the bounding box of the meshes in a scene.
  66683. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66684. */
  66685. var BoundingBoxRenderer = /** @class */ (function () {
  66686. /**
  66687. * Instantiates a new bounding box renderer in a scene.
  66688. * @param scene the scene the renderer renders in
  66689. */
  66690. function BoundingBoxRenderer(scene) {
  66691. /**
  66692. * The component name helpfull to identify the component in the list of scene components.
  66693. */
  66694. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66695. /**
  66696. * Color of the bounding box lines placed in front of an object
  66697. */
  66698. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66699. /**
  66700. * Color of the bounding box lines placed behind an object
  66701. */
  66702. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66703. /**
  66704. * Defines if the renderer should show the back lines or not
  66705. */
  66706. this.showBackLines = true;
  66707. /**
  66708. * @hidden
  66709. */
  66710. this.renderList = new BABYLON.SmartArray(32);
  66711. this._vertexBuffers = {};
  66712. this.scene = scene;
  66713. scene._addComponent(this);
  66714. }
  66715. /**
  66716. * Registers the component in a given scene
  66717. */
  66718. BoundingBoxRenderer.prototype.register = function () {
  66719. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66720. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66721. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66722. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66723. };
  66724. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66725. if (mesh.showSubMeshesBoundingBox) {
  66726. var boundingInfo = subMesh.getBoundingInfo();
  66727. if (boundingInfo !== null && boundingInfo !== undefined) {
  66728. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66729. this.renderList.push(boundingInfo.boundingBox);
  66730. }
  66731. }
  66732. };
  66733. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66734. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66735. var boundingInfo = sourceMesh.getBoundingInfo();
  66736. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66737. this.renderList.push(boundingInfo.boundingBox);
  66738. }
  66739. };
  66740. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66741. if (this._colorShader) {
  66742. return;
  66743. }
  66744. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66745. attributes: [BABYLON.VertexBuffer.PositionKind],
  66746. uniforms: ["world", "viewProjection", "color"]
  66747. });
  66748. var engine = this.scene.getEngine();
  66749. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66750. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66751. this._createIndexBuffer();
  66752. };
  66753. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66754. var engine = this.scene.getEngine();
  66755. 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]);
  66756. };
  66757. /**
  66758. * Rebuilds the elements related to this component in case of
  66759. * context lost for instance.
  66760. */
  66761. BoundingBoxRenderer.prototype.rebuild = function () {
  66762. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66763. if (vb) {
  66764. vb._rebuild();
  66765. }
  66766. this._createIndexBuffer();
  66767. };
  66768. /**
  66769. * @hidden
  66770. */
  66771. BoundingBoxRenderer.prototype.reset = function () {
  66772. this.renderList.reset();
  66773. };
  66774. /**
  66775. * Render the bounding boxes of a specific rendering group
  66776. * @param renderingGroupId defines the rendering group to render
  66777. */
  66778. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66779. if (this.renderList.length === 0) {
  66780. return;
  66781. }
  66782. this._prepareRessources();
  66783. if (!this._colorShader.isReady()) {
  66784. return;
  66785. }
  66786. var engine = this.scene.getEngine();
  66787. engine.setDepthWrite(false);
  66788. this._colorShader._preBind();
  66789. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  66790. var boundingBox = this.renderList.data[boundingBoxIndex];
  66791. if (boundingBox._tag !== renderingGroupId) {
  66792. continue;
  66793. }
  66794. var min = boundingBox.minimum;
  66795. var max = boundingBox.maximum;
  66796. var diff = max.subtract(min);
  66797. var median = min.add(diff.scale(0.5));
  66798. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66799. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66800. .multiply(boundingBox.getWorldMatrix());
  66801. // VBOs
  66802. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66803. if (this.showBackLines) {
  66804. // Back
  66805. engine.setDepthFunctionToGreaterOrEqual();
  66806. this.scene.resetCachedMaterial();
  66807. this._colorShader.setColor4("color", this.backColor.toColor4());
  66808. this._colorShader.bind(worldMatrix);
  66809. // Draw order
  66810. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66811. }
  66812. // Front
  66813. engine.setDepthFunctionToLess();
  66814. this.scene.resetCachedMaterial();
  66815. this._colorShader.setColor4("color", this.frontColor.toColor4());
  66816. this._colorShader.bind(worldMatrix);
  66817. // Draw order
  66818. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66819. }
  66820. this._colorShader.unbind();
  66821. engine.setDepthFunctionToLessOrEqual();
  66822. engine.setDepthWrite(true);
  66823. };
  66824. /**
  66825. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66826. * @param mesh Define the mesh to render the occlusion bounding box for
  66827. */
  66828. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  66829. this._prepareRessources();
  66830. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  66831. return;
  66832. }
  66833. var engine = this.scene.getEngine();
  66834. engine.setDepthWrite(false);
  66835. engine.setColorWrite(false);
  66836. this._colorShader._preBind();
  66837. var boundingBox = mesh._boundingInfo.boundingBox;
  66838. var min = boundingBox.minimum;
  66839. var max = boundingBox.maximum;
  66840. var diff = max.subtract(min);
  66841. var median = min.add(diff.scale(0.5));
  66842. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66843. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66844. .multiply(boundingBox.getWorldMatrix());
  66845. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66846. engine.setDepthFunctionToLess();
  66847. this.scene.resetCachedMaterial();
  66848. this._colorShader.bind(worldMatrix);
  66849. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66850. this._colorShader.unbind();
  66851. engine.setDepthFunctionToLessOrEqual();
  66852. engine.setDepthWrite(true);
  66853. engine.setColorWrite(true);
  66854. };
  66855. /**
  66856. * Dispose and release the resources attached to this renderer.
  66857. */
  66858. BoundingBoxRenderer.prototype.dispose = function () {
  66859. if (!this._colorShader) {
  66860. return;
  66861. }
  66862. this.renderList.dispose();
  66863. this._colorShader.dispose();
  66864. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66865. if (buffer) {
  66866. buffer.dispose();
  66867. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  66868. }
  66869. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  66870. };
  66871. return BoundingBoxRenderer;
  66872. }());
  66873. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  66874. })(BABYLON || (BABYLON = {}));
  66875. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  66876. var BABYLON;
  66877. (function (BABYLON) {
  66878. BABYLON.Engine.prototype.createTransformFeedback = function () {
  66879. return this._gl.createTransformFeedback();
  66880. };
  66881. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  66882. this._gl.deleteTransformFeedback(value);
  66883. };
  66884. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  66885. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  66886. };
  66887. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  66888. if (usePoints === void 0) { usePoints = true; }
  66889. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  66890. };
  66891. BABYLON.Engine.prototype.endTransformFeedback = function () {
  66892. this._gl.endTransformFeedback();
  66893. };
  66894. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  66895. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  66896. };
  66897. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  66898. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  66899. };
  66900. })(BABYLON || (BABYLON = {}));
  66901. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  66902. var BABYLON;
  66903. (function (BABYLON) {
  66904. /**
  66905. * This represents a GPU particle system in Babylon
  66906. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  66907. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  66908. */
  66909. var GPUParticleSystem = /** @class */ (function (_super) {
  66910. __extends(GPUParticleSystem, _super);
  66911. /**
  66912. * Instantiates a GPU particle system.
  66913. * 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.
  66914. * @param name The name of the particle system
  66915. * @param options The options used to create the system
  66916. * @param scene The scene the particle system belongs to
  66917. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  66918. */
  66919. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  66920. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  66921. var _this = _super.call(this, name) || this;
  66922. /**
  66923. * The layer mask we are rendering the particles through.
  66924. */
  66925. _this.layerMask = 0x0FFFFFFF;
  66926. _this._accumulatedCount = 0;
  66927. _this._targetIndex = 0;
  66928. _this._currentRenderId = -1;
  66929. _this._started = false;
  66930. _this._stopped = false;
  66931. _this._timeDelta = 0;
  66932. _this._actualFrame = 0;
  66933. _this._rawTextureWidth = 256;
  66934. /**
  66935. * An event triggered when the system is disposed.
  66936. */
  66937. _this.onDisposeObservable = new BABYLON.Observable();
  66938. /**
  66939. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  66940. * to override the particles.
  66941. */
  66942. _this.forceDepthWrite = false;
  66943. _this._preWarmDone = false;
  66944. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66945. // Setup the default processing configuration to the scene.
  66946. _this._attachImageProcessingConfiguration(null);
  66947. _this._engine = _this._scene.getEngine();
  66948. if (!options.randomTextureSize) {
  66949. delete options.randomTextureSize;
  66950. }
  66951. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  66952. var optionsAsNumber = options;
  66953. if (isFinite(optionsAsNumber)) {
  66954. fullOptions.capacity = optionsAsNumber;
  66955. }
  66956. _this._capacity = fullOptions.capacity;
  66957. _this._activeCount = fullOptions.capacity;
  66958. _this._currentActiveCount = 0;
  66959. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  66960. _this._scene.particleSystems.push(_this);
  66961. _this._updateEffectOptions = {
  66962. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  66963. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  66964. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  66965. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  66966. uniformBuffersNames: [],
  66967. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  66968. defines: "",
  66969. fallbacks: null,
  66970. onCompiled: null,
  66971. onError: null,
  66972. indexParameters: null,
  66973. maxSimultaneousLights: 0,
  66974. transformFeedbackVaryings: []
  66975. };
  66976. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  66977. // Random data
  66978. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  66979. var d = [];
  66980. for (var i = 0; i < maxTextureSize; ++i) {
  66981. d.push(Math.random());
  66982. d.push(Math.random());
  66983. d.push(Math.random());
  66984. d.push(Math.random());
  66985. }
  66986. _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);
  66987. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66988. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66989. d = [];
  66990. for (var i = 0; i < maxTextureSize; ++i) {
  66991. d.push(Math.random());
  66992. d.push(Math.random());
  66993. d.push(Math.random());
  66994. d.push(Math.random());
  66995. }
  66996. _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);
  66997. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66998. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66999. _this._randomTextureSize = maxTextureSize;
  67000. return _this;
  67001. }
  67002. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  67003. /**
  67004. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  67005. */
  67006. get: function () {
  67007. if (!BABYLON.Engine.LastCreatedEngine) {
  67008. return false;
  67009. }
  67010. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  67011. },
  67012. enumerable: true,
  67013. configurable: true
  67014. });
  67015. /**
  67016. * Gets the maximum number of particles active at the same time.
  67017. * @returns The max number of active particles.
  67018. */
  67019. GPUParticleSystem.prototype.getCapacity = function () {
  67020. return this._capacity;
  67021. };
  67022. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  67023. /**
  67024. * Gets or set the number of active particles
  67025. */
  67026. get: function () {
  67027. return this._activeCount;
  67028. },
  67029. set: function (value) {
  67030. this._activeCount = Math.min(value, this._capacity);
  67031. },
  67032. enumerable: true,
  67033. configurable: true
  67034. });
  67035. /**
  67036. * Is this system ready to be used/rendered
  67037. * @return true if the system is ready
  67038. */
  67039. GPUParticleSystem.prototype.isReady = function () {
  67040. if (!this._updateEffect) {
  67041. this._recreateUpdateEffect();
  67042. this._recreateRenderEffect();
  67043. return false;
  67044. }
  67045. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  67046. return false;
  67047. }
  67048. return true;
  67049. };
  67050. /**
  67051. * Gets if the system has been started. (Note: this will still be true after stop is called)
  67052. * @returns True if it has been started, otherwise false.
  67053. */
  67054. GPUParticleSystem.prototype.isStarted = function () {
  67055. return this._started;
  67056. };
  67057. /**
  67058. * Starts the particle system and begins to emit
  67059. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  67060. */
  67061. GPUParticleSystem.prototype.start = function (delay) {
  67062. var _this = this;
  67063. if (delay === void 0) { delay = this.startDelay; }
  67064. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  67065. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  67066. }
  67067. if (delay) {
  67068. setTimeout(function () {
  67069. _this.start(0);
  67070. }, delay);
  67071. return;
  67072. }
  67073. this._started = true;
  67074. this._stopped = false;
  67075. this._preWarmDone = false;
  67076. // Animations
  67077. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  67078. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  67079. }
  67080. };
  67081. /**
  67082. * Stops the particle system.
  67083. */
  67084. GPUParticleSystem.prototype.stop = function () {
  67085. this._stopped = true;
  67086. };
  67087. /**
  67088. * Remove all active particles
  67089. */
  67090. GPUParticleSystem.prototype.reset = function () {
  67091. this._releaseBuffers();
  67092. this._releaseVAOs();
  67093. this._currentActiveCount = 0;
  67094. this._targetIndex = 0;
  67095. };
  67096. /**
  67097. * Returns the string "GPUParticleSystem"
  67098. * @returns a string containing the class name
  67099. */
  67100. GPUParticleSystem.prototype.getClassName = function () {
  67101. return "GPUParticleSystem";
  67102. };
  67103. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  67104. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  67105. this._releaseBuffers();
  67106. return this;
  67107. };
  67108. /**
  67109. * Adds a new color gradient
  67110. * @param gradient defines the gradient to use (between 0 and 1)
  67111. * @param color1 defines the color to affect to the specified gradient
  67112. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  67113. * @returns the current particle system
  67114. */
  67115. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  67116. if (!this._colorGradients) {
  67117. this._colorGradients = [];
  67118. }
  67119. var colorGradient = new BABYLON.ColorGradient();
  67120. colorGradient.gradient = gradient;
  67121. colorGradient.color1 = color1;
  67122. this._colorGradients.push(colorGradient);
  67123. this._colorGradients.sort(function (a, b) {
  67124. if (a.gradient < b.gradient) {
  67125. return -1;
  67126. }
  67127. else if (a.gradient > b.gradient) {
  67128. return 1;
  67129. }
  67130. return 0;
  67131. });
  67132. if (this._colorGradientsTexture) {
  67133. this._colorGradientsTexture.dispose();
  67134. this._colorGradientsTexture = null;
  67135. }
  67136. this._releaseBuffers();
  67137. return this;
  67138. };
  67139. /**
  67140. * Remove a specific color gradient
  67141. * @param gradient defines the gradient to remove
  67142. * @returns the current particle system
  67143. */
  67144. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  67145. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  67146. this._colorGradientsTexture = null;
  67147. return this;
  67148. };
  67149. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  67150. var valueGradient = new BABYLON.FactorGradient();
  67151. valueGradient.gradient = gradient;
  67152. valueGradient.factor1 = factor;
  67153. factorGradients.push(valueGradient);
  67154. factorGradients.sort(function (a, b) {
  67155. if (a.gradient < b.gradient) {
  67156. return -1;
  67157. }
  67158. else if (a.gradient > b.gradient) {
  67159. return 1;
  67160. }
  67161. return 0;
  67162. });
  67163. this._releaseBuffers();
  67164. };
  67165. /**
  67166. * Adds a new size gradient
  67167. * @param gradient defines the gradient to use (between 0 and 1)
  67168. * @param factor defines the size factor to affect to the specified gradient
  67169. * @returns the current particle system
  67170. */
  67171. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  67172. if (!this._sizeGradients) {
  67173. this._sizeGradients = [];
  67174. }
  67175. this._addFactorGradient(this._sizeGradients, gradient, factor);
  67176. if (this._sizeGradientsTexture) {
  67177. this._sizeGradientsTexture.dispose();
  67178. this._sizeGradientsTexture = null;
  67179. }
  67180. this._releaseBuffers();
  67181. return this;
  67182. };
  67183. /**
  67184. * Remove a specific size gradient
  67185. * @param gradient defines the gradient to remove
  67186. * @returns the current particle system
  67187. */
  67188. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  67189. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  67190. this._sizeGradientsTexture = null;
  67191. return this;
  67192. };
  67193. /**
  67194. * Adds a new angular speed gradient
  67195. * @param gradient defines the gradient to use (between 0 and 1)
  67196. * @param factor defines the angular speed to affect to the specified gradient
  67197. * @returns the current particle system
  67198. */
  67199. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  67200. if (!this._angularSpeedGradients) {
  67201. this._angularSpeedGradients = [];
  67202. }
  67203. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  67204. if (this._angularSpeedGradientsTexture) {
  67205. this._angularSpeedGradientsTexture.dispose();
  67206. this._angularSpeedGradientsTexture = null;
  67207. }
  67208. this._releaseBuffers();
  67209. return this;
  67210. };
  67211. /**
  67212. * Remove a specific angular speed gradient
  67213. * @param gradient defines the gradient to remove
  67214. * @returns the current particle system
  67215. */
  67216. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  67217. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  67218. this._angularSpeedGradientsTexture = null;
  67219. return this;
  67220. };
  67221. /**
  67222. * Adds a new velocity gradient
  67223. * @param gradient defines the gradient to use (between 0 and 1)
  67224. * @param factor defines the velocity to affect to the specified gradient
  67225. * @returns the current particle system
  67226. */
  67227. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  67228. if (!this._velocityGradients) {
  67229. this._velocityGradients = [];
  67230. }
  67231. this._addFactorGradient(this._velocityGradients, gradient, factor);
  67232. if (this._velocityGradientsTexture) {
  67233. this._velocityGradientsTexture.dispose();
  67234. this._velocityGradientsTexture = null;
  67235. }
  67236. this._releaseBuffers();
  67237. return this;
  67238. };
  67239. /**
  67240. * Remove a specific velocity gradient
  67241. * @param gradient defines the gradient to remove
  67242. * @returns the current particle system
  67243. */
  67244. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  67245. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  67246. this._velocityGradientsTexture = null;
  67247. return this;
  67248. };
  67249. /**
  67250. * Adds a new limit velocity gradient
  67251. * @param gradient defines the gradient to use (between 0 and 1)
  67252. * @param factor defines the limit velocity value to affect to the specified gradient
  67253. * @returns the current particle system
  67254. */
  67255. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67256. if (!this._limitVelocityGradients) {
  67257. this._limitVelocityGradients = [];
  67258. }
  67259. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67260. if (this._limitVelocityGradientsTexture) {
  67261. this._limitVelocityGradientsTexture.dispose();
  67262. this._limitVelocityGradientsTexture = null;
  67263. }
  67264. this._releaseBuffers();
  67265. return this;
  67266. };
  67267. /**
  67268. * Remove a specific limit velocity gradient
  67269. * @param gradient defines the gradient to remove
  67270. * @returns the current particle system
  67271. */
  67272. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67273. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67274. this._limitVelocityGradientsTexture = null;
  67275. return this;
  67276. };
  67277. /**
  67278. * Adds a new drag gradient
  67279. * @param gradient defines the gradient to use (between 0 and 1)
  67280. * @param factor defines the drag value to affect to the specified gradient
  67281. * @returns the current particle system
  67282. */
  67283. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67284. if (!this._dragGradients) {
  67285. this._dragGradients = [];
  67286. }
  67287. this._addFactorGradient(this._dragGradients, gradient, factor);
  67288. if (this._dragGradientsTexture) {
  67289. this._dragGradientsTexture.dispose();
  67290. this._dragGradientsTexture = null;
  67291. }
  67292. this._releaseBuffers();
  67293. return this;
  67294. };
  67295. /**
  67296. * Remove a specific drag gradient
  67297. * @param gradient defines the gradient to remove
  67298. * @returns the current particle system
  67299. */
  67300. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67301. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67302. this._dragGradientsTexture = null;
  67303. return this;
  67304. };
  67305. /**
  67306. * Not supported by GPUParticleSystem
  67307. * @param gradient defines the gradient to use (between 0 and 1)
  67308. * @param factor defines the emit rate value to affect to the specified gradient
  67309. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67310. * @returns the current particle system
  67311. */
  67312. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67313. // Do nothing as emit rate is not supported by GPUParticleSystem
  67314. return this;
  67315. };
  67316. /**
  67317. * Not supported by GPUParticleSystem
  67318. * @param gradient defines the gradient to remove
  67319. * @returns the current particle system
  67320. */
  67321. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67322. // Do nothing as emit rate is not supported by GPUParticleSystem
  67323. return this;
  67324. };
  67325. /**
  67326. * Not supported by GPUParticleSystem
  67327. * @param gradient defines the gradient to use (between 0 and 1)
  67328. * @param factor defines the start size value to affect to the specified gradient
  67329. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67330. * @returns the current particle system
  67331. */
  67332. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67333. // Do nothing as start size is not supported by GPUParticleSystem
  67334. return this;
  67335. };
  67336. /**
  67337. * Not supported by GPUParticleSystem
  67338. * @param gradient defines the gradient to remove
  67339. * @returns the current particle system
  67340. */
  67341. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67342. // Do nothing as start size is not supported by GPUParticleSystem
  67343. return this;
  67344. };
  67345. /**
  67346. * Not supported by GPUParticleSystem
  67347. * @param gradient defines the gradient to use (between 0 and 1)
  67348. * @param min defines the color remap minimal range
  67349. * @param max defines the color remap maximal range
  67350. * @returns the current particle system
  67351. */
  67352. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67353. // Do nothing as start size is not supported by GPUParticleSystem
  67354. return this;
  67355. };
  67356. /**
  67357. * Not supported by GPUParticleSystem
  67358. * @param gradient defines the gradient to remove
  67359. * @returns the current particle system
  67360. */
  67361. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67362. // Do nothing as start size is not supported by GPUParticleSystem
  67363. return this;
  67364. };
  67365. /**
  67366. * Not supported by GPUParticleSystem
  67367. * @param gradient defines the gradient to use (between 0 and 1)
  67368. * @param min defines the alpha remap minimal range
  67369. * @param max defines the alpha remap maximal range
  67370. * @returns the current particle system
  67371. */
  67372. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67373. // Do nothing as start size is not supported by GPUParticleSystem
  67374. return this;
  67375. };
  67376. /**
  67377. * Not supported by GPUParticleSystem
  67378. * @param gradient defines the gradient to remove
  67379. * @returns the current particle system
  67380. */
  67381. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67382. // Do nothing as start size is not supported by GPUParticleSystem
  67383. return this;
  67384. };
  67385. /**
  67386. * Not supported by GPUParticleSystem
  67387. * @param gradient defines the gradient to use (between 0 and 1)
  67388. * @param color defines the color to affect to the specified gradient
  67389. * @returns the current particle system
  67390. */
  67391. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67392. //Not supported by GPUParticleSystem
  67393. return this;
  67394. };
  67395. /**
  67396. * Not supported by GPUParticleSystem
  67397. * @param gradient defines the gradient to remove
  67398. * @returns the current particle system
  67399. */
  67400. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67401. //Not supported by GPUParticleSystem
  67402. return this;
  67403. };
  67404. /**
  67405. * Not supported by GPUParticleSystem
  67406. * @returns the list of ramp gradients
  67407. */
  67408. GPUParticleSystem.prototype.getRampGradients = function () {
  67409. return null;
  67410. };
  67411. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67412. /**
  67413. * Not supported by GPUParticleSystem
  67414. * Gets or sets a boolean indicating that ramp gradients must be used
  67415. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67416. */
  67417. get: function () {
  67418. //Not supported by GPUParticleSystem
  67419. return false;
  67420. },
  67421. set: function (value) {
  67422. //Not supported by GPUParticleSystem
  67423. },
  67424. enumerable: true,
  67425. configurable: true
  67426. });
  67427. /**
  67428. * Not supported by GPUParticleSystem
  67429. * @param gradient defines the gradient to use (between 0 and 1)
  67430. * @param factor defines the life time factor to affect to the specified gradient
  67431. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67432. * @returns the current particle system
  67433. */
  67434. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67435. //Not supported by GPUParticleSystem
  67436. return this;
  67437. };
  67438. /**
  67439. * Not supported by GPUParticleSystem
  67440. * @param gradient defines the gradient to remove
  67441. * @returns the current particle system
  67442. */
  67443. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67444. //Not supported by GPUParticleSystem
  67445. return this;
  67446. };
  67447. GPUParticleSystem.prototype._reset = function () {
  67448. this._releaseBuffers();
  67449. };
  67450. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67451. var updateVertexBuffers = {};
  67452. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67453. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67454. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67455. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67456. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67457. var offset = 12;
  67458. if (!this._colorGradientsTexture) {
  67459. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67460. offset += 4;
  67461. }
  67462. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67463. offset += 3;
  67464. if (!this._isBillboardBased) {
  67465. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67466. offset += 3;
  67467. }
  67468. if (this._angularSpeedGradientsTexture) {
  67469. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67470. offset += 1;
  67471. }
  67472. else {
  67473. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67474. offset += 2;
  67475. }
  67476. if (this._isAnimationSheetEnabled) {
  67477. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67478. offset += 1;
  67479. if (this.spriteRandomStartCell) {
  67480. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67481. offset += 1;
  67482. }
  67483. }
  67484. if (this.noiseTexture) {
  67485. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67486. offset += 3;
  67487. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67488. offset += 3;
  67489. }
  67490. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67491. this._engine.bindArrayBuffer(null);
  67492. return vao;
  67493. };
  67494. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67495. var renderVertexBuffers = {};
  67496. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67497. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67498. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67499. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67500. var offset = 12;
  67501. if (!this._colorGradientsTexture) {
  67502. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67503. offset += 4;
  67504. }
  67505. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67506. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67507. }
  67508. offset += 3; // Direction
  67509. if (!this._isBillboardBased) {
  67510. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67511. offset += 3;
  67512. }
  67513. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67514. if (this._angularSpeedGradientsTexture) {
  67515. offset++;
  67516. }
  67517. else {
  67518. offset += 2;
  67519. }
  67520. if (this._isAnimationSheetEnabled) {
  67521. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67522. offset += 1;
  67523. if (this.spriteRandomStartCell) {
  67524. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67525. offset += 1;
  67526. }
  67527. }
  67528. if (this.noiseTexture) {
  67529. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67530. offset += 3;
  67531. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67532. offset += 3;
  67533. }
  67534. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67535. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67536. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67537. this._engine.bindArrayBuffer(null);
  67538. return vao;
  67539. };
  67540. GPUParticleSystem.prototype._initialize = function (force) {
  67541. if (force === void 0) { force = false; }
  67542. if (this._buffer0 && !force) {
  67543. return;
  67544. }
  67545. var engine = this._scene.getEngine();
  67546. var data = new Array();
  67547. this._attributesStrideSize = 21;
  67548. this._targetIndex = 0;
  67549. if (!this.isBillboardBased) {
  67550. this._attributesStrideSize += 3;
  67551. }
  67552. if (this._colorGradientsTexture) {
  67553. this._attributesStrideSize -= 4;
  67554. }
  67555. if (this._angularSpeedGradientsTexture) {
  67556. this._attributesStrideSize -= 1;
  67557. }
  67558. if (this._isAnimationSheetEnabled) {
  67559. this._attributesStrideSize += 1;
  67560. if (this.spriteRandomStartCell) {
  67561. this._attributesStrideSize += 1;
  67562. }
  67563. }
  67564. if (this.noiseTexture) {
  67565. this._attributesStrideSize += 6;
  67566. }
  67567. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67568. // position
  67569. data.push(0.0);
  67570. data.push(0.0);
  67571. data.push(0.0);
  67572. // Age and life
  67573. data.push(0.0); // create the particle as a dead one to create a new one at start
  67574. data.push(0.0);
  67575. // Seed
  67576. data.push(Math.random());
  67577. data.push(Math.random());
  67578. data.push(Math.random());
  67579. data.push(Math.random());
  67580. // Size
  67581. data.push(0.0);
  67582. data.push(0.0);
  67583. data.push(0.0);
  67584. if (!this._colorGradientsTexture) {
  67585. // color
  67586. data.push(0.0);
  67587. data.push(0.0);
  67588. data.push(0.0);
  67589. data.push(0.0);
  67590. }
  67591. // direction
  67592. data.push(0.0);
  67593. data.push(0.0);
  67594. data.push(0.0);
  67595. if (!this.isBillboardBased) {
  67596. // initialDirection
  67597. data.push(0.0);
  67598. data.push(0.0);
  67599. data.push(0.0);
  67600. }
  67601. // angle
  67602. data.push(0.0);
  67603. if (!this._angularSpeedGradientsTexture) {
  67604. data.push(0.0);
  67605. }
  67606. if (this._isAnimationSheetEnabled) {
  67607. data.push(0.0);
  67608. if (this.spriteRandomStartCell) {
  67609. data.push(0.0);
  67610. }
  67611. }
  67612. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67613. data.push(Math.random());
  67614. data.push(Math.random());
  67615. data.push(Math.random());
  67616. data.push(Math.random());
  67617. data.push(Math.random());
  67618. data.push(Math.random());
  67619. }
  67620. }
  67621. // Sprite data
  67622. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67623. -0.5, 0.5, 0, 1,
  67624. -0.5, -0.5, 0, 0,
  67625. 0.5, -0.5, 1, 0]);
  67626. // Buffers
  67627. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67628. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67629. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67630. // Update VAO
  67631. this._updateVAO = [];
  67632. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67633. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67634. // Render VAO
  67635. this._renderVAO = [];
  67636. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67637. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67638. // Links
  67639. this._sourceBuffer = this._buffer0;
  67640. this._targetBuffer = this._buffer1;
  67641. };
  67642. /** @hidden */
  67643. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67644. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67645. if (this._isBillboardBased) {
  67646. defines += "\n#define BILLBOARD";
  67647. }
  67648. if (this._colorGradientsTexture) {
  67649. defines += "\n#define COLORGRADIENTS";
  67650. }
  67651. if (this._sizeGradientsTexture) {
  67652. defines += "\n#define SIZEGRADIENTS";
  67653. }
  67654. if (this._angularSpeedGradientsTexture) {
  67655. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67656. }
  67657. if (this._velocityGradientsTexture) {
  67658. defines += "\n#define VELOCITYGRADIENTS";
  67659. }
  67660. if (this._limitVelocityGradientsTexture) {
  67661. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67662. }
  67663. if (this._dragGradientsTexture) {
  67664. defines += "\n#define DRAGGRADIENTS";
  67665. }
  67666. if (this.isAnimationSheetEnabled) {
  67667. defines += "\n#define ANIMATESHEET";
  67668. if (this.spriteRandomStartCell) {
  67669. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67670. }
  67671. }
  67672. if (this.noiseTexture) {
  67673. defines += "\n#define NOISE";
  67674. }
  67675. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67676. return;
  67677. }
  67678. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67679. if (!this._colorGradientsTexture) {
  67680. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67681. }
  67682. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67683. if (!this._isBillboardBased) {
  67684. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67685. }
  67686. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67687. if (this.isAnimationSheetEnabled) {
  67688. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67689. if (this.spriteRandomStartCell) {
  67690. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67691. }
  67692. }
  67693. if (this.noiseTexture) {
  67694. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67695. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67696. }
  67697. this._updateEffectOptions.defines = defines;
  67698. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67699. };
  67700. /** @hidden */
  67701. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67702. var defines = "";
  67703. if (this._scene.clipPlane) {
  67704. defines = "\n#define CLIPPLANE";
  67705. }
  67706. if (this._scene.clipPlane2) {
  67707. defines = "\n#define CLIPPLANE2";
  67708. }
  67709. if (this._scene.clipPlane3) {
  67710. defines = "\n#define CLIPPLANE3";
  67711. }
  67712. if (this._scene.clipPlane4) {
  67713. defines = "\n#define CLIPPLANE4";
  67714. }
  67715. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67716. defines = "\n#define BLENDMULTIPLYMODE";
  67717. }
  67718. if (this._isBillboardBased) {
  67719. defines += "\n#define BILLBOARD";
  67720. switch (this.billboardMode) {
  67721. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67722. defines += "\n#define BILLBOARDY";
  67723. break;
  67724. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67725. defines += "\n#define BILLBOARDSTRETCHED";
  67726. break;
  67727. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67728. default:
  67729. break;
  67730. }
  67731. }
  67732. if (this._colorGradientsTexture) {
  67733. defines += "\n#define COLORGRADIENTS";
  67734. }
  67735. if (this.isAnimationSheetEnabled) {
  67736. defines += "\n#define ANIMATESHEET";
  67737. }
  67738. if (this._imageProcessingConfiguration) {
  67739. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67740. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67741. }
  67742. if (this._renderEffect && this._renderEffect.defines === defines) {
  67743. return;
  67744. }
  67745. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67746. var samplers = ["textureSampler", "colorGradientSampler"];
  67747. if (BABYLON.ImageProcessingConfiguration) {
  67748. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67749. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67750. }
  67751. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67752. };
  67753. /**
  67754. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67755. * @param preWarm defines if we are in the pre-warmimg phase
  67756. */
  67757. GPUParticleSystem.prototype.animate = function (preWarm) {
  67758. if (preWarm === void 0) { preWarm = false; }
  67759. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67760. this._actualFrame += this._timeDelta;
  67761. if (!this._stopped) {
  67762. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67763. this.stop();
  67764. }
  67765. }
  67766. };
  67767. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67768. var texture = this[textureName];
  67769. if (!factorGradients || !factorGradients.length || texture) {
  67770. return;
  67771. }
  67772. var data = new Float32Array(this._rawTextureWidth);
  67773. for (var x = 0; x < this._rawTextureWidth; x++) {
  67774. var ratio = x / this._rawTextureWidth;
  67775. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67776. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67777. });
  67778. }
  67779. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67780. };
  67781. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67782. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67783. };
  67784. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67785. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67786. };
  67787. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67788. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67789. };
  67790. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  67791. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  67792. };
  67793. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  67794. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  67795. };
  67796. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  67797. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  67798. return;
  67799. }
  67800. var data = new Uint8Array(this._rawTextureWidth * 4);
  67801. var tmpColor = BABYLON.Tmp.Color4[0];
  67802. for (var x = 0; x < this._rawTextureWidth; x++) {
  67803. var ratio = x / this._rawTextureWidth;
  67804. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  67805. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  67806. data[x * 4] = tmpColor.r * 255;
  67807. data[x * 4 + 1] = tmpColor.g * 255;
  67808. data[x * 4 + 2] = tmpColor.b * 255;
  67809. data[x * 4 + 3] = tmpColor.a * 255;
  67810. });
  67811. }
  67812. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67813. };
  67814. /**
  67815. * Renders the particle system in its current state
  67816. * @param preWarm defines if the system should only update the particles but not render them
  67817. * @returns the current number of particles
  67818. */
  67819. GPUParticleSystem.prototype.render = function (preWarm) {
  67820. if (preWarm === void 0) { preWarm = false; }
  67821. if (!this._started) {
  67822. return 0;
  67823. }
  67824. this._createColorGradientTexture();
  67825. this._createSizeGradientTexture();
  67826. this._createAngularSpeedGradientTexture();
  67827. this._createVelocityGradientTexture();
  67828. this._createLimitVelocityGradientTexture();
  67829. this._createDragGradientTexture();
  67830. this._recreateUpdateEffect();
  67831. this._recreateRenderEffect();
  67832. if (!this.isReady()) {
  67833. return 0;
  67834. }
  67835. if (!preWarm) {
  67836. if (!this._preWarmDone && this.preWarmCycles) {
  67837. for (var index = 0; index < this.preWarmCycles; index++) {
  67838. this.animate(true);
  67839. this.render(true);
  67840. }
  67841. this._preWarmDone = true;
  67842. }
  67843. if (this._currentRenderId === this._scene.getFrameId()) {
  67844. return 0;
  67845. }
  67846. this._currentRenderId = this._scene.getFrameId();
  67847. }
  67848. // Get everything ready to render
  67849. this._initialize();
  67850. this._accumulatedCount += this.emitRate * this._timeDelta;
  67851. if (this._accumulatedCount > 1) {
  67852. var intPart = this._accumulatedCount | 0;
  67853. this._accumulatedCount -= intPart;
  67854. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  67855. }
  67856. if (!this._currentActiveCount) {
  67857. return 0;
  67858. }
  67859. // Enable update effect
  67860. this._engine.enableEffect(this._updateEffect);
  67861. this._engine.setState(false);
  67862. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  67863. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  67864. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  67865. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  67866. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  67867. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  67868. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  67869. if (!this._colorGradientsTexture) {
  67870. this._updateEffect.setDirectColor4("color1", this.color1);
  67871. this._updateEffect.setDirectColor4("color2", this.color2);
  67872. }
  67873. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  67874. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  67875. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  67876. this._updateEffect.setVector3("gravity", this.gravity);
  67877. if (this._sizeGradientsTexture) {
  67878. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  67879. }
  67880. if (this._angularSpeedGradientsTexture) {
  67881. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  67882. }
  67883. if (this._velocityGradientsTexture) {
  67884. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  67885. }
  67886. if (this._limitVelocityGradientsTexture) {
  67887. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  67888. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  67889. }
  67890. if (this._dragGradientsTexture) {
  67891. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  67892. }
  67893. if (this.particleEmitterType) {
  67894. this.particleEmitterType.applyToShader(this._updateEffect);
  67895. }
  67896. if (this._isAnimationSheetEnabled) {
  67897. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  67898. }
  67899. if (this.noiseTexture) {
  67900. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  67901. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  67902. }
  67903. var emitterWM;
  67904. if (this.emitter.position) {
  67905. var emitterMesh = this.emitter;
  67906. emitterWM = emitterMesh.getWorldMatrix();
  67907. }
  67908. else {
  67909. var emitterPosition = this.emitter;
  67910. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  67911. }
  67912. this._updateEffect.setMatrix("emitterWM", emitterWM);
  67913. // Bind source VAO
  67914. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  67915. // Update
  67916. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  67917. this._engine.setRasterizerState(false);
  67918. this._engine.beginTransformFeedback(true);
  67919. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  67920. this._engine.endTransformFeedback();
  67921. this._engine.setRasterizerState(true);
  67922. this._engine.bindTransformFeedbackBuffer(null);
  67923. if (!preWarm) {
  67924. // Enable render effect
  67925. this._engine.enableEffect(this._renderEffect);
  67926. var viewMatrix = this._scene.getViewMatrix();
  67927. this._renderEffect.setMatrix("view", viewMatrix);
  67928. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  67929. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  67930. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  67931. if (this._colorGradientsTexture) {
  67932. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  67933. }
  67934. else {
  67935. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  67936. }
  67937. if (this._isAnimationSheetEnabled && this.particleTexture) {
  67938. var baseSize = this.particleTexture.getBaseSize();
  67939. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  67940. }
  67941. if (this._isBillboardBased) {
  67942. var camera = this._scene.activeCamera;
  67943. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  67944. }
  67945. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  67946. var invView = viewMatrix.clone();
  67947. invView.invert();
  67948. this._renderEffect.setMatrix("invView", invView);
  67949. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  67950. }
  67951. // image processing
  67952. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  67953. this._imageProcessingConfiguration.bind(this._renderEffect);
  67954. }
  67955. // Draw order
  67956. switch (this.blendMode) {
  67957. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  67958. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  67959. break;
  67960. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  67961. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  67962. break;
  67963. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  67964. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  67965. break;
  67966. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  67967. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  67968. break;
  67969. }
  67970. if (this.forceDepthWrite) {
  67971. this._engine.setDepthWrite(true);
  67972. }
  67973. // Bind source VAO
  67974. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  67975. // Render
  67976. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  67977. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  67978. }
  67979. // Switch VAOs
  67980. this._targetIndex++;
  67981. if (this._targetIndex === 2) {
  67982. this._targetIndex = 0;
  67983. }
  67984. // Switch buffers
  67985. var tmpBuffer = this._sourceBuffer;
  67986. this._sourceBuffer = this._targetBuffer;
  67987. this._targetBuffer = tmpBuffer;
  67988. return this._currentActiveCount;
  67989. };
  67990. /**
  67991. * Rebuilds the particle system
  67992. */
  67993. GPUParticleSystem.prototype.rebuild = function () {
  67994. this._initialize(true);
  67995. };
  67996. GPUParticleSystem.prototype._releaseBuffers = function () {
  67997. if (this._buffer0) {
  67998. this._buffer0.dispose();
  67999. this._buffer0 = null;
  68000. }
  68001. if (this._buffer1) {
  68002. this._buffer1.dispose();
  68003. this._buffer1 = null;
  68004. }
  68005. if (this._spriteBuffer) {
  68006. this._spriteBuffer.dispose();
  68007. this._spriteBuffer = null;
  68008. }
  68009. };
  68010. GPUParticleSystem.prototype._releaseVAOs = function () {
  68011. if (!this._updateVAO) {
  68012. return;
  68013. }
  68014. for (var index = 0; index < this._updateVAO.length; index++) {
  68015. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  68016. }
  68017. this._updateVAO = [];
  68018. for (var index = 0; index < this._renderVAO.length; index++) {
  68019. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  68020. }
  68021. this._renderVAO = [];
  68022. };
  68023. /**
  68024. * Disposes the particle system and free the associated resources
  68025. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  68026. */
  68027. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  68028. if (disposeTexture === void 0) { disposeTexture = true; }
  68029. var index = this._scene.particleSystems.indexOf(this);
  68030. if (index > -1) {
  68031. this._scene.particleSystems.splice(index, 1);
  68032. }
  68033. this._releaseBuffers();
  68034. this._releaseVAOs();
  68035. if (this._colorGradientsTexture) {
  68036. this._colorGradientsTexture.dispose();
  68037. this._colorGradientsTexture = null;
  68038. }
  68039. if (this._sizeGradientsTexture) {
  68040. this._sizeGradientsTexture.dispose();
  68041. this._sizeGradientsTexture = null;
  68042. }
  68043. if (this._angularSpeedGradientsTexture) {
  68044. this._angularSpeedGradientsTexture.dispose();
  68045. this._angularSpeedGradientsTexture = null;
  68046. }
  68047. if (this._velocityGradientsTexture) {
  68048. this._velocityGradientsTexture.dispose();
  68049. this._velocityGradientsTexture = null;
  68050. }
  68051. if (this._limitVelocityGradientsTexture) {
  68052. this._limitVelocityGradientsTexture.dispose();
  68053. this._limitVelocityGradientsTexture = null;
  68054. }
  68055. if (this._dragGradientsTexture) {
  68056. this._dragGradientsTexture.dispose();
  68057. this._dragGradientsTexture = null;
  68058. }
  68059. if (this._randomTexture) {
  68060. this._randomTexture.dispose();
  68061. this._randomTexture = null;
  68062. }
  68063. if (this._randomTexture2) {
  68064. this._randomTexture2.dispose();
  68065. this._randomTexture2 = null;
  68066. }
  68067. if (disposeTexture && this.particleTexture) {
  68068. this.particleTexture.dispose();
  68069. this.particleTexture = null;
  68070. }
  68071. if (disposeTexture && this.noiseTexture) {
  68072. this.noiseTexture.dispose();
  68073. this.noiseTexture = null;
  68074. }
  68075. // Callback
  68076. this.onDisposeObservable.notifyObservers(this);
  68077. this.onDisposeObservable.clear();
  68078. };
  68079. /**
  68080. * Clones the particle system.
  68081. * @param name The name of the cloned object
  68082. * @param newEmitter The new emitter to use
  68083. * @returns the cloned particle system
  68084. */
  68085. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  68086. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  68087. BABYLON.Tools.DeepCopy(this, result);
  68088. if (newEmitter === undefined) {
  68089. newEmitter = this.emitter;
  68090. }
  68091. result.emitter = newEmitter;
  68092. if (this.particleTexture) {
  68093. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  68094. }
  68095. return result;
  68096. };
  68097. /**
  68098. * Serializes the particle system to a JSON object.
  68099. * @returns the JSON object
  68100. */
  68101. GPUParticleSystem.prototype.serialize = function () {
  68102. var serializationObject = {};
  68103. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  68104. serializationObject.activeParticleCount = this.activeParticleCount;
  68105. return serializationObject;
  68106. };
  68107. /**
  68108. * Parses a JSON object to create a GPU particle system.
  68109. * @param parsedParticleSystem The JSON object to parse
  68110. * @param scene The scene to create the particle system in
  68111. * @param rootUrl The root url to use to load external dependencies like texture
  68112. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  68113. * @returns the parsed GPU particle system
  68114. */
  68115. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  68116. if (doNotStart === void 0) { doNotStart = false; }
  68117. var name = parsedParticleSystem.name;
  68118. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  68119. if (parsedParticleSystem.activeParticleCount) {
  68120. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  68121. }
  68122. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  68123. // Auto start
  68124. if (parsedParticleSystem.preventAutoStart) {
  68125. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  68126. }
  68127. if (!doNotStart && !particleSystem.preventAutoStart) {
  68128. particleSystem.start();
  68129. }
  68130. return particleSystem;
  68131. };
  68132. return GPUParticleSystem;
  68133. }(BABYLON.BaseParticleSystem));
  68134. BABYLON.GPUParticleSystem = GPUParticleSystem;
  68135. })(BABYLON || (BABYLON = {}));
  68136. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  68137. var BABYLON;
  68138. (function (BABYLON) {
  68139. /**
  68140. * Represents one particle of a solid particle system.
  68141. */
  68142. var SolidParticle = /** @class */ (function () {
  68143. /**
  68144. * Creates a Solid Particle object.
  68145. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  68146. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  68147. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  68148. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  68149. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  68150. * @param shapeId (integer) is the model shape identifier in the SPS.
  68151. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  68152. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  68153. */
  68154. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  68155. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  68156. /**
  68157. * particle global index
  68158. */
  68159. this.idx = 0;
  68160. /**
  68161. * The color of the particle
  68162. */
  68163. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  68164. /**
  68165. * The world space position of the particle.
  68166. */
  68167. this.position = BABYLON.Vector3.Zero();
  68168. /**
  68169. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  68170. */
  68171. this.rotation = BABYLON.Vector3.Zero();
  68172. /**
  68173. * The scaling of the particle.
  68174. */
  68175. this.scaling = BABYLON.Vector3.One();
  68176. /**
  68177. * The uvs of the particle.
  68178. */
  68179. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  68180. /**
  68181. * The current speed of the particle.
  68182. */
  68183. this.velocity = BABYLON.Vector3.Zero();
  68184. /**
  68185. * The pivot point in the particle local space.
  68186. */
  68187. this.pivot = BABYLON.Vector3.Zero();
  68188. /**
  68189. * Must the particle be translated from its pivot point in its local space ?
  68190. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  68191. * Default : false
  68192. */
  68193. this.translateFromPivot = false;
  68194. /**
  68195. * Is the particle active or not ?
  68196. */
  68197. this.alive = true;
  68198. /**
  68199. * Is the particle visible or not ?
  68200. */
  68201. this.isVisible = true;
  68202. /**
  68203. * Index of this particle in the global "positions" array (Internal use)
  68204. * @hidden
  68205. */
  68206. this._pos = 0;
  68207. /**
  68208. * @hidden Index of this particle in the global "indices" array (Internal use)
  68209. */
  68210. this._ind = 0;
  68211. /**
  68212. * ModelShape id of this particle
  68213. */
  68214. this.shapeId = 0;
  68215. /**
  68216. * Index of the particle in its shape id (Internal use)
  68217. */
  68218. this.idxInShape = 0;
  68219. /**
  68220. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  68221. */
  68222. this._stillInvisible = false;
  68223. /**
  68224. * @hidden Last computed particle rotation matrix
  68225. */
  68226. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  68227. /**
  68228. * Parent particle Id, if any.
  68229. * Default null.
  68230. */
  68231. this.parentId = null;
  68232. /**
  68233. * @hidden Internal global position in the SPS.
  68234. */
  68235. this._globalPosition = BABYLON.Vector3.Zero();
  68236. this.idx = particleIndex;
  68237. this._pos = positionIndex;
  68238. this._ind = indiceIndex;
  68239. this._model = model;
  68240. this.shapeId = shapeId;
  68241. this.idxInShape = idxInShape;
  68242. this._sps = sps;
  68243. if (modelBoundingInfo) {
  68244. this._modelBoundingInfo = modelBoundingInfo;
  68245. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  68246. }
  68247. }
  68248. Object.defineProperty(SolidParticle.prototype, "scale", {
  68249. /**
  68250. * Legacy support, changed scale to scaling
  68251. */
  68252. get: function () {
  68253. return this.scaling;
  68254. },
  68255. /**
  68256. * Legacy support, changed scale to scaling
  68257. */
  68258. set: function (scale) {
  68259. this.scaling = scale;
  68260. },
  68261. enumerable: true,
  68262. configurable: true
  68263. });
  68264. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68265. /**
  68266. * Legacy support, changed quaternion to rotationQuaternion
  68267. */
  68268. get: function () {
  68269. return this.rotationQuaternion;
  68270. },
  68271. /**
  68272. * Legacy support, changed quaternion to rotationQuaternion
  68273. */
  68274. set: function (q) {
  68275. this.rotationQuaternion = q;
  68276. },
  68277. enumerable: true,
  68278. configurable: true
  68279. });
  68280. /**
  68281. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68282. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68283. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68284. * @returns true if it intersects
  68285. */
  68286. SolidParticle.prototype.intersectsMesh = function (target) {
  68287. if (!this._boundingInfo || !target._boundingInfo) {
  68288. return false;
  68289. }
  68290. if (this._sps._bSphereOnly) {
  68291. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68292. }
  68293. return this._boundingInfo.intersects(target._boundingInfo, false);
  68294. };
  68295. /**
  68296. * get the rotation matrix of the particle
  68297. * @hidden
  68298. */
  68299. SolidParticle.prototype.getRotationMatrix = function (m) {
  68300. var quaternion;
  68301. if (this.rotationQuaternion) {
  68302. quaternion = this.rotationQuaternion;
  68303. }
  68304. else {
  68305. quaternion = BABYLON.Tmp.Quaternion[0];
  68306. var rotation = this.rotation;
  68307. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68308. }
  68309. quaternion.toRotationMatrix(m);
  68310. };
  68311. return SolidParticle;
  68312. }());
  68313. BABYLON.SolidParticle = SolidParticle;
  68314. /**
  68315. * Represents the shape of the model used by one particle of a solid particle system.
  68316. * SPS internal tool, don't use it manually.
  68317. */
  68318. var ModelShape = /** @class */ (function () {
  68319. /**
  68320. * 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.
  68321. * SPS internal tool, don't use it manually.
  68322. * @hidden
  68323. */
  68324. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68325. /**
  68326. * length of the shape in the model indices array (internal use)
  68327. * @hidden
  68328. */
  68329. this._indicesLength = 0;
  68330. this.shapeID = id;
  68331. this._shape = shape;
  68332. this._indicesLength = indicesLength;
  68333. this._shapeUV = shapeUV;
  68334. this._positionFunction = posFunction;
  68335. this._vertexFunction = vtxFunction;
  68336. }
  68337. return ModelShape;
  68338. }());
  68339. BABYLON.ModelShape = ModelShape;
  68340. /**
  68341. * Represents a Depth Sorted Particle in the solid particle system.
  68342. */
  68343. var DepthSortedParticle = /** @class */ (function () {
  68344. function DepthSortedParticle() {
  68345. /**
  68346. * Index of the particle in the "indices" array
  68347. */
  68348. this.ind = 0;
  68349. /**
  68350. * Length of the particle shape in the "indices" array
  68351. */
  68352. this.indicesLength = 0;
  68353. /**
  68354. * Squared distance from the particle to the camera
  68355. */
  68356. this.sqDistance = 0.0;
  68357. }
  68358. return DepthSortedParticle;
  68359. }());
  68360. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68361. })(BABYLON || (BABYLON = {}));
  68362. //# sourceMappingURL=babylon.solidParticle.js.map
  68363. var BABYLON;
  68364. (function (BABYLON) {
  68365. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68366. /**
  68367. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68368. *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.
  68369. * The SPS is also a particle system. It provides some methods to manage the particles.
  68370. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68371. *
  68372. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68373. */
  68374. var SolidParticleSystem = /** @class */ (function () {
  68375. /**
  68376. * Creates a SPS (Solid Particle System) object.
  68377. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68378. * @param scene (Scene) is the scene in which the SPS is added.
  68379. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68380. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68381. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68382. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68383. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68384. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68385. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68386. */
  68387. function SolidParticleSystem(name, scene, options) {
  68388. /**
  68389. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68390. * Example : var p = SPS.particles[i];
  68391. */
  68392. this.particles = new Array();
  68393. /**
  68394. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68395. */
  68396. this.nbParticles = 0;
  68397. /**
  68398. * If the particles must ever face the camera (default false). Useful for planar particles.
  68399. */
  68400. this.billboard = false;
  68401. /**
  68402. * Recompute normals when adding a shape
  68403. */
  68404. this.recomputeNormals = true;
  68405. /**
  68406. * This a counter ofr your own usage. It's not set by any SPS functions.
  68407. */
  68408. this.counter = 0;
  68409. /**
  68410. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68411. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68412. */
  68413. this.vars = {};
  68414. /**
  68415. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68416. * @hidden
  68417. */
  68418. this._bSphereOnly = false;
  68419. /**
  68420. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68421. * @hidden
  68422. */
  68423. this._bSphereRadiusFactor = 1.0;
  68424. this._positions = new Array();
  68425. this._indices = new Array();
  68426. this._normals = new Array();
  68427. this._colors = new Array();
  68428. this._uvs = new Array();
  68429. this._index = 0; // indices index
  68430. this._updatable = true;
  68431. this._pickable = false;
  68432. this._isVisibilityBoxLocked = false;
  68433. this._alwaysVisible = false;
  68434. this._depthSort = false;
  68435. this._shapeCounter = 0;
  68436. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68437. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68438. this._computeParticleColor = true;
  68439. this._computeParticleTexture = true;
  68440. this._computeParticleRotation = true;
  68441. this._computeParticleVertex = false;
  68442. this._computeBoundingBox = false;
  68443. this._depthSortParticles = true;
  68444. this._mustUnrotateFixedNormals = false;
  68445. this._particlesIntersect = false;
  68446. this._needs32Bits = false;
  68447. this.name = name;
  68448. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68449. this._camera = scene.activeCamera;
  68450. this._pickable = options ? options.isPickable : false;
  68451. this._depthSort = options ? options.enableDepthSort : false;
  68452. this._particlesIntersect = options ? options.particleIntersection : false;
  68453. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68454. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68455. if (options && options.updatable !== undefined) {
  68456. this._updatable = options.updatable;
  68457. }
  68458. else {
  68459. this._updatable = true;
  68460. }
  68461. if (this._pickable) {
  68462. this.pickedParticles = [];
  68463. }
  68464. if (this._depthSort) {
  68465. this.depthSortedParticles = [];
  68466. }
  68467. }
  68468. /**
  68469. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68470. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68471. * @returns the created mesh
  68472. */
  68473. SolidParticleSystem.prototype.buildMesh = function () {
  68474. if (this.nbParticles === 0) {
  68475. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68476. this.addShape(triangle, 1);
  68477. triangle.dispose();
  68478. }
  68479. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68480. this._positions32 = new Float32Array(this._positions);
  68481. this._uvs32 = new Float32Array(this._uvs);
  68482. this._colors32 = new Float32Array(this._colors);
  68483. if (this.recomputeNormals) {
  68484. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68485. }
  68486. this._normals32 = new Float32Array(this._normals);
  68487. this._fixedNormal32 = new Float32Array(this._normals);
  68488. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68489. this._unrotateFixedNormals();
  68490. }
  68491. var vertexData = new BABYLON.VertexData();
  68492. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68493. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68494. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68495. if (this._uvs32.length > 0) {
  68496. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68497. }
  68498. if (this._colors32.length > 0) {
  68499. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68500. }
  68501. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68502. vertexData.applyToMesh(mesh, this._updatable);
  68503. this.mesh = mesh;
  68504. this.mesh.isPickable = this._pickable;
  68505. // free memory
  68506. if (!this._depthSort) {
  68507. this._indices = null;
  68508. }
  68509. this._positions = null;
  68510. this._normals = null;
  68511. this._uvs = null;
  68512. this._colors = null;
  68513. if (!this._updatable) {
  68514. this.particles.length = 0;
  68515. }
  68516. return mesh;
  68517. };
  68518. /**
  68519. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68520. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68521. * Thus the particles generated from `digest()` have their property `position` set yet.
  68522. * @param mesh ( Mesh ) is the mesh to be digested
  68523. * @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
  68524. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68525. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68526. * @returns the current SPS
  68527. */
  68528. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68529. var size = (options && options.facetNb) || 1;
  68530. var number = (options && options.number) || 0;
  68531. var delta = (options && options.delta) || 0;
  68532. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68533. var meshInd = mesh.getIndices();
  68534. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68535. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68536. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68537. var f = 0; // facet counter
  68538. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68539. // compute size from number
  68540. if (number) {
  68541. number = (number > totalFacets) ? totalFacets : number;
  68542. size = Math.round(totalFacets / number);
  68543. delta = 0;
  68544. }
  68545. else {
  68546. size = (size > totalFacets) ? totalFacets : size;
  68547. }
  68548. var facetPos = []; // submesh positions
  68549. var facetInd = []; // submesh indices
  68550. var facetUV = []; // submesh UV
  68551. var facetCol = []; // submesh colors
  68552. var barycenter = BABYLON.Vector3.Zero();
  68553. var sizeO = size;
  68554. while (f < totalFacets) {
  68555. size = sizeO + Math.floor((1 + delta) * Math.random());
  68556. if (f > totalFacets - size) {
  68557. size = totalFacets - f;
  68558. }
  68559. // reset temp arrays
  68560. facetPos.length = 0;
  68561. facetInd.length = 0;
  68562. facetUV.length = 0;
  68563. facetCol.length = 0;
  68564. // iterate over "size" facets
  68565. var fi = 0;
  68566. for (var j = f * 3; j < (f + size) * 3; j++) {
  68567. facetInd.push(fi);
  68568. var i = meshInd[j];
  68569. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68570. if (meshUV) {
  68571. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68572. }
  68573. if (meshCol) {
  68574. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68575. }
  68576. fi++;
  68577. }
  68578. // create a model shape for each single particle
  68579. var idx = this.nbParticles;
  68580. var shape = this._posToShape(facetPos);
  68581. var shapeUV = this._uvsToShapeUV(facetUV);
  68582. // compute the barycenter of the shape
  68583. var v;
  68584. for (v = 0; v < shape.length; v++) {
  68585. barycenter.addInPlace(shape[v]);
  68586. }
  68587. barycenter.scaleInPlace(1 / shape.length);
  68588. // shift the shape from its barycenter to the origin
  68589. for (v = 0; v < shape.length; v++) {
  68590. shape[v].subtractInPlace(barycenter);
  68591. }
  68592. var bInfo;
  68593. if (this._particlesIntersect) {
  68594. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68595. }
  68596. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68597. // add the particle in the SPS
  68598. var currentPos = this._positions.length;
  68599. var currentInd = this._indices.length;
  68600. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68601. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68602. // initialize the particle position
  68603. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68604. this._index += shape.length;
  68605. idx++;
  68606. this.nbParticles++;
  68607. this._shapeCounter++;
  68608. f += size;
  68609. }
  68610. return this;
  68611. };
  68612. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68613. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68614. var index = 0;
  68615. var idx = 0;
  68616. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68617. var quaternion = BABYLON.Tmp.Quaternion[0];
  68618. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68619. for (var p = 0; p < this.particles.length; p++) {
  68620. var particle = this.particles[p];
  68621. var shape = particle._model._shape;
  68622. // computing the inverse of the rotation matrix from the quaternion
  68623. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68624. if (particle.rotationQuaternion) {
  68625. particle.rotationQuaternion.conjugateToRef(quaternion);
  68626. }
  68627. else {
  68628. var rotation = particle.rotation;
  68629. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68630. quaternion.conjugateInPlace();
  68631. }
  68632. quaternion.toRotationMatrix(invertedRotMatrix);
  68633. for (var pt = 0; pt < shape.length; pt++) {
  68634. idx = index + pt * 3;
  68635. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68636. tmpNormal.toArray(this._fixedNormal32, idx);
  68637. }
  68638. index = idx + 3;
  68639. }
  68640. };
  68641. //reset copy
  68642. SolidParticleSystem.prototype._resetCopy = function () {
  68643. var copy = this._copy;
  68644. copy.position.setAll(0);
  68645. copy.rotation.setAll(0);
  68646. copy.rotationQuaternion = null;
  68647. copy.scaling.setAll(1);
  68648. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68649. copy.color = null;
  68650. copy.translateFromPivot = false;
  68651. };
  68652. // _meshBuilder : inserts the shape model in the global SPS mesh
  68653. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68654. var i;
  68655. var u = 0;
  68656. var c = 0;
  68657. var n = 0;
  68658. this._resetCopy();
  68659. var copy = this._copy;
  68660. if (options && options.positionFunction) { // call to custom positionFunction
  68661. options.positionFunction(copy, idx, idxInShape);
  68662. this._mustUnrotateFixedNormals = true;
  68663. }
  68664. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68665. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68666. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68667. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68668. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68669. copy.getRotationMatrix(rotMatrix);
  68670. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68671. if (copy.translateFromPivot) {
  68672. pivotBackTranslation.setAll(0.0);
  68673. }
  68674. else {
  68675. pivotBackTranslation.copyFrom(scaledPivot);
  68676. }
  68677. for (i = 0; i < shape.length; i++) {
  68678. tmpVertex.copyFrom(shape[i]);
  68679. if (options && options.vertexFunction) {
  68680. options.vertexFunction(copy, tmpVertex, i);
  68681. }
  68682. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68683. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68684. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68685. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68686. if (meshUV) {
  68687. var copyUvs = copy.uvs;
  68688. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68689. u += 2;
  68690. }
  68691. if (copy.color) {
  68692. this._color = copy.color;
  68693. }
  68694. else {
  68695. var color = this._color;
  68696. if (meshCol && meshCol[c] !== undefined) {
  68697. color.r = meshCol[c];
  68698. color.g = meshCol[c + 1];
  68699. color.b = meshCol[c + 2];
  68700. color.a = meshCol[c + 3];
  68701. }
  68702. else {
  68703. color.r = 1.0;
  68704. color.g = 1.0;
  68705. color.b = 1.0;
  68706. color.a = 1.0;
  68707. }
  68708. }
  68709. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68710. c += 4;
  68711. if (!this.recomputeNormals && meshNor) {
  68712. tmpVertex.x = meshNor[n];
  68713. tmpVertex.y = meshNor[n + 1];
  68714. tmpVertex.z = meshNor[n + 2];
  68715. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68716. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68717. n += 3;
  68718. }
  68719. }
  68720. for (i = 0; i < meshInd.length; i++) {
  68721. var current_ind = p + meshInd[i];
  68722. indices.push(current_ind);
  68723. if (current_ind > 65535) {
  68724. this._needs32Bits = true;
  68725. }
  68726. }
  68727. if (this._pickable) {
  68728. var nbfaces = meshInd.length / 3;
  68729. for (i = 0; i < nbfaces; i++) {
  68730. this.pickedParticles.push({ idx: idx, faceId: i });
  68731. }
  68732. }
  68733. if (this._depthSort) {
  68734. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68735. }
  68736. return copy;
  68737. };
  68738. // returns a shape array from positions array
  68739. SolidParticleSystem.prototype._posToShape = function (positions) {
  68740. var shape = [];
  68741. for (var i = 0; i < positions.length; i += 3) {
  68742. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68743. }
  68744. return shape;
  68745. };
  68746. // returns a shapeUV array from a Vector4 uvs
  68747. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68748. var shapeUV = [];
  68749. if (uvs) {
  68750. for (var i = 0; i < uvs.length; i++) {
  68751. shapeUV.push(uvs[i]);
  68752. }
  68753. }
  68754. return shapeUV;
  68755. };
  68756. // adds a new particle object in the particles array
  68757. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68758. if (bInfo === void 0) { bInfo = null; }
  68759. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68760. this.particles.push(sp);
  68761. return sp;
  68762. };
  68763. /**
  68764. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68765. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68766. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68767. * @param nb (positive integer) the number of particles to be created from this model
  68768. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68769. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68770. * @returns the number of shapes in the system
  68771. */
  68772. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68773. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68774. var meshInd = mesh.getIndices();
  68775. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68776. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68777. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68778. var bbInfo;
  68779. if (this._particlesIntersect) {
  68780. bbInfo = mesh.getBoundingInfo();
  68781. }
  68782. var shape = this._posToShape(meshPos);
  68783. var shapeUV = this._uvsToShapeUV(meshUV);
  68784. var posfunc = options ? options.positionFunction : null;
  68785. var vtxfunc = options ? options.vertexFunction : null;
  68786. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68787. // particles
  68788. var sp;
  68789. var currentCopy;
  68790. var idx = this.nbParticles;
  68791. for (var i = 0; i < nb; i++) {
  68792. var currentPos = this._positions.length;
  68793. var currentInd = this._indices.length;
  68794. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  68795. if (this._updatable) {
  68796. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  68797. sp.position.copyFrom(currentCopy.position);
  68798. sp.rotation.copyFrom(currentCopy.rotation);
  68799. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  68800. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  68801. }
  68802. if (currentCopy.color && sp.color) {
  68803. sp.color.copyFrom(currentCopy.color);
  68804. }
  68805. sp.scaling.copyFrom(currentCopy.scaling);
  68806. sp.uvs.copyFrom(currentCopy.uvs);
  68807. }
  68808. this._index += shape.length;
  68809. idx++;
  68810. }
  68811. this.nbParticles += nb;
  68812. this._shapeCounter++;
  68813. return this._shapeCounter - 1;
  68814. };
  68815. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  68816. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  68817. this._resetCopy();
  68818. var copy = this._copy;
  68819. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  68820. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  68821. }
  68822. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68823. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68824. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68825. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68826. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68827. copy.getRotationMatrix(rotMatrix);
  68828. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  68829. if (copy.translateFromPivot) {
  68830. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  68831. }
  68832. else {
  68833. pivotBackTranslation.copyFrom(scaledPivot);
  68834. }
  68835. var shape = particle._model._shape;
  68836. for (var pt = 0; pt < shape.length; pt++) {
  68837. tmpVertex.copyFrom(shape[pt]);
  68838. if (particle._model._vertexFunction) {
  68839. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  68840. }
  68841. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68842. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68843. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  68844. }
  68845. particle.position.setAll(0.0);
  68846. particle.rotation.setAll(0.0);
  68847. particle.rotationQuaternion = null;
  68848. particle.scaling.setAll(1.0);
  68849. particle.uvs.setAll(0.0);
  68850. particle.pivot.setAll(0.0);
  68851. particle.translateFromPivot = false;
  68852. particle.parentId = null;
  68853. };
  68854. /**
  68855. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  68856. * @returns the SPS.
  68857. */
  68858. SolidParticleSystem.prototype.rebuildMesh = function () {
  68859. for (var p = 0; p < this.particles.length; p++) {
  68860. this._rebuildParticle(this.particles[p]);
  68861. }
  68862. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  68863. return this;
  68864. };
  68865. /**
  68866. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  68867. * This method calls `updateParticle()` for each particle of the SPS.
  68868. * For an animated SPS, it is usually called within the render loop.
  68869. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  68870. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  68871. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  68872. * @returns the SPS.
  68873. */
  68874. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  68875. if (start === void 0) { start = 0; }
  68876. if (end === void 0) { end = this.nbParticles - 1; }
  68877. if (update === void 0) { update = true; }
  68878. if (!this._updatable) {
  68879. return this;
  68880. }
  68881. // custom beforeUpdate
  68882. this.beforeUpdateParticles(start, end, update);
  68883. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68884. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  68885. var mesh = this.mesh;
  68886. var colors32 = this._colors32;
  68887. var positions32 = this._positions32;
  68888. var normals32 = this._normals32;
  68889. var uvs32 = this._uvs32;
  68890. var indices32 = this._indices32;
  68891. var indices = this._indices;
  68892. var fixedNormal32 = this._fixedNormal32;
  68893. var tempVectors = BABYLON.Tmp.Vector3;
  68894. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  68895. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  68896. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  68897. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  68898. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  68899. var camInvertedPosition = tempVectors[10].setAll(0);
  68900. // cases when the World Matrix is to be computed first
  68901. if (this.billboard || this._depthSort) {
  68902. this.mesh.computeWorldMatrix(true);
  68903. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  68904. }
  68905. // if the particles will always face the camera
  68906. if (this.billboard) {
  68907. // compute the camera position and un-rotate it by the current mesh rotation
  68908. var tmpVertex = tempVectors[0];
  68909. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  68910. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  68911. camAxisZ.normalize();
  68912. // same for camera up vector extracted from the cam view matrix
  68913. var view = this._camera.getViewMatrix(true);
  68914. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  68915. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  68916. camAxisY.normalize();
  68917. camAxisX.normalize();
  68918. }
  68919. // if depthSort, compute the camera global position in the mesh local system
  68920. if (this._depthSort) {
  68921. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  68922. }
  68923. BABYLON.Matrix.IdentityToRef(rotMatrix);
  68924. var idx = 0; // current position index in the global array positions32
  68925. var index = 0; // position start index in the global array positions32 of the current particle
  68926. var colidx = 0; // current color index in the global array colors32
  68927. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  68928. var uvidx = 0; // current uv index in the global array uvs32
  68929. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  68930. var pt = 0; // current index in the particle model shape
  68931. if (this.mesh.isFacetDataEnabled) {
  68932. this._computeBoundingBox = true;
  68933. }
  68934. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  68935. if (this._computeBoundingBox) {
  68936. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  68937. var boundingInfo = this.mesh._boundingInfo;
  68938. if (boundingInfo) {
  68939. minimum.copyFrom(boundingInfo.minimum);
  68940. maximum.copyFrom(boundingInfo.maximum);
  68941. }
  68942. }
  68943. }
  68944. // particle loop
  68945. index = this.particles[start]._pos;
  68946. var vpos = (index / 3) | 0;
  68947. colorIndex = vpos * 4;
  68948. uvIndex = vpos * 2;
  68949. for (var p = start; p <= end; p++) {
  68950. var particle = this.particles[p];
  68951. // call to custom user function to update the particle properties
  68952. this.updateParticle(particle);
  68953. var shape = particle._model._shape;
  68954. var shapeUV = particle._model._shapeUV;
  68955. var particleRotationMatrix = particle._rotationMatrix;
  68956. var particlePosition = particle.position;
  68957. var particleRotation = particle.rotation;
  68958. var particleScaling = particle.scaling;
  68959. var particleGlobalPosition = particle._globalPosition;
  68960. // camera-particle distance for depth sorting
  68961. if (this._depthSort && this._depthSortParticles) {
  68962. var dsp = this.depthSortedParticles[p];
  68963. dsp.ind = particle._ind;
  68964. dsp.indicesLength = particle._model._indicesLength;
  68965. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  68966. }
  68967. // skip the computations for inactive or already invisible particles
  68968. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  68969. // increment indexes for the next particle
  68970. pt = shape.length;
  68971. index += pt * 3;
  68972. colorIndex += pt * 4;
  68973. uvIndex += pt * 2;
  68974. continue;
  68975. }
  68976. if (particle.isVisible) {
  68977. particle._stillInvisible = false; // un-mark permanent invisibility
  68978. var scaledPivot = tempVectors[12];
  68979. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  68980. // particle rotation matrix
  68981. if (this.billboard) {
  68982. particleRotation.x = 0.0;
  68983. particleRotation.y = 0.0;
  68984. }
  68985. if (this._computeParticleRotation || this.billboard) {
  68986. particle.getRotationMatrix(rotMatrix);
  68987. }
  68988. var particleHasParent = (particle.parentId !== null);
  68989. if (particleHasParent) {
  68990. var parent_1 = this.particles[particle.parentId];
  68991. var parentRotationMatrix = parent_1._rotationMatrix;
  68992. var parentGlobalPosition = parent_1._globalPosition;
  68993. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  68994. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  68995. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  68996. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  68997. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  68998. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  68999. if (this._computeParticleRotation || this.billboard) {
  69000. var rotMatrixValues = rotMatrix.m;
  69001. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  69002. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  69003. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  69004. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  69005. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  69006. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  69007. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  69008. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  69009. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  69010. }
  69011. }
  69012. else {
  69013. particleGlobalPosition.x = particlePosition.x;
  69014. particleGlobalPosition.y = particlePosition.y;
  69015. particleGlobalPosition.z = particlePosition.z;
  69016. if (this._computeParticleRotation || this.billboard) {
  69017. var rotMatrixValues = rotMatrix.m;
  69018. particleRotationMatrix[0] = rotMatrixValues[0];
  69019. particleRotationMatrix[1] = rotMatrixValues[1];
  69020. particleRotationMatrix[2] = rotMatrixValues[2];
  69021. particleRotationMatrix[3] = rotMatrixValues[4];
  69022. particleRotationMatrix[4] = rotMatrixValues[5];
  69023. particleRotationMatrix[5] = rotMatrixValues[6];
  69024. particleRotationMatrix[6] = rotMatrixValues[8];
  69025. particleRotationMatrix[7] = rotMatrixValues[9];
  69026. particleRotationMatrix[8] = rotMatrixValues[10];
  69027. }
  69028. }
  69029. var pivotBackTranslation = tempVectors[11];
  69030. if (particle.translateFromPivot) {
  69031. pivotBackTranslation.setAll(0.0);
  69032. }
  69033. else {
  69034. pivotBackTranslation.copyFrom(scaledPivot);
  69035. }
  69036. // particle vertex loop
  69037. for (pt = 0; pt < shape.length; pt++) {
  69038. idx = index + pt * 3;
  69039. colidx = colorIndex + pt * 4;
  69040. uvidx = uvIndex + pt * 2;
  69041. var tmpVertex = tempVectors[0];
  69042. tmpVertex.copyFrom(shape[pt]);
  69043. if (this._computeParticleVertex) {
  69044. this.updateParticleVertex(particle, tmpVertex, pt);
  69045. }
  69046. // positions
  69047. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  69048. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  69049. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  69050. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  69051. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  69052. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  69053. rotatedX += pivotBackTranslation.x;
  69054. rotatedY += pivotBackTranslation.y;
  69055. rotatedZ += pivotBackTranslation.z;
  69056. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69057. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69058. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69059. if (this._computeBoundingBox) {
  69060. minimum.minimizeInPlaceFromFloats(px, py, pz);
  69061. maximum.maximizeInPlaceFromFloats(px, py, pz);
  69062. }
  69063. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  69064. if (!this._computeParticleVertex) {
  69065. var normalx = fixedNormal32[idx];
  69066. var normaly = fixedNormal32[idx + 1];
  69067. var normalz = fixedNormal32[idx + 2];
  69068. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  69069. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  69070. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  69071. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  69072. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  69073. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  69074. }
  69075. if (this._computeParticleColor && particle.color) {
  69076. var color = particle.color;
  69077. var colors32_1 = this._colors32;
  69078. colors32_1[colidx] = color.r;
  69079. colors32_1[colidx + 1] = color.g;
  69080. colors32_1[colidx + 2] = color.b;
  69081. colors32_1[colidx + 3] = color.a;
  69082. }
  69083. if (this._computeParticleTexture) {
  69084. var uvs = particle.uvs;
  69085. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69086. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69087. }
  69088. }
  69089. }
  69090. // particle just set invisible : scaled to zero and positioned at the origin
  69091. else {
  69092. particle._stillInvisible = true; // mark the particle as invisible
  69093. for (pt = 0; pt < shape.length; pt++) {
  69094. idx = index + pt * 3;
  69095. colidx = colorIndex + pt * 4;
  69096. uvidx = uvIndex + pt * 2;
  69097. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  69098. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  69099. if (this._computeParticleColor && particle.color) {
  69100. var color = particle.color;
  69101. colors32[colidx] = color.r;
  69102. colors32[colidx + 1] = color.g;
  69103. colors32[colidx + 2] = color.b;
  69104. colors32[colidx + 3] = color.a;
  69105. }
  69106. if (this._computeParticleTexture) {
  69107. var uvs = particle.uvs;
  69108. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69109. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69110. }
  69111. }
  69112. }
  69113. // if the particle intersections must be computed : update the bbInfo
  69114. if (this._particlesIntersect) {
  69115. var bInfo = particle._boundingInfo;
  69116. var bBox = bInfo.boundingBox;
  69117. var bSphere = bInfo.boundingSphere;
  69118. var modelBoundingInfo = particle._modelBoundingInfo;
  69119. if (!this._bSphereOnly) {
  69120. // place, scale and rotate the particle bbox within the SPS local system, then update it
  69121. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  69122. var tempMin = tempVectors[1];
  69123. var tempMax = tempVectors[2];
  69124. tempMin.setAll(Number.MAX_VALUE);
  69125. tempMax.setAll(-Number.MAX_VALUE);
  69126. for (var b = 0; b < 8; b++) {
  69127. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  69128. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  69129. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  69130. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  69131. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  69132. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  69133. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69134. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69135. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69136. tempMin.minimizeInPlaceFromFloats(x, y, z);
  69137. tempMax.maximizeInPlaceFromFloats(x, y, z);
  69138. }
  69139. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  69140. }
  69141. // place and scale the particle bouding sphere in the SPS local system, then update it
  69142. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  69143. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  69144. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5);
  69145. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  69146. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  69147. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  69148. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  69149. }
  69150. // increment indexes for the next particle
  69151. index = idx + 3;
  69152. colorIndex = colidx + 4;
  69153. uvIndex = uvidx + 2;
  69154. }
  69155. // if the VBO must be updated
  69156. if (update) {
  69157. if (this._computeParticleColor) {
  69158. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  69159. }
  69160. if (this._computeParticleTexture) {
  69161. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  69162. }
  69163. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  69164. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  69165. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  69166. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  69167. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  69168. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  69169. for (var i = 0; i < normals32.length; i++) {
  69170. fixedNormal32[i] = normals32[i];
  69171. }
  69172. }
  69173. if (!mesh.areNormalsFrozen) {
  69174. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  69175. }
  69176. }
  69177. if (this._depthSort && this._depthSortParticles) {
  69178. var depthSortedParticles = this.depthSortedParticles;
  69179. depthSortedParticles.sort(depthSortFunction);
  69180. var dspl = depthSortedParticles.length;
  69181. var sid = 0;
  69182. for (var sorted = 0; sorted < dspl; sorted++) {
  69183. var lind = depthSortedParticles[sorted].indicesLength;
  69184. var sind = depthSortedParticles[sorted].ind;
  69185. for (var i = 0; i < lind; i++) {
  69186. indices32[sid] = indices[sind + i];
  69187. sid++;
  69188. }
  69189. }
  69190. mesh.updateIndices(indices32);
  69191. }
  69192. }
  69193. if (this._computeBoundingBox) {
  69194. if (mesh._boundingInfo) {
  69195. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  69196. }
  69197. else {
  69198. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  69199. }
  69200. }
  69201. this.afterUpdateParticles(start, end, update);
  69202. return this;
  69203. };
  69204. /**
  69205. * Disposes the SPS.
  69206. */
  69207. SolidParticleSystem.prototype.dispose = function () {
  69208. this.mesh.dispose();
  69209. this.vars = null;
  69210. // drop references to internal big arrays for the GC
  69211. this._positions = null;
  69212. this._indices = null;
  69213. this._normals = null;
  69214. this._uvs = null;
  69215. this._colors = null;
  69216. this._indices32 = null;
  69217. this._positions32 = null;
  69218. this._normals32 = null;
  69219. this._fixedNormal32 = null;
  69220. this._uvs32 = null;
  69221. this._colors32 = null;
  69222. this.pickedParticles = null;
  69223. };
  69224. /**
  69225. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  69226. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69227. * @returns the SPS.
  69228. */
  69229. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  69230. if (!this._isVisibilityBoxLocked) {
  69231. this.mesh.refreshBoundingInfo();
  69232. }
  69233. return this;
  69234. };
  69235. /**
  69236. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  69237. * @param size the size (float) of the visibility box
  69238. * note : this doesn't lock the SPS mesh bounding box.
  69239. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69240. */
  69241. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  69242. var vis = size / 2;
  69243. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  69244. };
  69245. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  69246. /**
  69247. * Gets whether the SPS as always visible or not
  69248. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69249. */
  69250. get: function () {
  69251. return this._alwaysVisible;
  69252. },
  69253. /**
  69254. * Sets the SPS as always visible or not
  69255. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69256. */
  69257. set: function (val) {
  69258. this._alwaysVisible = val;
  69259. this.mesh.alwaysSelectAsActiveMesh = val;
  69260. },
  69261. enumerable: true,
  69262. configurable: true
  69263. });
  69264. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69265. /**
  69266. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69267. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69268. */
  69269. get: function () {
  69270. return this._isVisibilityBoxLocked;
  69271. },
  69272. /**
  69273. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69274. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69275. */
  69276. set: function (val) {
  69277. this._isVisibilityBoxLocked = val;
  69278. var boundingInfo = this.mesh.getBoundingInfo();
  69279. boundingInfo.isLocked = val;
  69280. },
  69281. enumerable: true,
  69282. configurable: true
  69283. });
  69284. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69285. /**
  69286. * Gets if `setParticles()` computes the particle rotations or not.
  69287. * Default value : true. The SPS is faster when it's set to false.
  69288. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69289. */
  69290. get: function () {
  69291. return this._computeParticleRotation;
  69292. },
  69293. /**
  69294. * Tells to `setParticles()` to compute the particle rotations or not.
  69295. * Default value : true. The SPS is faster when it's set to false.
  69296. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69297. */
  69298. set: function (val) {
  69299. this._computeParticleRotation = val;
  69300. },
  69301. enumerable: true,
  69302. configurable: true
  69303. });
  69304. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69305. /**
  69306. * Gets if `setParticles()` computes the particle colors or not.
  69307. * Default value : true. The SPS is faster when it's set to false.
  69308. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69309. */
  69310. get: function () {
  69311. return this._computeParticleColor;
  69312. },
  69313. /**
  69314. * Tells to `setParticles()` to compute the particle colors or not.
  69315. * Default value : true. The SPS is faster when it's set to false.
  69316. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69317. */
  69318. set: function (val) {
  69319. this._computeParticleColor = val;
  69320. },
  69321. enumerable: true,
  69322. configurable: true
  69323. });
  69324. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69325. /**
  69326. * Gets if `setParticles()` computes the particle textures or not.
  69327. * Default value : true. The SPS is faster when it's set to false.
  69328. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69329. */
  69330. get: function () {
  69331. return this._computeParticleTexture;
  69332. },
  69333. set: function (val) {
  69334. this._computeParticleTexture = val;
  69335. },
  69336. enumerable: true,
  69337. configurable: true
  69338. });
  69339. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69340. /**
  69341. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69342. * Default value : false. The SPS is faster when it's set to false.
  69343. * Note : the particle custom vertex positions aren't stored values.
  69344. */
  69345. get: function () {
  69346. return this._computeParticleVertex;
  69347. },
  69348. /**
  69349. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69350. * Default value : false. The SPS is faster when it's set to false.
  69351. * Note : the particle custom vertex positions aren't stored values.
  69352. */
  69353. set: function (val) {
  69354. this._computeParticleVertex = val;
  69355. },
  69356. enumerable: true,
  69357. configurable: true
  69358. });
  69359. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69360. /**
  69361. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69362. */
  69363. get: function () {
  69364. return this._computeBoundingBox;
  69365. },
  69366. /**
  69367. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69368. */
  69369. set: function (val) {
  69370. this._computeBoundingBox = val;
  69371. },
  69372. enumerable: true,
  69373. configurable: true
  69374. });
  69375. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69376. /**
  69377. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69378. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69379. * Default : `true`
  69380. */
  69381. get: function () {
  69382. return this._depthSortParticles;
  69383. },
  69384. /**
  69385. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69386. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69387. * Default : `true`
  69388. */
  69389. set: function (val) {
  69390. this._depthSortParticles = val;
  69391. },
  69392. enumerable: true,
  69393. configurable: true
  69394. });
  69395. // =======================================================================
  69396. // Particle behavior logic
  69397. // these following methods may be overwritten by the user to fit his needs
  69398. /**
  69399. * This function does nothing. It may be overwritten to set all the particle first values.
  69400. * The SPS doesn't call this function, you may have to call it by your own.
  69401. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69402. */
  69403. SolidParticleSystem.prototype.initParticles = function () {
  69404. };
  69405. /**
  69406. * This function does nothing. It may be overwritten to recycle a particle.
  69407. * The SPS doesn't call this function, you may have to call it by your own.
  69408. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69409. * @param particle The particle to recycle
  69410. * @returns the recycled particle
  69411. */
  69412. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69413. return particle;
  69414. };
  69415. /**
  69416. * Updates a particle : this function should be overwritten by the user.
  69417. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69418. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69419. * @example : just set a particle position or velocity and recycle conditions
  69420. * @param particle The particle to update
  69421. * @returns the updated particle
  69422. */
  69423. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69424. return particle;
  69425. };
  69426. /**
  69427. * Updates a vertex of a particle : it can be overwritten by the user.
  69428. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69429. * @param particle the current particle
  69430. * @param vertex the current index of the current particle
  69431. * @param pt the index of the current vertex in the particle shape
  69432. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69433. * @example : just set a vertex particle position
  69434. * @returns the updated vertex
  69435. */
  69436. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69437. return vertex;
  69438. };
  69439. /**
  69440. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69441. * This does nothing and may be overwritten by the user.
  69442. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69443. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69444. * @param update the boolean update value actually passed to setParticles()
  69445. */
  69446. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69447. };
  69448. /**
  69449. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69450. * This will be passed three parameters.
  69451. * This does nothing and may be overwritten by the user.
  69452. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69453. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69454. * @param update the boolean update value actually passed to setParticles()
  69455. */
  69456. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69457. };
  69458. return SolidParticleSystem;
  69459. }());
  69460. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69461. })(BABYLON || (BABYLON = {}));
  69462. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69463. var BABYLON;
  69464. (function (BABYLON) {
  69465. /**
  69466. * Class containing static functions to help procedurally build meshes
  69467. */
  69468. var MeshBuilder = /** @class */ (function () {
  69469. function MeshBuilder() {
  69470. }
  69471. MeshBuilder.updateSideOrientation = function (orientation) {
  69472. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69473. return BABYLON.Mesh.DOUBLESIDE;
  69474. }
  69475. if (orientation === undefined || orientation === null) {
  69476. return BABYLON.Mesh.FRONTSIDE;
  69477. }
  69478. return orientation;
  69479. };
  69480. /**
  69481. * Creates a box mesh
  69482. * * The parameter `size` sets the size (float) of each box side (default 1)
  69483. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69484. * * 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)
  69485. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  69486. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69487. * * 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
  69488. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69489. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  69490. * @param name defines the name of the mesh
  69491. * @param options defines the options used to create the mesh
  69492. * @param scene defines the hosting scene
  69493. * @returns the box mesh
  69494. */
  69495. MeshBuilder.CreateBox = function (name, options, scene) {
  69496. if (scene === void 0) { scene = null; }
  69497. var box = new BABYLON.Mesh(name, scene);
  69498. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69499. box._originalBuilderSideOrientation = options.sideOrientation;
  69500. var vertexData = BABYLON.VertexData.CreateBox(options);
  69501. vertexData.applyToMesh(box, options.updatable);
  69502. return box;
  69503. };
  69504. /**
  69505. * Creates a sphere mesh
  69506. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69507. * * 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`)
  69508. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69509. * * 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
  69510. * * 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)
  69511. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69512. * * 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
  69513. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69514. * @param name defines the name of the mesh
  69515. * @param options defines the options used to create the mesh
  69516. * @param scene defines the hosting scene
  69517. * @returns the sphere mesh
  69518. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  69519. */
  69520. MeshBuilder.CreateSphere = function (name, options, scene) {
  69521. var sphere = new BABYLON.Mesh(name, scene);
  69522. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69523. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69524. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69525. vertexData.applyToMesh(sphere, options.updatable);
  69526. return sphere;
  69527. };
  69528. /**
  69529. * Creates a plane polygonal mesh. By default, this is a disc
  69530. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69531. * * 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
  69532. * * 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
  69533. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69534. * * 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
  69535. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69536. * @param name defines the name of the mesh
  69537. * @param options defines the options used to create the mesh
  69538. * @param scene defines the hosting scene
  69539. * @returns the plane polygonal mesh
  69540. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69541. */
  69542. MeshBuilder.CreateDisc = function (name, options, scene) {
  69543. if (scene === void 0) { scene = null; }
  69544. var disc = new BABYLON.Mesh(name, scene);
  69545. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69546. disc._originalBuilderSideOrientation = options.sideOrientation;
  69547. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69548. vertexData.applyToMesh(disc, options.updatable);
  69549. return disc;
  69550. };
  69551. /**
  69552. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69553. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69554. * * 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`)
  69555. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69556. * * 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
  69557. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69558. * * 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
  69559. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69560. * @param name defines the name of the mesh
  69561. * @param options defines the options used to create the mesh
  69562. * @param scene defines the hosting scene
  69563. * @returns the icosahedron mesh
  69564. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69565. */
  69566. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69567. var sphere = new BABYLON.Mesh(name, scene);
  69568. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69569. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69570. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69571. vertexData.applyToMesh(sphere, options.updatable);
  69572. return sphere;
  69573. };
  69574. /**
  69575. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69576. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69577. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69578. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69579. * * 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
  69580. * * 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
  69581. * * 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
  69582. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69583. * * 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
  69584. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69585. * * 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
  69586. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69587. * * 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
  69588. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69589. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69590. * @param name defines the name of the mesh
  69591. * @param options defines the options used to create the mesh
  69592. * @param scene defines the hosting scene
  69593. * @returns the ribbon mesh
  69594. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  69595. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  69596. */
  69597. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69598. if (scene === void 0) { scene = null; }
  69599. var pathArray = options.pathArray;
  69600. var closeArray = options.closeArray;
  69601. var closePath = options.closePath;
  69602. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69603. var instance = options.instance;
  69604. var updatable = options.updatable;
  69605. if (instance) { // existing ribbon instance update
  69606. // positionFunction : ribbon case
  69607. // only pathArray and sideOrientation parameters are taken into account for positions update
  69608. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69609. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69610. var positionFunction = function (positions) {
  69611. var minlg = pathArray[0].length;
  69612. var mesh = instance;
  69613. var i = 0;
  69614. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69615. for (var si = 1; si <= ns; ++si) {
  69616. for (var p = 0; p < pathArray.length; ++p) {
  69617. var path = pathArray[p];
  69618. var l = path.length;
  69619. minlg = (minlg < l) ? minlg : l;
  69620. for (var j = 0; j < minlg; ++j) {
  69621. var pathPoint = path[j];
  69622. positions[i] = pathPoint.x;
  69623. positions[i + 1] = pathPoint.y;
  69624. positions[i + 2] = pathPoint.z;
  69625. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69626. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69627. i += 3;
  69628. }
  69629. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69630. var pathPoint = path[0];
  69631. positions[i] = pathPoint.x;
  69632. positions[i + 1] = pathPoint.y;
  69633. positions[i + 2] = pathPoint.z;
  69634. i += 3;
  69635. }
  69636. }
  69637. }
  69638. };
  69639. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69640. positionFunction(positions);
  69641. if (instance._boundingInfo) {
  69642. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69643. }
  69644. else {
  69645. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69646. }
  69647. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69648. if (options.colors) {
  69649. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69650. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69651. var color = options.colors[c];
  69652. colors[colorIndex] = color.r;
  69653. colors[colorIndex + 1] = color.g;
  69654. colors[colorIndex + 2] = color.b;
  69655. colors[colorIndex + 3] = color.a;
  69656. }
  69657. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69658. }
  69659. if (options.uvs) {
  69660. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69661. for (var i = 0; i < options.uvs.length; i++) {
  69662. uvs[i * 2] = options.uvs[i].x;
  69663. uvs[i * 2 + 1] = options.uvs[i].y;
  69664. }
  69665. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69666. }
  69667. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69668. var indices = instance.getIndices();
  69669. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69670. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69671. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69672. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69673. var indexFirst = 0;
  69674. var indexLast = 0;
  69675. for (var p = 0; p < pathArray.length; p++) {
  69676. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69677. if (p + 1 < pathArray.length) {
  69678. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69679. }
  69680. else {
  69681. indexLast = normals.length - 3;
  69682. }
  69683. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69684. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69685. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69686. normals[indexLast] = normals[indexFirst];
  69687. normals[indexLast + 1] = normals[indexFirst + 1];
  69688. normals[indexLast + 2] = normals[indexFirst + 2];
  69689. }
  69690. }
  69691. if (!(instance.areNormalsFrozen)) {
  69692. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69693. }
  69694. }
  69695. return instance;
  69696. }
  69697. else { // new ribbon creation
  69698. var ribbon = new BABYLON.Mesh(name, scene);
  69699. ribbon._originalBuilderSideOrientation = sideOrientation;
  69700. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69701. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69702. if (closePath) {
  69703. ribbon._creationDataStorage.idx = vertexData._idx;
  69704. }
  69705. ribbon._creationDataStorage.closePath = closePath;
  69706. ribbon._creationDataStorage.closeArray = closeArray;
  69707. vertexData.applyToMesh(ribbon, updatable);
  69708. return ribbon;
  69709. }
  69710. };
  69711. /**
  69712. * Creates a cylinder or a cone mesh
  69713. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69714. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69715. * * 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.
  69716. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69717. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69718. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69719. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69720. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69721. * * 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).
  69722. * * 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
  69723. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69724. * * 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
  69725. * * 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.
  69726. * * If `enclose` is false, a ring surface is one element.
  69727. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69728. * * 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
  69729. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69730. * * 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
  69731. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69732. * @param name defines the name of the mesh
  69733. * @param options defines the options used to create the mesh
  69734. * @param scene defines the hosting scene
  69735. * @returns the cylinder mesh
  69736. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  69737. */
  69738. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69739. var cylinder = new BABYLON.Mesh(name, scene);
  69740. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69741. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69742. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69743. vertexData.applyToMesh(cylinder, options.updatable);
  69744. return cylinder;
  69745. };
  69746. /**
  69747. * Creates a torus mesh
  69748. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69749. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69750. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69751. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69752. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69753. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69754. * @param name defines the name of the mesh
  69755. * @param options defines the options used to create the mesh
  69756. * @param scene defines the hosting scene
  69757. * @returns the torus mesh
  69758. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  69759. */
  69760. MeshBuilder.CreateTorus = function (name, options, scene) {
  69761. var torus = new BABYLON.Mesh(name, scene);
  69762. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69763. torus._originalBuilderSideOrientation = options.sideOrientation;
  69764. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69765. vertexData.applyToMesh(torus, options.updatable);
  69766. return torus;
  69767. };
  69768. /**
  69769. * Creates a torus knot mesh
  69770. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69771. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69772. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69773. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69774. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69775. * * 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
  69776. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69777. * @param name defines the name of the mesh
  69778. * @param options defines the options used to create the mesh
  69779. * @param scene defines the hosting scene
  69780. * @returns the torus knot mesh
  69781. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  69782. */
  69783. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69784. var torusKnot = new BABYLON.Mesh(name, scene);
  69785. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69786. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69787. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69788. vertexData.applyToMesh(torusKnot, options.updatable);
  69789. return torusKnot;
  69790. };
  69791. /**
  69792. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  69793. * * 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
  69794. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  69795. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  69796. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  69797. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  69798. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  69799. * * 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
  69800. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  69801. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69802. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  69803. * @param name defines the name of the new line system
  69804. * @param options defines the options used to create the line system
  69805. * @param scene defines the hosting scene
  69806. * @returns a new line system mesh
  69807. */
  69808. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  69809. var instance = options.instance;
  69810. var lines = options.lines;
  69811. var colors = options.colors;
  69812. if (instance) { // lines update
  69813. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69814. var vertexColor;
  69815. var lineColors;
  69816. if (colors) {
  69817. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69818. }
  69819. var i = 0;
  69820. var c = 0;
  69821. for (var l = 0; l < lines.length; l++) {
  69822. var points = lines[l];
  69823. for (var p = 0; p < points.length; p++) {
  69824. positions[i] = points[p].x;
  69825. positions[i + 1] = points[p].y;
  69826. positions[i + 2] = points[p].z;
  69827. if (colors && vertexColor) {
  69828. lineColors = colors[l];
  69829. vertexColor[c] = lineColors[p].r;
  69830. vertexColor[c + 1] = lineColors[p].g;
  69831. vertexColor[c + 2] = lineColors[p].b;
  69832. vertexColor[c + 3] = lineColors[p].a;
  69833. c += 4;
  69834. }
  69835. i += 3;
  69836. }
  69837. }
  69838. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69839. if (colors && vertexColor) {
  69840. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  69841. }
  69842. return instance;
  69843. }
  69844. // line system creation
  69845. var useVertexColor = (colors) ? true : false;
  69846. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  69847. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  69848. vertexData.applyToMesh(lineSystem, options.updatable);
  69849. return lineSystem;
  69850. };
  69851. /**
  69852. * Creates a line mesh
  69853. * 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
  69854. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69855. * * The parameter `points` is an array successive Vector3
  69856. * * 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
  69857. * * The optional parameter `colors` is an array of successive Color4, one per line point
  69858. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  69859. * * When updating an instance, remember that only point positions can change, not the number of points
  69860. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69861. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  69862. * @param name defines the name of the new line system
  69863. * @param options defines the options used to create the line system
  69864. * @param scene defines the hosting scene
  69865. * @returns a new line mesh
  69866. */
  69867. MeshBuilder.CreateLines = function (name, options, scene) {
  69868. if (scene === void 0) { scene = null; }
  69869. var colors = (options.colors) ? [options.colors] : null;
  69870. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  69871. return lines;
  69872. };
  69873. /**
  69874. * Creates a dashed line mesh
  69875. * * 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
  69876. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69877. * * The parameter `points` is an array successive Vector3
  69878. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  69879. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  69880. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  69881. * * 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
  69882. * * When updating an instance, remember that only point positions can change, not the number of points
  69883. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69884. * @param name defines the name of the mesh
  69885. * @param options defines the options used to create the mesh
  69886. * @param scene defines the hosting scene
  69887. * @returns the dashed line mesh
  69888. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  69889. */
  69890. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  69891. if (scene === void 0) { scene = null; }
  69892. var points = options.points;
  69893. var instance = options.instance;
  69894. var gapSize = options.gapSize || 1;
  69895. var dashSize = options.dashSize || 3;
  69896. if (instance) { // dashed lines update
  69897. var positionFunction = function (positions) {
  69898. var curvect = BABYLON.Vector3.Zero();
  69899. var nbSeg = positions.length / 6;
  69900. var lg = 0;
  69901. var nb = 0;
  69902. var shft = 0;
  69903. var dashshft = 0;
  69904. var curshft = 0;
  69905. var p = 0;
  69906. var i = 0;
  69907. var j = 0;
  69908. for (i = 0; i < points.length - 1; i++) {
  69909. points[i + 1].subtractToRef(points[i], curvect);
  69910. lg += curvect.length();
  69911. }
  69912. shft = lg / nbSeg;
  69913. var dashSize = instance._creationDataStorage.dashSize;
  69914. var gapSize = instance._creationDataStorage.gapSize;
  69915. dashshft = dashSize * shft / (dashSize + gapSize);
  69916. for (i = 0; i < points.length - 1; i++) {
  69917. points[i + 1].subtractToRef(points[i], curvect);
  69918. nb = Math.floor(curvect.length() / shft);
  69919. curvect.normalize();
  69920. j = 0;
  69921. while (j < nb && p < positions.length) {
  69922. curshft = shft * j;
  69923. positions[p] = points[i].x + curshft * curvect.x;
  69924. positions[p + 1] = points[i].y + curshft * curvect.y;
  69925. positions[p + 2] = points[i].z + curshft * curvect.z;
  69926. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  69927. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  69928. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  69929. p += 6;
  69930. j++;
  69931. }
  69932. }
  69933. while (p < positions.length) {
  69934. positions[p] = points[i].x;
  69935. positions[p + 1] = points[i].y;
  69936. positions[p + 2] = points[i].z;
  69937. p += 3;
  69938. }
  69939. };
  69940. instance.updateMeshPositions(positionFunction, false);
  69941. return instance;
  69942. }
  69943. // dashed lines creation
  69944. var dashedLines = new BABYLON.LinesMesh(name, scene);
  69945. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  69946. vertexData.applyToMesh(dashedLines, options.updatable);
  69947. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  69948. dashedLines._creationDataStorage.dashSize = dashSize;
  69949. dashedLines._creationDataStorage.gapSize = gapSize;
  69950. return dashedLines;
  69951. };
  69952. /**
  69953. * 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.
  69954. * * 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.
  69955. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69956. * * 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.
  69957. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  69958. * * 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
  69959. * * 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
  69960. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  69961. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69962. * * 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
  69963. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  69964. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69965. * @param name defines the name of the mesh
  69966. * @param options defines the options used to create the mesh
  69967. * @param scene defines the hosting scene
  69968. * @returns the extruded shape mesh
  69969. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  69970. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69971. */
  69972. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  69973. if (scene === void 0) { scene = null; }
  69974. var path = options.path;
  69975. var shape = options.shape;
  69976. var scale = options.scale || 1;
  69977. var rotation = options.rotation || 0;
  69978. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69979. var updatable = options.updatable;
  69980. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69981. var instance = options.instance || null;
  69982. var invertUV = options.invertUV || false;
  69983. 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);
  69984. };
  69985. /**
  69986. * Creates an custom extruded shape mesh.
  69987. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  69988. * * 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.
  69989. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69990. * * 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
  69991. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  69992. * * 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
  69993. * * It must returns a float value that will be the scale value applied to the shape on each path point
  69994. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  69995. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  69996. * * 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
  69997. * * 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
  69998. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  69999. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70000. * * 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
  70001. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70002. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70003. * @param name defines the name of the mesh
  70004. * @param options defines the options used to create the mesh
  70005. * @param scene defines the hosting scene
  70006. * @returns the custom extruded shape mesh
  70007. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  70008. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70009. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70010. */
  70011. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  70012. var path = options.path;
  70013. var shape = options.shape;
  70014. var scaleFunction = options.scaleFunction || (function () { return 1; });
  70015. var rotationFunction = options.rotationFunction || (function () { return 0; });
  70016. var ribbonCloseArray = options.ribbonCloseArray || false;
  70017. var ribbonClosePath = options.ribbonClosePath || false;
  70018. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70019. var updatable = options.updatable;
  70020. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70021. var instance = options.instance;
  70022. var invertUV = options.invertUV || false;
  70023. 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);
  70024. };
  70025. /**
  70026. * Creates lathe mesh.
  70027. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  70028. * * 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
  70029. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  70030. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  70031. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  70032. * * 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
  70033. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  70034. * * 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
  70035. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70036. * * 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
  70037. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  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 lathe mesh
  70043. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  70044. */
  70045. MeshBuilder.CreateLathe = function (name, options, scene) {
  70046. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  70047. var closed = (options.closed === undefined) ? true : options.closed;
  70048. var shape = options.shape;
  70049. var radius = options.radius || 1;
  70050. var tessellation = options.tessellation || 64;
  70051. var clip = options.clip || 0;
  70052. var updatable = options.updatable;
  70053. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70054. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70055. var pi2 = Math.PI * 2;
  70056. var paths = new Array();
  70057. var invertUV = options.invertUV || false;
  70058. var i = 0;
  70059. var p = 0;
  70060. var step = pi2 / tessellation * arc;
  70061. var rotated;
  70062. var path = new Array();
  70063. for (i = 0; i <= tessellation - clip; i++) {
  70064. var path = [];
  70065. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  70066. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  70067. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  70068. }
  70069. for (p = 0; p < shape.length; p++) {
  70070. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  70071. path.push(rotated);
  70072. }
  70073. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  70074. 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));
  70075. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  70076. }
  70077. paths.push(path);
  70078. }
  70079. // lathe ribbon
  70080. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70081. return lathe;
  70082. };
  70083. /**
  70084. * Creates a plane mesh
  70085. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  70086. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  70087. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  70088. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70089. * * 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
  70090. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70091. * @param name defines the name of the mesh
  70092. * @param options defines the options used to create the mesh
  70093. * @param scene defines the hosting scene
  70094. * @returns the plane mesh
  70095. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  70096. */
  70097. MeshBuilder.CreatePlane = function (name, options, scene) {
  70098. var plane = new BABYLON.Mesh(name, scene);
  70099. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70100. plane._originalBuilderSideOrientation = options.sideOrientation;
  70101. var vertexData = BABYLON.VertexData.CreatePlane(options);
  70102. vertexData.applyToMesh(plane, options.updatable);
  70103. if (options.sourcePlane) {
  70104. plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
  70105. var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z));
  70106. var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal);
  70107. if (vectorProduct.lengthSquared() > BABYLON.Epsilon) {
  70108. plane.rotate(vectorProduct, product);
  70109. }
  70110. }
  70111. return plane;
  70112. };
  70113. /**
  70114. * Creates a ground mesh
  70115. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  70116. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  70117. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70118. * @param name defines the name of the mesh
  70119. * @param options defines the options used to create the mesh
  70120. * @param scene defines the hosting scene
  70121. * @returns the ground mesh
  70122. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  70123. */
  70124. MeshBuilder.CreateGround = function (name, options, scene) {
  70125. var ground = new BABYLON.GroundMesh(name, scene);
  70126. ground._setReady(false);
  70127. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  70128. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  70129. ground._width = options.width || 1;
  70130. ground._height = options.height || 1;
  70131. ground._maxX = ground._width / 2;
  70132. ground._maxZ = ground._height / 2;
  70133. ground._minX = -ground._maxX;
  70134. ground._minZ = -ground._maxZ;
  70135. var vertexData = BABYLON.VertexData.CreateGround(options);
  70136. vertexData.applyToMesh(ground, options.updatable);
  70137. ground._setReady(true);
  70138. return ground;
  70139. };
  70140. /**
  70141. * Creates a tiled ground mesh
  70142. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  70143. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  70144. * * 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
  70145. * * 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
  70146. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70147. * @param name defines the name of the mesh
  70148. * @param options defines the options used to create the mesh
  70149. * @param scene defines the hosting scene
  70150. * @returns the tiled ground mesh
  70151. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  70152. */
  70153. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  70154. var tiledGround = new BABYLON.Mesh(name, scene);
  70155. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  70156. vertexData.applyToMesh(tiledGround, options.updatable);
  70157. return tiledGround;
  70158. };
  70159. /**
  70160. * Creates a ground mesh from a height map
  70161. * * The parameter `url` sets the URL of the height map image resource.
  70162. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  70163. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  70164. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  70165. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  70166. * * 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.
  70167. * * 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).
  70168. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  70169. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70170. * @param name defines the name of the mesh
  70171. * @param url defines the url to the height map
  70172. * @param options defines the options used to create the mesh
  70173. * @param scene defines the hosting scene
  70174. * @returns the ground mesh
  70175. * @see https://doc.babylonjs.com/babylon101/height_map
  70176. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  70177. */
  70178. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  70179. var width = options.width || 10.0;
  70180. var height = options.height || 10.0;
  70181. var subdivisions = options.subdivisions || 1 | 0;
  70182. var minHeight = options.minHeight || 0.0;
  70183. var maxHeight = options.maxHeight || 1.0;
  70184. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  70185. var alphaFilter = options.alphaFilter || 0.0;
  70186. var updatable = options.updatable;
  70187. var onReady = options.onReady;
  70188. var ground = new BABYLON.GroundMesh(name, scene);
  70189. ground._subdivisionsX = subdivisions;
  70190. ground._subdivisionsY = subdivisions;
  70191. ground._width = width;
  70192. ground._height = height;
  70193. ground._maxX = ground._width / 2.0;
  70194. ground._maxZ = ground._height / 2.0;
  70195. ground._minX = -ground._maxX;
  70196. ground._minZ = -ground._maxZ;
  70197. ground._setReady(false);
  70198. var onload = function (img) {
  70199. // Getting height map data
  70200. var canvas = document.createElement("canvas");
  70201. var context = canvas.getContext("2d");
  70202. if (!context) {
  70203. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  70204. }
  70205. if (scene.isDisposed) {
  70206. return;
  70207. }
  70208. var bufferWidth = img.width;
  70209. var bufferHeight = img.height;
  70210. canvas.width = bufferWidth;
  70211. canvas.height = bufferHeight;
  70212. context.drawImage(img, 0, 0);
  70213. // Create VertexData from map data
  70214. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  70215. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  70216. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  70217. width: width, height: height,
  70218. subdivisions: subdivisions,
  70219. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  70220. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  70221. alphaFilter: alphaFilter
  70222. });
  70223. vertexData.applyToMesh(ground, updatable);
  70224. //execute ready callback, if set
  70225. if (onReady) {
  70226. onReady(ground);
  70227. }
  70228. ground._setReady(true);
  70229. };
  70230. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  70231. return ground;
  70232. };
  70233. /**
  70234. * Creates a polygon mesh
  70235. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  70236. * * 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
  70237. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70238. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70239. * * 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)
  70240. * * Remember you can only change the shape positions, not their number when updating a polygon
  70241. * @param name defines the name of the mesh
  70242. * @param options defines the options used to create the mesh
  70243. * @param scene defines the hosting scene
  70244. * @returns the polygon mesh
  70245. */
  70246. MeshBuilder.CreatePolygon = function (name, options, scene) {
  70247. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70248. var shape = options.shape;
  70249. var holes = options.holes || [];
  70250. var depth = options.depth || 0;
  70251. var contours = [];
  70252. var hole = [];
  70253. for (var i = 0; i < shape.length; i++) {
  70254. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70255. }
  70256. var epsilon = 0.00000001;
  70257. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70258. contours.pop();
  70259. }
  70260. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70261. for (var hNb = 0; hNb < holes.length; hNb++) {
  70262. hole = [];
  70263. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70264. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70265. }
  70266. polygonTriangulation.addHole(hole);
  70267. }
  70268. var polygon = polygonTriangulation.build(options.updatable, depth);
  70269. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70270. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70271. vertexData.applyToMesh(polygon, options.updatable);
  70272. return polygon;
  70273. };
  70274. /**
  70275. * Creates an extruded polygon mesh, with depth in the Y direction.
  70276. * * 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)
  70277. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70278. * @param name defines the name of the mesh
  70279. * @param options defines the options used to create the mesh
  70280. * @param scene defines the hosting scene
  70281. * @returns the polygon mesh
  70282. */
  70283. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70284. return MeshBuilder.CreatePolygon(name, options, scene);
  70285. };
  70286. /**
  70287. * Creates a tube mesh.
  70288. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70289. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70290. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70291. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70292. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70293. * * 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)
  70294. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70295. * * 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
  70296. * * 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
  70297. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70298. * * 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
  70299. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70300. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70301. * @param name defines the name of the mesh
  70302. * @param options defines the options used to create the mesh
  70303. * @param scene defines the hosting scene
  70304. * @returns the tube mesh
  70305. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70306. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  70307. */
  70308. MeshBuilder.CreateTube = function (name, options, scene) {
  70309. var path = options.path;
  70310. var instance = options.instance;
  70311. var radius = 1.0;
  70312. if (options.radius !== undefined) {
  70313. radius = options.radius;
  70314. }
  70315. else if (instance) {
  70316. radius = instance._creationDataStorage.radius;
  70317. }
  70318. var tessellation = options.tessellation || 64 | 0;
  70319. var radiusFunction = options.radiusFunction || null;
  70320. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70321. var invertUV = options.invertUV || false;
  70322. var updatable = options.updatable;
  70323. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70324. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70325. // tube geometry
  70326. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70327. var tangents = path3D.getTangents();
  70328. var normals = path3D.getNormals();
  70329. var distances = path3D.getDistances();
  70330. var pi2 = Math.PI * 2;
  70331. var step = pi2 / tessellation * arc;
  70332. var returnRadius = function () { return radius; };
  70333. var radiusFunctionFinal = radiusFunction || returnRadius;
  70334. var circlePath;
  70335. var rad;
  70336. var normal;
  70337. var rotated;
  70338. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70339. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70340. for (var i = 0; i < path.length; i++) {
  70341. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70342. circlePath = Array(); // current circle array
  70343. normal = normals[i]; // current normal
  70344. for (var t = 0; t < tessellation; t++) {
  70345. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70346. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70347. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70348. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70349. circlePath[t] = rotated;
  70350. }
  70351. circlePaths[index] = circlePath;
  70352. index++;
  70353. }
  70354. // cap
  70355. var capPath = function (nbPoints, pathIndex) {
  70356. var pointCap = Array();
  70357. for (var i = 0; i < nbPoints; i++) {
  70358. pointCap.push(path[pathIndex]);
  70359. }
  70360. return pointCap;
  70361. };
  70362. switch (cap) {
  70363. case BABYLON.Mesh.NO_CAP:
  70364. break;
  70365. case BABYLON.Mesh.CAP_START:
  70366. circlePaths[0] = capPath(tessellation, 0);
  70367. circlePaths[1] = circlePaths[2].slice(0);
  70368. break;
  70369. case BABYLON.Mesh.CAP_END:
  70370. circlePaths[index] = circlePaths[index - 1].slice(0);
  70371. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70372. break;
  70373. case BABYLON.Mesh.CAP_ALL:
  70374. circlePaths[0] = capPath(tessellation, 0);
  70375. circlePaths[1] = circlePaths[2].slice(0);
  70376. circlePaths[index] = circlePaths[index - 1].slice(0);
  70377. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70378. break;
  70379. default:
  70380. break;
  70381. }
  70382. return circlePaths;
  70383. };
  70384. var path3D;
  70385. var pathArray;
  70386. if (instance) { // tube update
  70387. var storage = instance._creationDataStorage;
  70388. var arc = options.arc || storage.arc;
  70389. path3D = storage.path3D.update(path);
  70390. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70391. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70392. // Update mode, no need to recreate the storage.
  70393. storage.path3D = path3D;
  70394. storage.pathArray = pathArray;
  70395. storage.arc = arc;
  70396. storage.radius = radius;
  70397. return instance;
  70398. }
  70399. // tube creation
  70400. path3D = new BABYLON.Path3D(path);
  70401. var newPathArray = new Array();
  70402. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70403. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70404. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70405. tube._creationDataStorage.pathArray = pathArray;
  70406. tube._creationDataStorage.path3D = path3D;
  70407. tube._creationDataStorage.tessellation = tessellation;
  70408. tube._creationDataStorage.cap = cap;
  70409. tube._creationDataStorage.arc = options.arc;
  70410. tube._creationDataStorage.radius = radius;
  70411. return tube;
  70412. };
  70413. /**
  70414. * Creates a polyhedron mesh
  70415. * * 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
  70416. * * The parameter `size` (positive float, default 1) sets the polygon size
  70417. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70418. * * 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`
  70419. * * 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
  70420. * * 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)`)
  70421. * * 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
  70422. * * 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
  70423. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70424. * * 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
  70425. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70426. * @param name defines the name of the mesh
  70427. * @param options defines the options used to create the mesh
  70428. * @param scene defines the hosting scene
  70429. * @returns the polyhedron mesh
  70430. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  70431. */
  70432. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70433. var polyhedron = new BABYLON.Mesh(name, scene);
  70434. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70435. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70436. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70437. vertexData.applyToMesh(polyhedron, options.updatable);
  70438. return polyhedron;
  70439. };
  70440. /**
  70441. * Creates a decal mesh.
  70442. * 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
  70443. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70444. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70445. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70446. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70447. * @param name defines the name of the mesh
  70448. * @param sourceMesh defines the mesh where the decal must be applied
  70449. * @param options defines the options used to create the mesh
  70450. * @param scene defines the hosting scene
  70451. * @returns the decal mesh
  70452. * @see https://doc.babylonjs.com/how_to/decals
  70453. */
  70454. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70455. var indices = sourceMesh.getIndices();
  70456. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70457. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70458. var position = options.position || BABYLON.Vector3.Zero();
  70459. var normal = options.normal || BABYLON.Vector3.Up();
  70460. var size = options.size || BABYLON.Vector3.One();
  70461. var angle = options.angle || 0;
  70462. // Getting correct rotation
  70463. if (!normal) {
  70464. var target = new BABYLON.Vector3(0, 0, 1);
  70465. var camera = sourceMesh.getScene().activeCamera;
  70466. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70467. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70468. }
  70469. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70470. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70471. var pitch = Math.atan2(normal.y, len);
  70472. // Matrix
  70473. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70474. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70475. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70476. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70477. var vertexData = new BABYLON.VertexData();
  70478. vertexData.indices = [];
  70479. vertexData.positions = [];
  70480. vertexData.normals = [];
  70481. vertexData.uvs = [];
  70482. var currentVertexDataIndex = 0;
  70483. var extractDecalVector3 = function (indexId) {
  70484. var result = new BABYLON.PositionNormalVertex();
  70485. if (!indices || !positions || !normals) {
  70486. return result;
  70487. }
  70488. var vertexId = indices[indexId];
  70489. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70490. // Send vector to decal local world
  70491. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70492. // Get normal
  70493. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70494. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70495. return result;
  70496. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70497. var clip = function (vertices, axis) {
  70498. if (vertices.length === 0) {
  70499. return vertices;
  70500. }
  70501. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70502. var clipVertices = function (v0, v1) {
  70503. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70504. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70505. };
  70506. var result = new Array();
  70507. for (var index = 0; index < vertices.length; index += 3) {
  70508. var v1Out;
  70509. var v2Out;
  70510. var v3Out;
  70511. var total = 0;
  70512. var nV1 = null;
  70513. var nV2 = null;
  70514. var nV3 = null;
  70515. var nV4 = null;
  70516. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70517. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70518. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70519. v1Out = d1 > 0;
  70520. v2Out = d2 > 0;
  70521. v3Out = d3 > 0;
  70522. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70523. switch (total) {
  70524. case 0:
  70525. result.push(vertices[index]);
  70526. result.push(vertices[index + 1]);
  70527. result.push(vertices[index + 2]);
  70528. break;
  70529. case 1:
  70530. if (v1Out) {
  70531. nV1 = vertices[index + 1];
  70532. nV2 = vertices[index + 2];
  70533. nV3 = clipVertices(vertices[index], nV1);
  70534. nV4 = clipVertices(vertices[index], nV2);
  70535. }
  70536. if (v2Out) {
  70537. nV1 = vertices[index];
  70538. nV2 = vertices[index + 2];
  70539. nV3 = clipVertices(vertices[index + 1], nV1);
  70540. nV4 = clipVertices(vertices[index + 1], nV2);
  70541. result.push(nV3);
  70542. result.push(nV2.clone());
  70543. result.push(nV1.clone());
  70544. result.push(nV2.clone());
  70545. result.push(nV3.clone());
  70546. result.push(nV4);
  70547. break;
  70548. }
  70549. if (v3Out) {
  70550. nV1 = vertices[index];
  70551. nV2 = vertices[index + 1];
  70552. nV3 = clipVertices(vertices[index + 2], nV1);
  70553. nV4 = clipVertices(vertices[index + 2], nV2);
  70554. }
  70555. if (nV1 && nV2 && nV3 && nV4) {
  70556. result.push(nV1.clone());
  70557. result.push(nV2.clone());
  70558. result.push(nV3);
  70559. result.push(nV4);
  70560. result.push(nV3.clone());
  70561. result.push(nV2.clone());
  70562. }
  70563. break;
  70564. case 2:
  70565. if (!v1Out) {
  70566. nV1 = vertices[index].clone();
  70567. nV2 = clipVertices(nV1, vertices[index + 1]);
  70568. nV3 = clipVertices(nV1, vertices[index + 2]);
  70569. result.push(nV1);
  70570. result.push(nV2);
  70571. result.push(nV3);
  70572. }
  70573. if (!v2Out) {
  70574. nV1 = vertices[index + 1].clone();
  70575. nV2 = clipVertices(nV1, vertices[index + 2]);
  70576. nV3 = clipVertices(nV1, vertices[index]);
  70577. result.push(nV1);
  70578. result.push(nV2);
  70579. result.push(nV3);
  70580. }
  70581. if (!v3Out) {
  70582. nV1 = vertices[index + 2].clone();
  70583. nV2 = clipVertices(nV1, vertices[index]);
  70584. nV3 = clipVertices(nV1, vertices[index + 1]);
  70585. result.push(nV1);
  70586. result.push(nV2);
  70587. result.push(nV3);
  70588. }
  70589. break;
  70590. case 3:
  70591. break;
  70592. }
  70593. }
  70594. return result;
  70595. };
  70596. for (var index = 0; index < indices.length; index += 3) {
  70597. var faceVertices = new Array();
  70598. faceVertices.push(extractDecalVector3(index));
  70599. faceVertices.push(extractDecalVector3(index + 1));
  70600. faceVertices.push(extractDecalVector3(index + 2));
  70601. // Clip
  70602. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70603. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70604. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70605. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70606. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70607. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70608. if (faceVertices.length === 0) {
  70609. continue;
  70610. }
  70611. // Add UVs and get back to world
  70612. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70613. var vertex = faceVertices[vIndex];
  70614. //TODO check for Int32Array | Uint32Array | Uint16Array
  70615. vertexData.indices.push(currentVertexDataIndex);
  70616. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70617. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70618. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70619. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70620. currentVertexDataIndex++;
  70621. }
  70622. }
  70623. // Return mesh
  70624. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70625. vertexData.applyToMesh(decal);
  70626. decal.position = position.clone();
  70627. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70628. return decal;
  70629. };
  70630. // Privates
  70631. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70632. // extrusion geometry
  70633. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70634. var tangents = path3D.getTangents();
  70635. var normals = path3D.getNormals();
  70636. var binormals = path3D.getBinormals();
  70637. var distances = path3D.getDistances();
  70638. var angle = 0;
  70639. var returnScale = function () { return scale !== null ? scale : 1; };
  70640. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70641. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70642. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70643. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70644. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70645. for (var i = 0; i < curve.length; i++) {
  70646. var shapePath = new Array();
  70647. var angleStep = rotate(i, distances[i]);
  70648. var scaleRatio = scl(i, distances[i]);
  70649. for (var p = 0; p < shape.length; p++) {
  70650. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70651. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70652. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70653. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70654. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70655. shapePath[p] = rotated;
  70656. }
  70657. shapePaths[index] = shapePath;
  70658. angle += angleStep;
  70659. index++;
  70660. }
  70661. // cap
  70662. var capPath = function (shapePath) {
  70663. var pointCap = Array();
  70664. var barycenter = BABYLON.Vector3.Zero();
  70665. var i;
  70666. for (i = 0; i < shapePath.length; i++) {
  70667. barycenter.addInPlace(shapePath[i]);
  70668. }
  70669. barycenter.scaleInPlace(1.0 / shapePath.length);
  70670. for (i = 0; i < shapePath.length; i++) {
  70671. pointCap.push(barycenter);
  70672. }
  70673. return pointCap;
  70674. };
  70675. switch (cap) {
  70676. case BABYLON.Mesh.NO_CAP:
  70677. break;
  70678. case BABYLON.Mesh.CAP_START:
  70679. shapePaths[0] = capPath(shapePaths[2]);
  70680. shapePaths[1] = shapePaths[2];
  70681. break;
  70682. case BABYLON.Mesh.CAP_END:
  70683. shapePaths[index] = shapePaths[index - 1];
  70684. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70685. break;
  70686. case BABYLON.Mesh.CAP_ALL:
  70687. shapePaths[0] = capPath(shapePaths[2]);
  70688. shapePaths[1] = shapePaths[2];
  70689. shapePaths[index] = shapePaths[index - 1];
  70690. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70691. break;
  70692. default:
  70693. break;
  70694. }
  70695. return shapePaths;
  70696. };
  70697. var path3D;
  70698. var pathArray;
  70699. if (instance) { // instance update
  70700. var storage = instance._creationDataStorage;
  70701. path3D = storage.path3D.update(curve);
  70702. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70703. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70704. return instance;
  70705. }
  70706. // extruded shape creation
  70707. path3D = new BABYLON.Path3D(curve);
  70708. var newShapePaths = new Array();
  70709. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70710. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70711. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70712. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70713. extrudedGeneric._creationDataStorage.path3D = path3D;
  70714. extrudedGeneric._creationDataStorage.cap = cap;
  70715. return extrudedGeneric;
  70716. };
  70717. return MeshBuilder;
  70718. }());
  70719. BABYLON.MeshBuilder = MeshBuilder;
  70720. })(BABYLON || (BABYLON = {}));
  70721. //# sourceMappingURL=babylon.meshBuilder.js.map
  70722. var BABYLON;
  70723. (function (BABYLON) {
  70724. /**
  70725. * Draco compression (https://google.github.io/draco/)
  70726. *
  70727. * This class wraps the Draco module.
  70728. *
  70729. * **Encoder**
  70730. *
  70731. * The encoder is not currently implemented.
  70732. *
  70733. * **Decoder**
  70734. *
  70735. * 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.
  70736. *
  70737. * To update the configuration, use the following code:
  70738. * ```javascript
  70739. * BABYLON.DracoCompression.Configuration = {
  70740. * decoder: {
  70741. * wasmUrl: "<url to the WebAssembly library>",
  70742. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70743. * fallbackUrl: "<url to the fallback JavaScript library>",
  70744. * }
  70745. * };
  70746. * ```
  70747. *
  70748. * 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.
  70749. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70750. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70751. *
  70752. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70753. * ```javascript
  70754. * var dracoCompression = new BABYLON.DracoCompression();
  70755. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70756. * [BABYLON.VertexBuffer.PositionKind]: 0
  70757. * });
  70758. * ```
  70759. *
  70760. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70761. */
  70762. var DracoCompression = /** @class */ (function () {
  70763. /**
  70764. * Constructor
  70765. */
  70766. function DracoCompression() {
  70767. }
  70768. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70769. /**
  70770. * Returns true if the decoder is available.
  70771. */
  70772. get: function () {
  70773. if (typeof DracoDecoderModule !== "undefined") {
  70774. return true;
  70775. }
  70776. var decoder = DracoCompression.Configuration.decoder;
  70777. if (decoder) {
  70778. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70779. return true;
  70780. }
  70781. if (decoder.fallbackUrl) {
  70782. return true;
  70783. }
  70784. }
  70785. return false;
  70786. },
  70787. enumerable: true,
  70788. configurable: true
  70789. });
  70790. /**
  70791. * Stop all async operations and release resources.
  70792. */
  70793. DracoCompression.prototype.dispose = function () {
  70794. };
  70795. /**
  70796. * Decode Draco compressed mesh data to vertex data.
  70797. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  70798. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  70799. * @returns A promise that resolves with the decoded vertex data
  70800. */
  70801. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  70802. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  70803. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  70804. var module = wrappedModule.module;
  70805. var vertexData = new BABYLON.VertexData();
  70806. var buffer = new module.DecoderBuffer();
  70807. buffer.Init(dataView, dataView.byteLength);
  70808. var decoder = new module.Decoder();
  70809. var geometry;
  70810. var status;
  70811. try {
  70812. var type = decoder.GetEncodedGeometryType(buffer);
  70813. switch (type) {
  70814. case module.TRIANGULAR_MESH:
  70815. geometry = new module.Mesh();
  70816. status = decoder.DecodeBufferToMesh(buffer, geometry);
  70817. break;
  70818. case module.POINT_CLOUD:
  70819. geometry = new module.PointCloud();
  70820. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  70821. break;
  70822. default:
  70823. throw new Error("Invalid geometry type " + type);
  70824. }
  70825. if (!status.ok() || !geometry.ptr) {
  70826. throw new Error(status.error_msg());
  70827. }
  70828. var numPoints = geometry.num_points();
  70829. if (type === module.TRIANGULAR_MESH) {
  70830. var numFaces = geometry.num_faces();
  70831. var faceIndices = new module.DracoInt32Array();
  70832. try {
  70833. var indices = new Uint32Array(numFaces * 3);
  70834. for (var i = 0; i < numFaces; i++) {
  70835. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  70836. var offset = i * 3;
  70837. indices[offset + 0] = faceIndices.GetValue(0);
  70838. indices[offset + 1] = faceIndices.GetValue(1);
  70839. indices[offset + 2] = faceIndices.GetValue(2);
  70840. }
  70841. vertexData.indices = indices;
  70842. }
  70843. finally {
  70844. module.destroy(faceIndices);
  70845. }
  70846. }
  70847. for (var kind in attributes) {
  70848. var uniqueId = attributes[kind];
  70849. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  70850. var dracoData = new module.DracoFloat32Array();
  70851. try {
  70852. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  70853. var babylonData = new Float32Array(numPoints * attribute.num_components());
  70854. for (var i = 0; i < babylonData.length; i++) {
  70855. babylonData[i] = dracoData.GetValue(i);
  70856. }
  70857. vertexData.set(babylonData, kind);
  70858. }
  70859. finally {
  70860. module.destroy(dracoData);
  70861. }
  70862. }
  70863. }
  70864. finally {
  70865. if (geometry) {
  70866. module.destroy(geometry);
  70867. }
  70868. module.destroy(decoder);
  70869. module.destroy(buffer);
  70870. }
  70871. return vertexData;
  70872. });
  70873. };
  70874. DracoCompression._GetDecoderModule = function () {
  70875. if (!DracoCompression._DecoderModulePromise) {
  70876. var promise = null;
  70877. var config_1 = {};
  70878. if (typeof DracoDecoderModule !== "undefined") {
  70879. promise = Promise.resolve();
  70880. }
  70881. else {
  70882. var decoder = DracoCompression.Configuration.decoder;
  70883. if (decoder) {
  70884. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70885. promise = Promise.all([
  70886. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  70887. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  70888. config_1.wasmBinary = data;
  70889. })
  70890. ]);
  70891. }
  70892. else if (decoder.fallbackUrl) {
  70893. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  70894. }
  70895. }
  70896. }
  70897. if (!promise) {
  70898. throw new Error("Draco decoder module is not available");
  70899. }
  70900. DracoCompression._DecoderModulePromise = promise.then(function () {
  70901. return new Promise(function (resolve) {
  70902. config_1.onModuleLoaded = function (decoderModule) {
  70903. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  70904. resolve({ module: decoderModule });
  70905. };
  70906. DracoDecoderModule(config_1);
  70907. });
  70908. });
  70909. }
  70910. return DracoCompression._DecoderModulePromise;
  70911. };
  70912. DracoCompression._LoadScriptAsync = function (url) {
  70913. return new Promise(function (resolve, reject) {
  70914. BABYLON.Tools.LoadScript(url, function () {
  70915. resolve();
  70916. }, function (message) {
  70917. reject(new Error(message));
  70918. });
  70919. });
  70920. };
  70921. DracoCompression._LoadFileAsync = function (url) {
  70922. return new Promise(function (resolve, reject) {
  70923. BABYLON.Tools.LoadFile(url, function (data) {
  70924. resolve(data);
  70925. }, undefined, undefined, true, function (request, exception) {
  70926. reject(exception);
  70927. });
  70928. });
  70929. };
  70930. /**
  70931. * The configuration. Defaults to the following urls:
  70932. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  70933. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  70934. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70935. */
  70936. DracoCompression.Configuration = {
  70937. decoder: {
  70938. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  70939. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  70940. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70941. }
  70942. };
  70943. return DracoCompression;
  70944. }());
  70945. BABYLON.DracoCompression = DracoCompression;
  70946. })(BABYLON || (BABYLON = {}));
  70947. //# sourceMappingURL=babylon.dracoCompression.js.map
  70948. var BABYLON;
  70949. (function (BABYLON) {
  70950. // Sets the default audio engine to Babylon.js
  70951. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  70952. /**
  70953. * This represents the default audio engine used in babylon.
  70954. * It is responsible to play, synchronize and analyse sounds throughout the application.
  70955. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70956. */
  70957. var AudioEngine = /** @class */ (function () {
  70958. /**
  70959. * Instantiates a new audio engine.
  70960. *
  70961. * There should be only one per page as some browsers restrict the number
  70962. * of audio contexts you can create.
  70963. * @param hostElement defines the host element where to display the mute icon if necessary
  70964. */
  70965. function AudioEngine(hostElement) {
  70966. if (hostElement === void 0) { hostElement = null; }
  70967. var _this = this;
  70968. this._audioContext = null;
  70969. this._audioContextInitialized = false;
  70970. this._muteButton = null;
  70971. /**
  70972. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  70973. */
  70974. this.canUseWebAudio = false;
  70975. /**
  70976. * Defines if Babylon should emit a warning if WebAudio is not supported.
  70977. * @ignoreNaming
  70978. */
  70979. this.WarnedWebAudioUnsupported = false;
  70980. /**
  70981. * Gets whether or not mp3 are supported by your browser.
  70982. */
  70983. this.isMP3supported = false;
  70984. /**
  70985. * Gets whether or not ogg are supported by your browser.
  70986. */
  70987. this.isOGGsupported = false;
  70988. /**
  70989. * Gets whether audio has been unlocked on the device.
  70990. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  70991. * a user interaction has happened.
  70992. */
  70993. this.unlocked = true;
  70994. /**
  70995. * Defines if the audio engine relies on a custom unlocked button.
  70996. * In this case, the embedded button will not be displayed.
  70997. */
  70998. this.useCustomUnlockedButton = false;
  70999. /**
  71000. * Event raised when audio has been unlocked on the browser.
  71001. */
  71002. this.onAudioUnlockedObservable = new BABYLON.Observable();
  71003. /**
  71004. * Event raised when audio has been locked on the browser.
  71005. */
  71006. this.onAudioLockedObservable = new BABYLON.Observable();
  71007. this._tryToRun = false;
  71008. this._onResize = function () {
  71009. _this._moveButtonToTopLeft();
  71010. };
  71011. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  71012. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  71013. this.canUseWebAudio = true;
  71014. }
  71015. var audioElem = document.createElement('audio');
  71016. this._hostElement = hostElement;
  71017. try {
  71018. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  71019. this.isMP3supported = true;
  71020. }
  71021. }
  71022. catch (e) {
  71023. // protect error during capability check.
  71024. }
  71025. try {
  71026. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  71027. this.isOGGsupported = true;
  71028. }
  71029. }
  71030. catch (e) {
  71031. // protect error during capability check.
  71032. }
  71033. }
  71034. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  71035. /**
  71036. * Gets the current AudioContext if available.
  71037. */
  71038. get: function () {
  71039. if (!this._audioContextInitialized) {
  71040. this._initializeAudioContext();
  71041. }
  71042. else {
  71043. if (!this.unlocked && !this._muteButton) {
  71044. this._displayMuteButton();
  71045. }
  71046. }
  71047. return this._audioContext;
  71048. },
  71049. enumerable: true,
  71050. configurable: true
  71051. });
  71052. /**
  71053. * Flags the audio engine in Locked state.
  71054. * This happens due to new browser policies preventing audio to autoplay.
  71055. */
  71056. AudioEngine.prototype.lock = function () {
  71057. this._triggerSuspendedState();
  71058. };
  71059. /**
  71060. * Unlocks the audio engine once a user action has been done on the dom.
  71061. * This is helpful to resume play once browser policies have been satisfied.
  71062. */
  71063. AudioEngine.prototype.unlock = function () {
  71064. this._triggerRunningState();
  71065. };
  71066. AudioEngine.prototype._resumeAudioContext = function () {
  71067. var result;
  71068. if (this._audioContext.resume) {
  71069. result = this._audioContext.resume();
  71070. }
  71071. return result || Promise.resolve();
  71072. };
  71073. AudioEngine.prototype._initializeAudioContext = function () {
  71074. try {
  71075. if (this.canUseWebAudio) {
  71076. this._audioContext = new AudioContext();
  71077. // create a global volume gain node
  71078. this.masterGain = this._audioContext.createGain();
  71079. this.masterGain.gain.value = 1;
  71080. this.masterGain.connect(this._audioContext.destination);
  71081. this._audioContextInitialized = true;
  71082. if (this._audioContext.state === "running") {
  71083. // Do not wait for the promise to unlock.
  71084. this._triggerRunningState();
  71085. }
  71086. }
  71087. }
  71088. catch (e) {
  71089. this.canUseWebAudio = false;
  71090. BABYLON.Tools.Error("Web Audio: " + e.message);
  71091. }
  71092. };
  71093. AudioEngine.prototype._triggerRunningState = function () {
  71094. var _this = this;
  71095. if (this._tryToRun) {
  71096. return;
  71097. }
  71098. this._tryToRun = true;
  71099. this._resumeAudioContext()
  71100. .then(function () {
  71101. _this._tryToRun = false;
  71102. if (_this._muteButton) {
  71103. _this._hideMuteButton();
  71104. }
  71105. }).catch(function () {
  71106. _this._tryToRun = false;
  71107. _this.unlocked = false;
  71108. });
  71109. // Notify users that the audio stack is unlocked/unmuted
  71110. this.unlocked = true;
  71111. this.onAudioUnlockedObservable.notifyObservers(this);
  71112. };
  71113. AudioEngine.prototype._triggerSuspendedState = function () {
  71114. this.unlocked = false;
  71115. this.onAudioLockedObservable.notifyObservers(this);
  71116. this._displayMuteButton();
  71117. };
  71118. AudioEngine.prototype._displayMuteButton = function () {
  71119. var _this = this;
  71120. if (this.useCustomUnlockedButton) {
  71121. return;
  71122. }
  71123. this._muteButton = document.createElement("BUTTON");
  71124. this._muteButton.className = "babylonUnmuteIcon";
  71125. this._muteButton.id = "babylonUnmuteIconBtn";
  71126. this._muteButton.title = "Unmute";
  71127. 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) }";
  71128. var style = document.createElement('style');
  71129. style.appendChild(document.createTextNode(css));
  71130. document.getElementsByTagName('head')[0].appendChild(style);
  71131. document.body.appendChild(this._muteButton);
  71132. this._moveButtonToTopLeft();
  71133. this._muteButton.addEventListener('touchend', function () {
  71134. _this._triggerRunningState();
  71135. }, true);
  71136. this._muteButton.addEventListener('click', function () {
  71137. _this._triggerRunningState();
  71138. }, true);
  71139. window.addEventListener("resize", this._onResize);
  71140. };
  71141. AudioEngine.prototype._moveButtonToTopLeft = function () {
  71142. if (this._hostElement && this._muteButton) {
  71143. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  71144. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  71145. }
  71146. };
  71147. AudioEngine.prototype._hideMuteButton = function () {
  71148. if (this._muteButton) {
  71149. document.body.removeChild(this._muteButton);
  71150. this._muteButton = null;
  71151. }
  71152. };
  71153. /**
  71154. * Destroy and release the resources associated with the audio ccontext.
  71155. */
  71156. AudioEngine.prototype.dispose = function () {
  71157. if (this.canUseWebAudio && this._audioContextInitialized) {
  71158. if (this._connectedAnalyser && this._audioContext) {
  71159. this._connectedAnalyser.stopDebugCanvas();
  71160. this._connectedAnalyser.dispose();
  71161. this.masterGain.disconnect();
  71162. this.masterGain.connect(this._audioContext.destination);
  71163. this._connectedAnalyser = null;
  71164. }
  71165. this.masterGain.gain.value = 1;
  71166. }
  71167. this.WarnedWebAudioUnsupported = false;
  71168. this._hideMuteButton();
  71169. window.removeEventListener("resize", this._onResize);
  71170. this.onAudioUnlockedObservable.clear();
  71171. this.onAudioLockedObservable.clear();
  71172. };
  71173. /**
  71174. * Gets the global volume sets on the master gain.
  71175. * @returns the global volume if set or -1 otherwise
  71176. */
  71177. AudioEngine.prototype.getGlobalVolume = function () {
  71178. if (this.canUseWebAudio && this._audioContextInitialized) {
  71179. return this.masterGain.gain.value;
  71180. }
  71181. else {
  71182. return -1;
  71183. }
  71184. };
  71185. /**
  71186. * Sets the global volume of your experience (sets on the master gain).
  71187. * @param newVolume Defines the new global volume of the application
  71188. */
  71189. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  71190. if (this.canUseWebAudio && this._audioContextInitialized) {
  71191. this.masterGain.gain.value = newVolume;
  71192. }
  71193. };
  71194. /**
  71195. * Connect the audio engine to an audio analyser allowing some amazing
  71196. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71197. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71198. * @param analyser The analyser to connect to the engine
  71199. */
  71200. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  71201. if (this._connectedAnalyser) {
  71202. this._connectedAnalyser.stopDebugCanvas();
  71203. }
  71204. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  71205. this._connectedAnalyser = analyser;
  71206. this.masterGain.disconnect();
  71207. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  71208. }
  71209. };
  71210. return AudioEngine;
  71211. }());
  71212. BABYLON.AudioEngine = AudioEngine;
  71213. })(BABYLON || (BABYLON = {}));
  71214. //# sourceMappingURL=babylon.audioEngine.js.map
  71215. var BABYLON;
  71216. (function (BABYLON) {
  71217. /**
  71218. * Defines a sound that can be played in the application.
  71219. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  71220. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71221. */
  71222. var Sound = /** @class */ (function () {
  71223. /**
  71224. * Create a sound and attach it to a scene
  71225. * @param name Name of your sound
  71226. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  71227. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  71228. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  71229. */
  71230. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  71231. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  71232. var _this = this;
  71233. /**
  71234. * Does the sound autoplay once loaded.
  71235. */
  71236. this.autoplay = false;
  71237. /**
  71238. * Does the sound loop after it finishes playing once.
  71239. */
  71240. this.loop = false;
  71241. /**
  71242. * Does the sound use a custom attenuation curve to simulate the falloff
  71243. * happening when the source gets further away from the camera.
  71244. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71245. */
  71246. this.useCustomAttenuation = false;
  71247. /**
  71248. * Is this sound currently played.
  71249. */
  71250. this.isPlaying = false;
  71251. /**
  71252. * Is this sound currently paused.
  71253. */
  71254. this.isPaused = false;
  71255. /**
  71256. * Does this sound enables spatial sound.
  71257. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71258. */
  71259. this.spatialSound = false;
  71260. /**
  71261. * Define the reference distance the sound should be heard perfectly.
  71262. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71263. */
  71264. this.refDistance = 1;
  71265. /**
  71266. * Define the roll off factor of spatial sounds.
  71267. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71268. */
  71269. this.rolloffFactor = 1;
  71270. /**
  71271. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71272. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71273. */
  71274. this.maxDistance = 100;
  71275. /**
  71276. * Define the distance attenuation model the sound will follow.
  71277. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71278. */
  71279. this.distanceModel = "linear";
  71280. /**
  71281. * Observable event when the current playing sound finishes.
  71282. */
  71283. this.onEndedObservable = new BABYLON.Observable();
  71284. this._panningModel = "equalpower";
  71285. this._playbackRate = 1;
  71286. this._streaming = false;
  71287. this._startTime = 0;
  71288. this._startOffset = 0;
  71289. this._position = BABYLON.Vector3.Zero();
  71290. /** @hidden */
  71291. this._positionInEmitterSpace = false;
  71292. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71293. this._volume = 1;
  71294. this._isReadyToPlay = false;
  71295. this._isDirectional = false;
  71296. // Used if you'd like to create a directional sound.
  71297. // If not set, the sound will be omnidirectional
  71298. this._coneInnerAngle = 360;
  71299. this._coneOuterAngle = 360;
  71300. this._coneOuterGain = 0;
  71301. this._isOutputConnected = false;
  71302. this._urlType = "Unknown";
  71303. this.name = name;
  71304. this._scene = scene;
  71305. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71306. if (!compo) {
  71307. compo = new BABYLON.AudioSceneComponent(scene);
  71308. scene._addComponent(compo);
  71309. }
  71310. this._readyToPlayCallback = readyToPlayCallback;
  71311. // Default custom attenuation function is a linear attenuation
  71312. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71313. if (currentDistance < maxDistance) {
  71314. return currentVolume * (1 - currentDistance / maxDistance);
  71315. }
  71316. else {
  71317. return 0;
  71318. }
  71319. };
  71320. if (options) {
  71321. this.autoplay = options.autoplay || false;
  71322. this.loop = options.loop || false;
  71323. // if volume === 0, we need another way to check this option
  71324. if (options.volume !== undefined) {
  71325. this._volume = options.volume;
  71326. }
  71327. this.spatialSound = options.spatialSound || false;
  71328. this.maxDistance = options.maxDistance || 100;
  71329. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71330. this.rolloffFactor = options.rolloffFactor || 1;
  71331. this.refDistance = options.refDistance || 1;
  71332. this.distanceModel = options.distanceModel || "linear";
  71333. this._playbackRate = options.playbackRate || 1;
  71334. this._streaming = options.streaming || false;
  71335. }
  71336. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71337. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71338. this._soundGain.gain.value = this._volume;
  71339. this._inputAudioNode = this._soundGain;
  71340. this._outputAudioNode = this._soundGain;
  71341. if (this.spatialSound) {
  71342. this._createSpatialParameters();
  71343. }
  71344. this._scene.mainSoundTrack.AddSound(this);
  71345. var validParameter = true;
  71346. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71347. if (urlOrArrayBuffer) {
  71348. try {
  71349. if (typeof (urlOrArrayBuffer) === "string") {
  71350. this._urlType = "String";
  71351. }
  71352. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71353. this._urlType = "ArrayBuffer";
  71354. }
  71355. else if (urlOrArrayBuffer instanceof MediaStream) {
  71356. this._urlType = "MediaStream";
  71357. }
  71358. else if (Array.isArray(urlOrArrayBuffer)) {
  71359. this._urlType = "Array";
  71360. }
  71361. var urls = [];
  71362. var codecSupportedFound = false;
  71363. switch (this._urlType) {
  71364. case "MediaStream":
  71365. this._streaming = true;
  71366. this._isReadyToPlay = true;
  71367. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71368. if (this.autoplay) {
  71369. this.play();
  71370. }
  71371. if (this._readyToPlayCallback) {
  71372. this._readyToPlayCallback();
  71373. }
  71374. break;
  71375. case "ArrayBuffer":
  71376. if (urlOrArrayBuffer.byteLength > 0) {
  71377. codecSupportedFound = true;
  71378. this._soundLoaded(urlOrArrayBuffer);
  71379. }
  71380. break;
  71381. case "String":
  71382. urls.push(urlOrArrayBuffer);
  71383. case "Array":
  71384. if (urls.length === 0) {
  71385. urls = urlOrArrayBuffer;
  71386. }
  71387. // If we found a supported format, we load it immediately and stop the loop
  71388. for (var i = 0; i < urls.length; i++) {
  71389. var url = urls[i];
  71390. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71391. codecSupportedFound = true;
  71392. }
  71393. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71394. codecSupportedFound = true;
  71395. }
  71396. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71397. codecSupportedFound = true;
  71398. }
  71399. if (url.indexOf("blob:") !== -1) {
  71400. codecSupportedFound = true;
  71401. }
  71402. if (codecSupportedFound) {
  71403. // Loading sound using XHR2
  71404. if (!this._streaming) {
  71405. this._scene._loadFile(url, function (data) {
  71406. _this._soundLoaded(data);
  71407. }, undefined, true, true, function (exception) {
  71408. if (exception) {
  71409. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71410. }
  71411. BABYLON.Tools.Error("Sound creation aborted.");
  71412. _this._scene.mainSoundTrack.RemoveSound(_this);
  71413. });
  71414. }
  71415. // Streaming sound using HTML5 Audio tag
  71416. else {
  71417. this._htmlAudioElement = new Audio(url);
  71418. this._htmlAudioElement.controls = false;
  71419. this._htmlAudioElement.loop = this.loop;
  71420. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71421. this._htmlAudioElement.preload = "auto";
  71422. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71423. _this._isReadyToPlay = true;
  71424. if (_this.autoplay) {
  71425. _this.play();
  71426. }
  71427. if (_this._readyToPlayCallback) {
  71428. _this._readyToPlayCallback();
  71429. }
  71430. });
  71431. document.body.appendChild(this._htmlAudioElement);
  71432. this._htmlAudioElement.load();
  71433. }
  71434. break;
  71435. }
  71436. }
  71437. break;
  71438. default:
  71439. validParameter = false;
  71440. break;
  71441. }
  71442. if (!validParameter) {
  71443. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71444. }
  71445. else {
  71446. if (!codecSupportedFound) {
  71447. this._isReadyToPlay = true;
  71448. // Simulating a ready to play event to avoid breaking code path
  71449. if (this._readyToPlayCallback) {
  71450. window.setTimeout(function () {
  71451. if (_this._readyToPlayCallback) {
  71452. _this._readyToPlayCallback();
  71453. }
  71454. }, 1000);
  71455. }
  71456. }
  71457. }
  71458. }
  71459. catch (ex) {
  71460. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71461. this._scene.mainSoundTrack.RemoveSound(this);
  71462. }
  71463. }
  71464. }
  71465. else {
  71466. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71467. this._scene.mainSoundTrack.AddSound(this);
  71468. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71469. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71470. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71471. }
  71472. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71473. if (this._readyToPlayCallback) {
  71474. window.setTimeout(function () {
  71475. if (_this._readyToPlayCallback) {
  71476. _this._readyToPlayCallback();
  71477. }
  71478. }, 1000);
  71479. }
  71480. }
  71481. }
  71482. /**
  71483. * Release the sound and its associated resources
  71484. */
  71485. Sound.prototype.dispose = function () {
  71486. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71487. if (this.isPlaying) {
  71488. this.stop();
  71489. }
  71490. this._isReadyToPlay = false;
  71491. if (this.soundTrackId === -1) {
  71492. this._scene.mainSoundTrack.RemoveSound(this);
  71493. }
  71494. else if (this._scene.soundTracks) {
  71495. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71496. }
  71497. if (this._soundGain) {
  71498. this._soundGain.disconnect();
  71499. this._soundGain = null;
  71500. }
  71501. if (this._soundPanner) {
  71502. this._soundPanner.disconnect();
  71503. this._soundPanner = null;
  71504. }
  71505. if (this._soundSource) {
  71506. this._soundSource.disconnect();
  71507. this._soundSource = null;
  71508. }
  71509. this._audioBuffer = null;
  71510. if (this._htmlAudioElement) {
  71511. this._htmlAudioElement.pause();
  71512. this._htmlAudioElement.src = "";
  71513. document.body.removeChild(this._htmlAudioElement);
  71514. }
  71515. if (this._streamingSource) {
  71516. this._streamingSource.disconnect();
  71517. }
  71518. if (this._connectedTransformNode && this._registerFunc) {
  71519. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71520. this._connectedTransformNode = null;
  71521. }
  71522. }
  71523. };
  71524. /**
  71525. * Gets if the sounds is ready to be played or not.
  71526. * @returns true if ready, otherwise false
  71527. */
  71528. Sound.prototype.isReady = function () {
  71529. return this._isReadyToPlay;
  71530. };
  71531. Sound.prototype._soundLoaded = function (audioData) {
  71532. var _this = this;
  71533. if (!BABYLON.Engine.audioEngine.audioContext) {
  71534. return;
  71535. }
  71536. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71537. _this._audioBuffer = buffer;
  71538. _this._isReadyToPlay = true;
  71539. if (_this.autoplay) {
  71540. _this.play();
  71541. }
  71542. if (_this._readyToPlayCallback) {
  71543. _this._readyToPlayCallback();
  71544. }
  71545. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71546. };
  71547. /**
  71548. * Sets the data of the sound from an audiobuffer
  71549. * @param audioBuffer The audioBuffer containing the data
  71550. */
  71551. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71552. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71553. this._audioBuffer = audioBuffer;
  71554. this._isReadyToPlay = true;
  71555. }
  71556. };
  71557. /**
  71558. * Updates the current sounds options such as maxdistance, loop...
  71559. * @param options A JSON object containing values named as the object properties
  71560. */
  71561. Sound.prototype.updateOptions = function (options) {
  71562. if (options) {
  71563. this.loop = options.loop || this.loop;
  71564. this.maxDistance = options.maxDistance || this.maxDistance;
  71565. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71566. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71567. this.refDistance = options.refDistance || this.refDistance;
  71568. this.distanceModel = options.distanceModel || this.distanceModel;
  71569. this._playbackRate = options.playbackRate || this._playbackRate;
  71570. this._updateSpatialParameters();
  71571. if (this.isPlaying) {
  71572. if (this._streaming && this._htmlAudioElement) {
  71573. this._htmlAudioElement.playbackRate = this._playbackRate;
  71574. }
  71575. else {
  71576. if (this._soundSource) {
  71577. this._soundSource.playbackRate.value = this._playbackRate;
  71578. }
  71579. }
  71580. }
  71581. }
  71582. };
  71583. Sound.prototype._createSpatialParameters = function () {
  71584. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71585. if (this._scene.headphone) {
  71586. this._panningModel = "HRTF";
  71587. }
  71588. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71589. this._updateSpatialParameters();
  71590. this._soundPanner.connect(this._outputAudioNode);
  71591. this._inputAudioNode = this._soundPanner;
  71592. }
  71593. };
  71594. Sound.prototype._updateSpatialParameters = function () {
  71595. if (this.spatialSound && this._soundPanner) {
  71596. if (this.useCustomAttenuation) {
  71597. // Tricks to disable in a way embedded Web Audio attenuation
  71598. this._soundPanner.distanceModel = "linear";
  71599. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71600. this._soundPanner.refDistance = 1;
  71601. this._soundPanner.rolloffFactor = 1;
  71602. this._soundPanner.panningModel = this._panningModel;
  71603. }
  71604. else {
  71605. this._soundPanner.distanceModel = this.distanceModel;
  71606. this._soundPanner.maxDistance = this.maxDistance;
  71607. this._soundPanner.refDistance = this.refDistance;
  71608. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71609. this._soundPanner.panningModel = this._panningModel;
  71610. }
  71611. }
  71612. };
  71613. /**
  71614. * Switch the panning model to HRTF:
  71615. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71616. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71617. */
  71618. Sound.prototype.switchPanningModelToHRTF = function () {
  71619. this._panningModel = "HRTF";
  71620. this._switchPanningModel();
  71621. };
  71622. /**
  71623. * Switch the panning model to Equal Power:
  71624. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71625. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71626. */
  71627. Sound.prototype.switchPanningModelToEqualPower = function () {
  71628. this._panningModel = "equalpower";
  71629. this._switchPanningModel();
  71630. };
  71631. Sound.prototype._switchPanningModel = function () {
  71632. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71633. this._soundPanner.panningModel = this._panningModel;
  71634. }
  71635. };
  71636. /**
  71637. * Connect this sound to a sound track audio node like gain...
  71638. * @param soundTrackAudioNode the sound track audio node to connect to
  71639. */
  71640. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71641. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71642. if (this._isOutputConnected) {
  71643. this._outputAudioNode.disconnect();
  71644. }
  71645. this._outputAudioNode.connect(soundTrackAudioNode);
  71646. this._isOutputConnected = true;
  71647. }
  71648. };
  71649. /**
  71650. * Transform this sound into a directional source
  71651. * @param coneInnerAngle Size of the inner cone in degree
  71652. * @param coneOuterAngle Size of the outer cone in degree
  71653. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71654. */
  71655. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71656. if (coneOuterAngle < coneInnerAngle) {
  71657. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71658. return;
  71659. }
  71660. this._coneInnerAngle = coneInnerAngle;
  71661. this._coneOuterAngle = coneOuterAngle;
  71662. this._coneOuterGain = coneOuterGain;
  71663. this._isDirectional = true;
  71664. if (this.isPlaying && this.loop) {
  71665. this.stop();
  71666. this.play();
  71667. }
  71668. };
  71669. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71670. /**
  71671. * Gets or sets the inner angle for the directional cone.
  71672. */
  71673. get: function () {
  71674. return this._coneInnerAngle;
  71675. },
  71676. /**
  71677. * Gets or sets the inner angle for the directional cone.
  71678. */
  71679. set: function (value) {
  71680. if (value != this._coneInnerAngle) {
  71681. if (this._coneOuterAngle < value) {
  71682. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71683. return;
  71684. }
  71685. this._coneInnerAngle = value;
  71686. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71687. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71688. }
  71689. }
  71690. },
  71691. enumerable: true,
  71692. configurable: true
  71693. });
  71694. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71695. /**
  71696. * Gets or sets the outer angle for the directional cone.
  71697. */
  71698. get: function () {
  71699. return this._coneOuterAngle;
  71700. },
  71701. /**
  71702. * Gets or sets the outer angle for the directional cone.
  71703. */
  71704. set: function (value) {
  71705. if (value != this._coneOuterAngle) {
  71706. if (value < this._coneInnerAngle) {
  71707. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71708. return;
  71709. }
  71710. this._coneOuterAngle = value;
  71711. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71712. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71713. }
  71714. }
  71715. },
  71716. enumerable: true,
  71717. configurable: true
  71718. });
  71719. /**
  71720. * Sets the position of the emitter if spatial sound is enabled
  71721. * @param newPosition Defines the new posisiton
  71722. */
  71723. Sound.prototype.setPosition = function (newPosition) {
  71724. this._position = newPosition;
  71725. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71726. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71727. }
  71728. };
  71729. /**
  71730. * Sets the local direction of the emitter if spatial sound is enabled
  71731. * @param newLocalDirection Defines the new local direction
  71732. */
  71733. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71734. this._localDirection = newLocalDirection;
  71735. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  71736. this._updateDirection();
  71737. }
  71738. };
  71739. Sound.prototype._updateDirection = function () {
  71740. if (!this._connectedTransformNode || !this._soundPanner) {
  71741. return;
  71742. }
  71743. var mat = this._connectedTransformNode.getWorldMatrix();
  71744. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71745. direction.normalize();
  71746. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71747. };
  71748. /** @hidden */
  71749. Sound.prototype.updateDistanceFromListener = function () {
  71750. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71751. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  71752. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71753. }
  71754. };
  71755. /**
  71756. * Sets a new custom attenuation function for the sound.
  71757. * @param callback Defines the function used for the attenuation
  71758. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71759. */
  71760. Sound.prototype.setAttenuationFunction = function (callback) {
  71761. this._customAttenuationFunction = callback;
  71762. };
  71763. /**
  71764. * Play the sound
  71765. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71766. * @param offset (optional) Start the sound setting it at a specific time
  71767. */
  71768. Sound.prototype.play = function (time, offset) {
  71769. var _this = this;
  71770. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71771. try {
  71772. if (this._startOffset < 0) {
  71773. time = -this._startOffset;
  71774. this._startOffset = 0;
  71775. }
  71776. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71777. if (!this._soundSource || !this._streamingSource) {
  71778. if (this.spatialSound && this._soundPanner) {
  71779. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71780. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71781. }
  71782. if (this._isDirectional) {
  71783. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71784. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71785. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71786. if (this._connectedTransformNode) {
  71787. this._updateDirection();
  71788. }
  71789. else {
  71790. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71791. }
  71792. }
  71793. }
  71794. }
  71795. if (this._streaming) {
  71796. if (!this._streamingSource) {
  71797. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  71798. this._htmlAudioElement.onended = function () { _this._onended(); };
  71799. this._htmlAudioElement.playbackRate = this._playbackRate;
  71800. }
  71801. this._streamingSource.disconnect();
  71802. this._streamingSource.connect(this._inputAudioNode);
  71803. if (this._htmlAudioElement) {
  71804. // required to manage properly the new suspended default state of Chrome
  71805. // When the option 'streaming: true' is used, we need first to wait for
  71806. // the audio engine to be unlocked by a user gesture before trying to play
  71807. // an HTML Audio elememt
  71808. var tryToPlay = function () {
  71809. if (BABYLON.Engine.audioEngine.unlocked) {
  71810. var playPromise = _this._htmlAudioElement.play();
  71811. // In browsers that don’t yet support this functionality,
  71812. // playPromise won’t be defined.
  71813. if (playPromise !== undefined) {
  71814. playPromise.catch(function (error) {
  71815. // Automatic playback failed.
  71816. // Waiting for the audio engine to be unlocked by user click on unmute
  71817. BABYLON.Engine.audioEngine.lock();
  71818. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71819. });
  71820. }
  71821. }
  71822. else {
  71823. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71824. }
  71825. };
  71826. tryToPlay();
  71827. }
  71828. }
  71829. else {
  71830. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  71831. this._soundSource.buffer = this._audioBuffer;
  71832. this._soundSource.connect(this._inputAudioNode);
  71833. this._soundSource.loop = this.loop;
  71834. this._soundSource.playbackRate.value = this._playbackRate;
  71835. this._soundSource.onended = function () { _this._onended(); };
  71836. if (this._soundSource.buffer) {
  71837. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  71838. }
  71839. }
  71840. this._startTime = startTime;
  71841. this.isPlaying = true;
  71842. this.isPaused = false;
  71843. }
  71844. catch (ex) {
  71845. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  71846. }
  71847. }
  71848. };
  71849. Sound.prototype._onended = function () {
  71850. this.isPlaying = false;
  71851. if (this.onended) {
  71852. this.onended();
  71853. }
  71854. this.onEndedObservable.notifyObservers(this);
  71855. };
  71856. /**
  71857. * Stop the sound
  71858. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  71859. */
  71860. Sound.prototype.stop = function (time) {
  71861. if (this.isPlaying) {
  71862. if (this._streaming) {
  71863. if (this._htmlAudioElement) {
  71864. this._htmlAudioElement.pause();
  71865. // Test needed for Firefox or it will generate an Invalid State Error
  71866. if (this._htmlAudioElement.currentTime > 0) {
  71867. this._htmlAudioElement.currentTime = 0;
  71868. }
  71869. }
  71870. else {
  71871. this._streamingSource.disconnect();
  71872. }
  71873. }
  71874. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  71875. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71876. this._soundSource.stop(stopTime);
  71877. this._soundSource.onended = function () { };
  71878. if (!this.isPaused) {
  71879. this._startOffset = 0;
  71880. }
  71881. }
  71882. this.isPlaying = false;
  71883. }
  71884. };
  71885. /**
  71886. * Put the sound in pause
  71887. */
  71888. Sound.prototype.pause = function () {
  71889. if (this.isPlaying) {
  71890. this.isPaused = true;
  71891. if (this._streaming) {
  71892. if (this._htmlAudioElement) {
  71893. this._htmlAudioElement.pause();
  71894. }
  71895. else {
  71896. this._streamingSource.disconnect();
  71897. }
  71898. }
  71899. else if (BABYLON.Engine.audioEngine.audioContext) {
  71900. this.stop(0);
  71901. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  71902. }
  71903. }
  71904. };
  71905. /**
  71906. * Sets a dedicated volume for this sounds
  71907. * @param newVolume Define the new volume of the sound
  71908. * @param time Define in how long the sound should be at this value
  71909. */
  71910. Sound.prototype.setVolume = function (newVolume, time) {
  71911. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  71912. if (time && BABYLON.Engine.audioEngine.audioContext) {
  71913. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  71914. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  71915. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  71916. }
  71917. else {
  71918. this._soundGain.gain.value = newVolume;
  71919. }
  71920. }
  71921. this._volume = newVolume;
  71922. };
  71923. /**
  71924. * Set the sound play back rate
  71925. * @param newPlaybackRate Define the playback rate the sound should be played at
  71926. */
  71927. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  71928. this._playbackRate = newPlaybackRate;
  71929. if (this.isPlaying) {
  71930. if (this._streaming && this._htmlAudioElement) {
  71931. this._htmlAudioElement.playbackRate = this._playbackRate;
  71932. }
  71933. else if (this._soundSource) {
  71934. this._soundSource.playbackRate.value = this._playbackRate;
  71935. }
  71936. }
  71937. };
  71938. /**
  71939. * Gets the volume of the sound.
  71940. * @returns the volume of the sound
  71941. */
  71942. Sound.prototype.getVolume = function () {
  71943. return this._volume;
  71944. };
  71945. /**
  71946. * Attach the sound to a dedicated mesh
  71947. * @param transformNode The transform node to connect the sound with
  71948. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71949. */
  71950. Sound.prototype.attachToMesh = function (transformNode) {
  71951. var _this = this;
  71952. if (this._connectedTransformNode && this._registerFunc) {
  71953. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71954. this._registerFunc = null;
  71955. }
  71956. this._connectedTransformNode = transformNode;
  71957. if (!this.spatialSound) {
  71958. this.spatialSound = true;
  71959. this._createSpatialParameters();
  71960. if (this.isPlaying && this.loop) {
  71961. this.stop();
  71962. this.play();
  71963. }
  71964. }
  71965. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  71966. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  71967. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  71968. };
  71969. /**
  71970. * Detach the sound from the previously attached mesh
  71971. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71972. */
  71973. Sound.prototype.detachFromMesh = function () {
  71974. if (this._connectedTransformNode && this._registerFunc) {
  71975. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71976. this._registerFunc = null;
  71977. this._connectedTransformNode = null;
  71978. }
  71979. };
  71980. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  71981. if (!node.getBoundingInfo) {
  71982. return;
  71983. }
  71984. var mesh = node;
  71985. if (this._positionInEmitterSpace) {
  71986. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  71987. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  71988. }
  71989. else {
  71990. var boundingInfo = mesh.getBoundingInfo();
  71991. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  71992. }
  71993. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  71994. this._updateDirection();
  71995. }
  71996. };
  71997. /**
  71998. * Clone the current sound in the scene.
  71999. * @returns the new sound clone
  72000. */
  72001. Sound.prototype.clone = function () {
  72002. var _this = this;
  72003. if (!this._streaming) {
  72004. var setBufferAndRun = function () {
  72005. if (_this._isReadyToPlay) {
  72006. clonedSound._audioBuffer = _this.getAudioBuffer();
  72007. clonedSound._isReadyToPlay = true;
  72008. if (clonedSound.autoplay) {
  72009. clonedSound.play();
  72010. }
  72011. }
  72012. else {
  72013. window.setTimeout(setBufferAndRun, 300);
  72014. }
  72015. };
  72016. var currentOptions = {
  72017. autoplay: this.autoplay, loop: this.loop,
  72018. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  72019. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  72020. refDistance: this.refDistance, distanceModel: this.distanceModel
  72021. };
  72022. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  72023. if (this.useCustomAttenuation) {
  72024. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  72025. }
  72026. clonedSound.setPosition(this._position);
  72027. clonedSound.setPlaybackRate(this._playbackRate);
  72028. setBufferAndRun();
  72029. return clonedSound;
  72030. }
  72031. // Can't clone a streaming sound
  72032. else {
  72033. return null;
  72034. }
  72035. };
  72036. /**
  72037. * Gets the current underlying audio buffer containing the data
  72038. * @returns the audio buffer
  72039. */
  72040. Sound.prototype.getAudioBuffer = function () {
  72041. return this._audioBuffer;
  72042. };
  72043. /**
  72044. * Serializes the Sound in a JSON representation
  72045. * @returns the JSON representation of the sound
  72046. */
  72047. Sound.prototype.serialize = function () {
  72048. var serializationObject = {
  72049. name: this.name,
  72050. url: this.name,
  72051. autoplay: this.autoplay,
  72052. loop: this.loop,
  72053. volume: this._volume,
  72054. spatialSound: this.spatialSound,
  72055. maxDistance: this.maxDistance,
  72056. rolloffFactor: this.rolloffFactor,
  72057. refDistance: this.refDistance,
  72058. distanceModel: this.distanceModel,
  72059. playbackRate: this._playbackRate,
  72060. panningModel: this._panningModel,
  72061. soundTrackId: this.soundTrackId
  72062. };
  72063. if (this.spatialSound) {
  72064. if (this._connectedTransformNode) {
  72065. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  72066. }
  72067. serializationObject.position = this._position.asArray();
  72068. serializationObject.refDistance = this.refDistance;
  72069. serializationObject.distanceModel = this.distanceModel;
  72070. serializationObject.isDirectional = this._isDirectional;
  72071. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  72072. serializationObject.coneInnerAngle = this._coneInnerAngle;
  72073. serializationObject.coneOuterAngle = this._coneOuterAngle;
  72074. serializationObject.coneOuterGain = this._coneOuterGain;
  72075. }
  72076. return serializationObject;
  72077. };
  72078. /**
  72079. * Parse a JSON representation of a sound to innstantiate in a given scene
  72080. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  72081. * @param scene Define the scene the new parsed sound should be created in
  72082. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  72083. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  72084. * @returns the newly parsed sound
  72085. */
  72086. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  72087. var soundName = parsedSound.name;
  72088. var soundUrl;
  72089. if (parsedSound.url) {
  72090. soundUrl = rootUrl + parsedSound.url;
  72091. }
  72092. else {
  72093. soundUrl = rootUrl + soundName;
  72094. }
  72095. var options = {
  72096. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  72097. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  72098. rolloffFactor: parsedSound.rolloffFactor,
  72099. refDistance: parsedSound.refDistance,
  72100. distanceModel: parsedSound.distanceModel,
  72101. playbackRate: parsedSound.playbackRate
  72102. };
  72103. var newSound;
  72104. if (!sourceSound) {
  72105. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  72106. scene._addPendingData(newSound);
  72107. }
  72108. else {
  72109. var setBufferAndRun = function () {
  72110. if (sourceSound._isReadyToPlay) {
  72111. newSound._audioBuffer = sourceSound.getAudioBuffer();
  72112. newSound._isReadyToPlay = true;
  72113. if (newSound.autoplay) {
  72114. newSound.play();
  72115. }
  72116. }
  72117. else {
  72118. window.setTimeout(setBufferAndRun, 300);
  72119. }
  72120. };
  72121. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  72122. setBufferAndRun();
  72123. }
  72124. if (parsedSound.position) {
  72125. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  72126. newSound.setPosition(soundPosition);
  72127. }
  72128. if (parsedSound.isDirectional) {
  72129. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  72130. if (parsedSound.localDirectionToMesh) {
  72131. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  72132. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  72133. }
  72134. }
  72135. if (parsedSound.connectedMeshId) {
  72136. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  72137. if (connectedMesh) {
  72138. newSound.attachToMesh(connectedMesh);
  72139. }
  72140. }
  72141. return newSound;
  72142. };
  72143. return Sound;
  72144. }());
  72145. BABYLON.Sound = Sound;
  72146. })(BABYLON || (BABYLON = {}));
  72147. //# sourceMappingURL=babylon.sound.js.map
  72148. var BABYLON;
  72149. (function (BABYLON) {
  72150. /**
  72151. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  72152. * It will be also used in a future release to apply effects on a specific track.
  72153. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72154. */
  72155. var SoundTrack = /** @class */ (function () {
  72156. /**
  72157. * Creates a new sound track.
  72158. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72159. * @param scene Define the scene the sound track belongs to
  72160. * @param options
  72161. */
  72162. function SoundTrack(scene, options) {
  72163. if (options === void 0) { options = {}; }
  72164. /**
  72165. * The unique identifier of the sound track in the scene.
  72166. */
  72167. this.id = -1;
  72168. this._isMainTrack = false;
  72169. this._isInitialized = false;
  72170. this._scene = scene;
  72171. this.soundCollection = new Array();
  72172. this._options = options;
  72173. if (!this._isMainTrack && this._scene.soundTracks) {
  72174. this._scene.soundTracks.push(this);
  72175. this.id = this._scene.soundTracks.length - 1;
  72176. }
  72177. }
  72178. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  72179. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  72180. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  72181. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  72182. if (this._options) {
  72183. if (this._options.volume) {
  72184. this._outputAudioNode.gain.value = this._options.volume;
  72185. }
  72186. if (this._options.mainTrack) {
  72187. this._isMainTrack = this._options.mainTrack;
  72188. }
  72189. }
  72190. this._isInitialized = true;
  72191. }
  72192. };
  72193. /**
  72194. * Release the sound track and its associated resources
  72195. */
  72196. SoundTrack.prototype.dispose = function () {
  72197. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  72198. if (this._connectedAnalyser) {
  72199. this._connectedAnalyser.stopDebugCanvas();
  72200. }
  72201. while (this.soundCollection.length) {
  72202. this.soundCollection[0].dispose();
  72203. }
  72204. if (this._outputAudioNode) {
  72205. this._outputAudioNode.disconnect();
  72206. }
  72207. this._outputAudioNode = null;
  72208. }
  72209. };
  72210. /**
  72211. * Adds a sound to this sound track
  72212. * @param sound define the cound to add
  72213. * @ignoreNaming
  72214. */
  72215. SoundTrack.prototype.AddSound = function (sound) {
  72216. if (!this._isInitialized) {
  72217. this._initializeSoundTrackAudioGraph();
  72218. }
  72219. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72220. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  72221. }
  72222. if (sound.soundTrackId) {
  72223. if (sound.soundTrackId === -1) {
  72224. this._scene.mainSoundTrack.RemoveSound(sound);
  72225. }
  72226. else if (this._scene.soundTracks) {
  72227. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  72228. }
  72229. }
  72230. this.soundCollection.push(sound);
  72231. sound.soundTrackId = this.id;
  72232. };
  72233. /**
  72234. * Removes a sound to this sound track
  72235. * @param sound define the cound to remove
  72236. * @ignoreNaming
  72237. */
  72238. SoundTrack.prototype.RemoveSound = function (sound) {
  72239. var index = this.soundCollection.indexOf(sound);
  72240. if (index !== -1) {
  72241. this.soundCollection.splice(index, 1);
  72242. }
  72243. };
  72244. /**
  72245. * Set a global volume for the full sound track.
  72246. * @param newVolume Define the new volume of the sound track
  72247. */
  72248. SoundTrack.prototype.setVolume = function (newVolume) {
  72249. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72250. this._outputAudioNode.gain.value = newVolume;
  72251. }
  72252. };
  72253. /**
  72254. * Switch the panning model to HRTF:
  72255. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72256. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72257. */
  72258. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72259. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72260. for (var i = 0; i < this.soundCollection.length; i++) {
  72261. this.soundCollection[i].switchPanningModelToHRTF();
  72262. }
  72263. }
  72264. };
  72265. /**
  72266. * Switch the panning model to Equal Power:
  72267. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72268. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72269. */
  72270. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72271. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72272. for (var i = 0; i < this.soundCollection.length; i++) {
  72273. this.soundCollection[i].switchPanningModelToEqualPower();
  72274. }
  72275. }
  72276. };
  72277. /**
  72278. * Connect the sound track to an audio analyser allowing some amazing
  72279. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72280. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72281. * @param analyser The analyser to connect to the engine
  72282. */
  72283. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72284. if (this._connectedAnalyser) {
  72285. this._connectedAnalyser.stopDebugCanvas();
  72286. }
  72287. this._connectedAnalyser = analyser;
  72288. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72289. this._outputAudioNode.disconnect();
  72290. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72291. }
  72292. };
  72293. return SoundTrack;
  72294. }());
  72295. BABYLON.SoundTrack = SoundTrack;
  72296. })(BABYLON || (BABYLON = {}));
  72297. //# sourceMappingURL=babylon.soundtrack.js.map
  72298. var BABYLON;
  72299. (function (BABYLON) {
  72300. /**
  72301. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72302. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72303. */
  72304. var Analyser = /** @class */ (function () {
  72305. /**
  72306. * Creates a new analyser
  72307. * @param scene defines hosting scene
  72308. */
  72309. function Analyser(scene) {
  72310. /**
  72311. * Gets or sets the smoothing
  72312. * @ignorenaming
  72313. */
  72314. this.SMOOTHING = 0.75;
  72315. /**
  72316. * Gets or sets the FFT table size
  72317. * @ignorenaming
  72318. */
  72319. this.FFT_SIZE = 512;
  72320. /**
  72321. * Gets or sets the bar graph amplitude
  72322. * @ignorenaming
  72323. */
  72324. this.BARGRAPHAMPLITUDE = 256;
  72325. /**
  72326. * Gets or sets the position of the debug canvas
  72327. * @ignorenaming
  72328. */
  72329. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72330. /**
  72331. * Gets or sets the debug canvas size
  72332. * @ignorenaming
  72333. */
  72334. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72335. this._scene = scene;
  72336. this._audioEngine = BABYLON.Engine.audioEngine;
  72337. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72338. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72339. this._webAudioAnalyser.minDecibels = -140;
  72340. this._webAudioAnalyser.maxDecibels = 0;
  72341. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72342. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72343. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72344. }
  72345. }
  72346. /**
  72347. * Get the number of data values you will have to play with for the visualization
  72348. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72349. * @returns a number
  72350. */
  72351. Analyser.prototype.getFrequencyBinCount = function () {
  72352. if (this._audioEngine.canUseWebAudio) {
  72353. return this._webAudioAnalyser.frequencyBinCount;
  72354. }
  72355. else {
  72356. return 0;
  72357. }
  72358. };
  72359. /**
  72360. * Gets the current frequency data as a byte array
  72361. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72362. * @returns a Uint8Array
  72363. */
  72364. Analyser.prototype.getByteFrequencyData = function () {
  72365. if (this._audioEngine.canUseWebAudio) {
  72366. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72367. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72368. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72369. }
  72370. return this._byteFreqs;
  72371. };
  72372. /**
  72373. * Gets the current waveform as a byte array
  72374. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72375. * @returns a Uint8Array
  72376. */
  72377. Analyser.prototype.getByteTimeDomainData = function () {
  72378. if (this._audioEngine.canUseWebAudio) {
  72379. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72380. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72381. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72382. }
  72383. return this._byteTime;
  72384. };
  72385. /**
  72386. * Gets the current frequency data as a float array
  72387. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72388. * @returns a Float32Array
  72389. */
  72390. Analyser.prototype.getFloatFrequencyData = function () {
  72391. if (this._audioEngine.canUseWebAudio) {
  72392. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72393. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72394. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72395. }
  72396. return this._floatFreqs;
  72397. };
  72398. /**
  72399. * Renders the debug canvas
  72400. */
  72401. Analyser.prototype.drawDebugCanvas = function () {
  72402. var _this = this;
  72403. if (this._audioEngine.canUseWebAudio) {
  72404. if (!this._debugCanvas) {
  72405. this._debugCanvas = document.createElement("canvas");
  72406. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72407. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72408. this._debugCanvas.style.position = "absolute";
  72409. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72410. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72411. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72412. document.body.appendChild(this._debugCanvas);
  72413. this._registerFunc = function () {
  72414. _this.drawDebugCanvas();
  72415. };
  72416. this._scene.registerBeforeRender(this._registerFunc);
  72417. }
  72418. if (this._registerFunc && this._debugCanvasContext) {
  72419. var workingArray = this.getByteFrequencyData();
  72420. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72421. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72422. // Draw the frequency domain chart.
  72423. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72424. var value = workingArray[i];
  72425. var percent = value / this.BARGRAPHAMPLITUDE;
  72426. var height = this.DEBUGCANVASSIZE.height * percent;
  72427. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72428. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72429. var hue = i / this.getFrequencyBinCount() * 360;
  72430. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72431. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72432. }
  72433. }
  72434. }
  72435. };
  72436. /**
  72437. * Stops rendering the debug canvas and removes it
  72438. */
  72439. Analyser.prototype.stopDebugCanvas = function () {
  72440. if (this._debugCanvas) {
  72441. if (this._registerFunc) {
  72442. this._scene.unregisterBeforeRender(this._registerFunc);
  72443. this._registerFunc = null;
  72444. }
  72445. document.body.removeChild(this._debugCanvas);
  72446. this._debugCanvas = null;
  72447. this._debugCanvasContext = null;
  72448. }
  72449. };
  72450. /**
  72451. * Connects two audio nodes
  72452. * @param inputAudioNode defines first node to connect
  72453. * @param outputAudioNode defines second node to connect
  72454. */
  72455. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72456. if (this._audioEngine.canUseWebAudio) {
  72457. inputAudioNode.connect(this._webAudioAnalyser);
  72458. this._webAudioAnalyser.connect(outputAudioNode);
  72459. }
  72460. };
  72461. /**
  72462. * Releases all associated resources
  72463. */
  72464. Analyser.prototype.dispose = function () {
  72465. if (this._audioEngine.canUseWebAudio) {
  72466. this._webAudioAnalyser.disconnect();
  72467. }
  72468. };
  72469. return Analyser;
  72470. }());
  72471. BABYLON.Analyser = Analyser;
  72472. })(BABYLON || (BABYLON = {}));
  72473. //# sourceMappingURL=babylon.analyser.js.map
  72474. var BABYLON;
  72475. (function (BABYLON) {
  72476. /**
  72477. * Wraps one or more Sound objects and selects one with random weight for playback.
  72478. */
  72479. var WeightedSound = /** @class */ (function () {
  72480. /**
  72481. * Creates a new WeightedSound from the list of sounds given.
  72482. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72483. * @param sounds Array of Sounds that will be selected from.
  72484. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72485. */
  72486. function WeightedSound(loop, sounds, weights) {
  72487. var _this = this;
  72488. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72489. this.loop = false;
  72490. this._coneInnerAngle = 360;
  72491. this._coneOuterAngle = 360;
  72492. this._volume = 1;
  72493. /** A Sound is currently playing. */
  72494. this.isPlaying = false;
  72495. /** A Sound is currently paused. */
  72496. this.isPaused = false;
  72497. this._sounds = [];
  72498. this._weights = [];
  72499. if (sounds.length !== weights.length) {
  72500. throw new Error('Sounds length does not equal weights length');
  72501. }
  72502. this.loop = loop;
  72503. this._weights = weights;
  72504. // Normalize the weights
  72505. var weightSum = 0;
  72506. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72507. var weight = weights_1[_i];
  72508. weightSum += weight;
  72509. }
  72510. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72511. for (var i = 0; i < this._weights.length; i++) {
  72512. this._weights[i] *= invWeightSum;
  72513. }
  72514. this._sounds = sounds;
  72515. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72516. var sound = _b[_a];
  72517. sound.onEndedObservable.add(function () { _this._onended(); });
  72518. }
  72519. }
  72520. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72521. /**
  72522. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72523. */
  72524. get: function () {
  72525. return this._coneInnerAngle;
  72526. },
  72527. /**
  72528. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72529. */
  72530. set: function (value) {
  72531. if (value !== this._coneInnerAngle) {
  72532. if (this._coneOuterAngle < value) {
  72533. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72534. return;
  72535. }
  72536. this._coneInnerAngle = value;
  72537. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72538. var sound = _a[_i];
  72539. sound.directionalConeInnerAngle = value;
  72540. }
  72541. }
  72542. },
  72543. enumerable: true,
  72544. configurable: true
  72545. });
  72546. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72547. /**
  72548. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72549. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72550. */
  72551. get: function () {
  72552. return this._coneOuterAngle;
  72553. },
  72554. /**
  72555. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72556. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72557. */
  72558. set: function (value) {
  72559. if (value !== this._coneOuterAngle) {
  72560. if (value < this._coneInnerAngle) {
  72561. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72562. return;
  72563. }
  72564. this._coneOuterAngle = value;
  72565. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72566. var sound = _a[_i];
  72567. sound.directionalConeOuterAngle = value;
  72568. }
  72569. }
  72570. },
  72571. enumerable: true,
  72572. configurable: true
  72573. });
  72574. Object.defineProperty(WeightedSound.prototype, "volume", {
  72575. /**
  72576. * Playback volume.
  72577. */
  72578. get: function () {
  72579. return this._volume;
  72580. },
  72581. /**
  72582. * Playback volume.
  72583. */
  72584. set: function (value) {
  72585. if (value !== this._volume) {
  72586. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72587. var sound = _a[_i];
  72588. sound.setVolume(value);
  72589. }
  72590. }
  72591. },
  72592. enumerable: true,
  72593. configurable: true
  72594. });
  72595. WeightedSound.prototype._onended = function () {
  72596. if (this._currentIndex !== undefined) {
  72597. this._sounds[this._currentIndex].autoplay = false;
  72598. }
  72599. if (this.loop && this.isPlaying) {
  72600. this.play();
  72601. }
  72602. else {
  72603. this.isPlaying = false;
  72604. }
  72605. };
  72606. /**
  72607. * Suspend playback
  72608. */
  72609. WeightedSound.prototype.pause = function () {
  72610. this.isPaused = true;
  72611. if (this._currentIndex !== undefined) {
  72612. this._sounds[this._currentIndex].pause();
  72613. }
  72614. };
  72615. /**
  72616. * Stop playback
  72617. */
  72618. WeightedSound.prototype.stop = function () {
  72619. this.isPlaying = false;
  72620. if (this._currentIndex !== undefined) {
  72621. this._sounds[this._currentIndex].stop();
  72622. }
  72623. };
  72624. /**
  72625. * Start playback.
  72626. * @param startOffset Position the clip head at a specific time in seconds.
  72627. */
  72628. WeightedSound.prototype.play = function (startOffset) {
  72629. if (!this.isPaused) {
  72630. this.stop();
  72631. var randomValue = Math.random();
  72632. var total = 0;
  72633. for (var i = 0; i < this._weights.length; i++) {
  72634. total += this._weights[i];
  72635. if (randomValue <= total) {
  72636. this._currentIndex = i;
  72637. break;
  72638. }
  72639. }
  72640. }
  72641. var sound = this._sounds[this._currentIndex];
  72642. if (sound.isReady()) {
  72643. sound.play(0, this.isPaused ? undefined : startOffset);
  72644. }
  72645. else {
  72646. sound.autoplay = true;
  72647. }
  72648. this.isPlaying = true;
  72649. this.isPaused = false;
  72650. };
  72651. return WeightedSound;
  72652. }());
  72653. BABYLON.WeightedSound = WeightedSound;
  72654. })(BABYLON || (BABYLON = {}));
  72655. //# sourceMappingURL=babylon.weightedsound.js.map
  72656. var BABYLON;
  72657. (function (BABYLON) {
  72658. // Adds the parser to the scene parsers.
  72659. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72660. // TODO: add sound
  72661. var loadedSounds = [];
  72662. var loadedSound;
  72663. container.sounds = container.sounds || [];
  72664. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72665. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72666. var parsedSound = parsedData.sounds[index];
  72667. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72668. if (!parsedSound.url) {
  72669. parsedSound.url = parsedSound.name;
  72670. }
  72671. if (!loadedSounds[parsedSound.url]) {
  72672. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72673. loadedSounds[parsedSound.url] = loadedSound;
  72674. container.sounds.push(loadedSound);
  72675. }
  72676. else {
  72677. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72678. }
  72679. }
  72680. else {
  72681. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72682. }
  72683. }
  72684. }
  72685. loadedSounds = [];
  72686. });
  72687. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72688. get: function () {
  72689. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72690. if (!compo) {
  72691. compo = new AudioSceneComponent(this);
  72692. this._addComponent(compo);
  72693. }
  72694. if (!this._mainSoundTrack) {
  72695. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72696. }
  72697. return this._mainSoundTrack;
  72698. },
  72699. enumerable: true,
  72700. configurable: true
  72701. });
  72702. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72703. var index;
  72704. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72705. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72706. return this.mainSoundTrack.soundCollection[index];
  72707. }
  72708. }
  72709. if (this.soundTracks) {
  72710. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72711. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72712. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72713. return this.soundTracks[sdIndex].soundCollection[index];
  72714. }
  72715. }
  72716. }
  72717. }
  72718. return null;
  72719. };
  72720. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72721. get: function () {
  72722. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72723. if (!compo) {
  72724. compo = new AudioSceneComponent(this);
  72725. this._addComponent(compo);
  72726. }
  72727. return compo.audioEnabled;
  72728. },
  72729. set: function (value) {
  72730. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72731. if (!compo) {
  72732. compo = new AudioSceneComponent(this);
  72733. this._addComponent(compo);
  72734. }
  72735. if (value) {
  72736. compo.enableAudio();
  72737. }
  72738. else {
  72739. compo.disableAudio();
  72740. }
  72741. },
  72742. enumerable: true,
  72743. configurable: true
  72744. });
  72745. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72746. get: function () {
  72747. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72748. if (!compo) {
  72749. compo = new AudioSceneComponent(this);
  72750. this._addComponent(compo);
  72751. }
  72752. return compo.headphone;
  72753. },
  72754. set: function (value) {
  72755. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72756. if (!compo) {
  72757. compo = new AudioSceneComponent(this);
  72758. this._addComponent(compo);
  72759. }
  72760. if (value) {
  72761. compo.switchAudioModeForHeadphones();
  72762. }
  72763. else {
  72764. compo.switchAudioModeForNormalSpeakers();
  72765. }
  72766. },
  72767. enumerable: true,
  72768. configurable: true
  72769. });
  72770. /**
  72771. * Defines the sound scene component responsible to manage any sounds
  72772. * in a given scene.
  72773. */
  72774. var AudioSceneComponent = /** @class */ (function () {
  72775. /**
  72776. * Creates a new instance of the component for the given scene
  72777. * @param scene Defines the scene to register the component in
  72778. */
  72779. function AudioSceneComponent(scene) {
  72780. /**
  72781. * The component name helpfull to identify the component in the list of scene components.
  72782. */
  72783. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72784. this._audioEnabled = true;
  72785. this._headphone = false;
  72786. this.scene = scene;
  72787. scene.soundTracks = new Array();
  72788. scene.sounds = new Array();
  72789. }
  72790. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72791. /**
  72792. * Gets whether audio is enabled or not.
  72793. * Please use related enable/disable method to switch state.
  72794. */
  72795. get: function () {
  72796. return this._audioEnabled;
  72797. },
  72798. enumerable: true,
  72799. configurable: true
  72800. });
  72801. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  72802. /**
  72803. * Gets whether audio is outputing to headphone or not.
  72804. * Please use the according Switch methods to change output.
  72805. */
  72806. get: function () {
  72807. return this._headphone;
  72808. },
  72809. enumerable: true,
  72810. configurable: true
  72811. });
  72812. /**
  72813. * Registers the component in a given scene
  72814. */
  72815. AudioSceneComponent.prototype.register = function () {
  72816. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  72817. };
  72818. /**
  72819. * Rebuilds the elements related to this component in case of
  72820. * context lost for instance.
  72821. */
  72822. AudioSceneComponent.prototype.rebuild = function () {
  72823. // Nothing to do here. (Not rendering related)
  72824. };
  72825. /**
  72826. * Serializes the component data to the specified json object
  72827. * @param serializationObject The object to serialize to
  72828. */
  72829. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  72830. serializationObject.sounds = [];
  72831. if (this.scene.soundTracks) {
  72832. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  72833. var soundtrack = this.scene.soundTracks[index];
  72834. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  72835. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  72836. }
  72837. }
  72838. }
  72839. };
  72840. /**
  72841. * Adds all the element from the container to the scene
  72842. * @param container the container holding the elements
  72843. */
  72844. AudioSceneComponent.prototype.addFromContainer = function (container) {
  72845. var _this = this;
  72846. if (!container.sounds) {
  72847. return;
  72848. }
  72849. container.sounds.forEach(function (sound) {
  72850. sound.play();
  72851. sound.autoplay = true;
  72852. _this.scene.mainSoundTrack.AddSound(sound);
  72853. });
  72854. };
  72855. /**
  72856. * Removes all the elements in the container from the scene
  72857. * @param container contains the elements to remove
  72858. */
  72859. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  72860. var _this = this;
  72861. if (!container.sounds) {
  72862. return;
  72863. }
  72864. container.sounds.forEach(function (sound) {
  72865. sound.stop();
  72866. sound.autoplay = false;
  72867. _this.scene.mainSoundTrack.RemoveSound(sound);
  72868. });
  72869. };
  72870. /**
  72871. * Disposes the component and the associated ressources.
  72872. */
  72873. AudioSceneComponent.prototype.dispose = function () {
  72874. var scene = this.scene;
  72875. if (scene._mainSoundTrack) {
  72876. scene.mainSoundTrack.dispose();
  72877. }
  72878. if (scene.soundTracks) {
  72879. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  72880. scene.soundTracks[scIndex].dispose();
  72881. }
  72882. }
  72883. };
  72884. /**
  72885. * Disables audio in the associated scene.
  72886. */
  72887. AudioSceneComponent.prototype.disableAudio = function () {
  72888. var scene = this.scene;
  72889. this._audioEnabled = false;
  72890. var i;
  72891. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72892. scene.mainSoundTrack.soundCollection[i].pause();
  72893. }
  72894. if (scene.soundTracks) {
  72895. for (i = 0; i < scene.soundTracks.length; i++) {
  72896. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72897. scene.soundTracks[i].soundCollection[j].pause();
  72898. }
  72899. }
  72900. }
  72901. };
  72902. /**
  72903. * Enables audio in the associated scene.
  72904. */
  72905. AudioSceneComponent.prototype.enableAudio = function () {
  72906. var scene = this.scene;
  72907. this._audioEnabled = true;
  72908. var i;
  72909. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72910. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  72911. scene.mainSoundTrack.soundCollection[i].play();
  72912. }
  72913. }
  72914. if (scene.soundTracks) {
  72915. for (i = 0; i < scene.soundTracks.length; i++) {
  72916. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72917. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  72918. scene.soundTracks[i].soundCollection[j].play();
  72919. }
  72920. }
  72921. }
  72922. }
  72923. };
  72924. /**
  72925. * Switch audio to headphone output.
  72926. */
  72927. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  72928. var scene = this.scene;
  72929. this._headphone = true;
  72930. scene.mainSoundTrack.switchPanningModelToHRTF();
  72931. if (scene.soundTracks) {
  72932. for (var i = 0; i < scene.soundTracks.length; i++) {
  72933. scene.soundTracks[i].switchPanningModelToHRTF();
  72934. }
  72935. }
  72936. };
  72937. /**
  72938. * Switch audio to normal speakers.
  72939. */
  72940. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  72941. var scene = this.scene;
  72942. this._headphone = false;
  72943. scene.mainSoundTrack.switchPanningModelToEqualPower();
  72944. if (scene.soundTracks) {
  72945. for (var i = 0; i < scene.soundTracks.length; i++) {
  72946. scene.soundTracks[i].switchPanningModelToEqualPower();
  72947. }
  72948. }
  72949. };
  72950. AudioSceneComponent.prototype._afterRender = function () {
  72951. var scene = this.scene;
  72952. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  72953. return;
  72954. }
  72955. var listeningCamera;
  72956. var audioEngine = BABYLON.Engine.audioEngine;
  72957. if (scene.activeCameras.length > 0) {
  72958. listeningCamera = scene.activeCameras[0];
  72959. }
  72960. else {
  72961. listeningCamera = scene.activeCamera;
  72962. }
  72963. if (listeningCamera && audioEngine.audioContext) {
  72964. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  72965. // for VR cameras
  72966. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  72967. listeningCamera = listeningCamera.rigCameras[0];
  72968. }
  72969. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  72970. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  72971. cameraDirection.normalize();
  72972. // To avoid some errors on GearVR
  72973. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  72974. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  72975. }
  72976. var i;
  72977. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72978. var sound = scene.mainSoundTrack.soundCollection[i];
  72979. if (sound.useCustomAttenuation) {
  72980. sound.updateDistanceFromListener();
  72981. }
  72982. }
  72983. if (scene.soundTracks) {
  72984. for (i = 0; i < scene.soundTracks.length; i++) {
  72985. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72986. sound = scene.soundTracks[i].soundCollection[j];
  72987. if (sound.useCustomAttenuation) {
  72988. sound.updateDistanceFromListener();
  72989. }
  72990. }
  72991. }
  72992. }
  72993. }
  72994. };
  72995. return AudioSceneComponent;
  72996. }());
  72997. BABYLON.AudioSceneComponent = AudioSceneComponent;
  72998. })(BABYLON || (BABYLON = {}));
  72999. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  73000. var BABYLON;
  73001. (function (BABYLON) {
  73002. /**
  73003. * This defines an action helpful to play a defined sound on a triggered action.
  73004. */
  73005. var PlaySoundAction = /** @class */ (function (_super) {
  73006. __extends(PlaySoundAction, _super);
  73007. /**
  73008. * Instantiate the action
  73009. * @param triggerOptions defines the trigger options
  73010. * @param sound defines the sound to play
  73011. * @param condition defines the trigger related conditions
  73012. */
  73013. function PlaySoundAction(triggerOptions, sound, condition) {
  73014. var _this = _super.call(this, triggerOptions, condition) || this;
  73015. _this._sound = sound;
  73016. return _this;
  73017. }
  73018. /** @hidden */
  73019. PlaySoundAction.prototype._prepare = function () {
  73020. };
  73021. /**
  73022. * Execute the action and play the sound.
  73023. */
  73024. PlaySoundAction.prototype.execute = function () {
  73025. if (this._sound !== undefined) {
  73026. this._sound.play();
  73027. }
  73028. };
  73029. /**
  73030. * Serializes the actions and its related information.
  73031. * @param parent defines the object to serialize in
  73032. * @returns the serialized object
  73033. */
  73034. PlaySoundAction.prototype.serialize = function (parent) {
  73035. return _super.prototype._serialize.call(this, {
  73036. name: "PlaySoundAction",
  73037. properties: [{ name: "sound", value: this._sound.name }]
  73038. }, parent);
  73039. };
  73040. return PlaySoundAction;
  73041. }(BABYLON.Action));
  73042. BABYLON.PlaySoundAction = PlaySoundAction;
  73043. /**
  73044. * This defines an action helpful to stop a defined sound on a triggered action.
  73045. */
  73046. var StopSoundAction = /** @class */ (function (_super) {
  73047. __extends(StopSoundAction, _super);
  73048. /**
  73049. * Instantiate the action
  73050. * @param triggerOptions defines the trigger options
  73051. * @param sound defines the sound to stop
  73052. * @param condition defines the trigger related conditions
  73053. */
  73054. function StopSoundAction(triggerOptions, sound, condition) {
  73055. var _this = _super.call(this, triggerOptions, condition) || this;
  73056. _this._sound = sound;
  73057. return _this;
  73058. }
  73059. /** @hidden */
  73060. StopSoundAction.prototype._prepare = function () {
  73061. };
  73062. /**
  73063. * Execute the action and stop the sound.
  73064. */
  73065. StopSoundAction.prototype.execute = function () {
  73066. if (this._sound !== undefined) {
  73067. this._sound.stop();
  73068. }
  73069. };
  73070. /**
  73071. * Serializes the actions and its related information.
  73072. * @param parent defines the object to serialize in
  73073. * @returns the serialized object
  73074. */
  73075. StopSoundAction.prototype.serialize = function (parent) {
  73076. return _super.prototype._serialize.call(this, {
  73077. name: "StopSoundAction",
  73078. properties: [{ name: "sound", value: this._sound.name }]
  73079. }, parent);
  73080. };
  73081. return StopSoundAction;
  73082. }(BABYLON.Action));
  73083. BABYLON.StopSoundAction = StopSoundAction;
  73084. })(BABYLON || (BABYLON = {}));
  73085. //# sourceMappingURL=babylon.directAudioActions.js.map
  73086. var BABYLON;
  73087. (function (BABYLON) {
  73088. /**
  73089. * Class for creating a cube texture
  73090. */
  73091. var CubeTexture = /** @class */ (function (_super) {
  73092. __extends(CubeTexture, _super);
  73093. /**
  73094. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73095. * as prefiltered data.
  73096. * @param rootUrl defines the url of the texture or the root name of the six images
  73097. * @param scene defines the scene the texture is attached to
  73098. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73099. * @param noMipmap defines if mipmaps should be created or not
  73100. * @param files defines the six files to load for the different faces
  73101. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73102. * @param onError defines a callback triggered in case of error during load
  73103. * @param format defines the internal format to use for the texture once loaded
  73104. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73105. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73106. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73107. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73108. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73109. * @return the cube texture
  73110. */
  73111. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  73112. if (extensions === void 0) { extensions = null; }
  73113. if (noMipmap === void 0) { noMipmap = false; }
  73114. if (files === void 0) { files = null; }
  73115. if (onLoad === void 0) { onLoad = null; }
  73116. if (onError === void 0) { onError = null; }
  73117. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73118. if (prefiltered === void 0) { prefiltered = false; }
  73119. if (forcedExtension === void 0) { forcedExtension = null; }
  73120. if (createPolynomials === void 0) { createPolynomials = false; }
  73121. if (lodScale === void 0) { lodScale = 0.8; }
  73122. if (lodOffset === void 0) { lodOffset = 0; }
  73123. var _this = _super.call(this, scene) || this;
  73124. /**
  73125. * Gets or sets the center of the bounding box associated with the cube texture.
  73126. * It must define where the camera used to render the texture was set
  73127. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73128. */
  73129. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73130. _this._rotationY = 0;
  73131. /** @hidden */
  73132. _this._prefiltered = false;
  73133. _this.name = rootUrl;
  73134. _this.url = rootUrl;
  73135. _this._noMipmap = noMipmap;
  73136. _this.hasAlpha = false;
  73137. _this._format = format;
  73138. _this.isCube = true;
  73139. _this._textureMatrix = BABYLON.Matrix.Identity();
  73140. _this._createPolynomials = createPolynomials;
  73141. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  73142. if (!rootUrl && !files) {
  73143. return _this;
  73144. }
  73145. var lastDot = rootUrl.lastIndexOf(".");
  73146. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  73147. var isDDS = (extension === ".dds");
  73148. var isEnv = (extension === ".env");
  73149. if (isEnv) {
  73150. _this.gammaSpace = false;
  73151. _this._prefiltered = false;
  73152. }
  73153. else {
  73154. _this._prefiltered = prefiltered;
  73155. if (prefiltered) {
  73156. _this.gammaSpace = false;
  73157. }
  73158. }
  73159. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  73160. if (!files) {
  73161. if (!isEnv && !isDDS && !extensions) {
  73162. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  73163. }
  73164. files = [];
  73165. if (extensions) {
  73166. for (var index = 0; index < extensions.length; index++) {
  73167. files.push(rootUrl + extensions[index]);
  73168. }
  73169. }
  73170. }
  73171. _this._files = files;
  73172. if (!_this._texture) {
  73173. if (!scene.useDelayedTextureLoading) {
  73174. if (prefiltered) {
  73175. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  73176. }
  73177. else {
  73178. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  73179. }
  73180. }
  73181. else {
  73182. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73183. }
  73184. }
  73185. else if (onLoad) {
  73186. if (_this._texture.isReady) {
  73187. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  73188. }
  73189. else {
  73190. _this._texture.onLoadedObservable.add(onLoad);
  73191. }
  73192. }
  73193. return _this;
  73194. }
  73195. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  73196. /**
  73197. * Returns the bounding box size
  73198. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73199. */
  73200. get: function () {
  73201. return this._boundingBoxSize;
  73202. },
  73203. /**
  73204. * Gets or sets the size of the bounding box associated with the cube texture
  73205. * When defined, the cubemap will switch to local mode
  73206. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73207. * @example https://www.babylonjs-playground.com/#RNASML
  73208. */
  73209. set: function (value) {
  73210. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73211. return;
  73212. }
  73213. this._boundingBoxSize = value;
  73214. var scene = this.getScene();
  73215. if (scene) {
  73216. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73217. }
  73218. },
  73219. enumerable: true,
  73220. configurable: true
  73221. });
  73222. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  73223. /**
  73224. * Gets texture matrix rotation angle around Y axis radians.
  73225. */
  73226. get: function () {
  73227. return this._rotationY;
  73228. },
  73229. /**
  73230. * Sets texture matrix rotation angle around Y axis in radians.
  73231. */
  73232. set: function (value) {
  73233. this._rotationY = value;
  73234. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  73235. },
  73236. enumerable: true,
  73237. configurable: true
  73238. });
  73239. /**
  73240. * Creates a cube texture from an array of image urls
  73241. * @param files defines an array of image urls
  73242. * @param scene defines the hosting scene
  73243. * @param noMipmap specifies if mip maps are not used
  73244. * @returns a cube texture
  73245. */
  73246. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  73247. var rootUrlKey = "";
  73248. files.forEach(function (url) { return rootUrlKey += url; });
  73249. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  73250. };
  73251. /**
  73252. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73253. * @param url defines the url of the prefiltered texture
  73254. * @param scene defines the scene the texture is attached to
  73255. * @param forcedExtension defines the extension of the file if different from the url
  73256. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73257. * @return the prefiltered texture
  73258. */
  73259. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73260. if (forcedExtension === void 0) { forcedExtension = null; }
  73261. if (createPolynomials === void 0) { createPolynomials = true; }
  73262. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73263. };
  73264. /**
  73265. * Delays loading of the cube texture
  73266. */
  73267. CubeTexture.prototype.delayLoad = function () {
  73268. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73269. return;
  73270. }
  73271. var scene = this.getScene();
  73272. if (!scene) {
  73273. return;
  73274. }
  73275. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73276. this._texture = this._getFromCache(this.url, this._noMipmap);
  73277. if (!this._texture) {
  73278. if (this._prefiltered) {
  73279. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format, undefined, this._createPolynomials);
  73280. }
  73281. else {
  73282. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  73283. }
  73284. }
  73285. };
  73286. /**
  73287. * Returns the reflection texture matrix
  73288. * @returns the reflection texture matrix
  73289. */
  73290. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73291. return this._textureMatrix;
  73292. };
  73293. /**
  73294. * Sets the reflection texture matrix
  73295. * @param value Reflection texture matrix
  73296. */
  73297. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73298. this._textureMatrix = value;
  73299. };
  73300. /**
  73301. * Parses text to create a cube texture
  73302. * @param parsedTexture define the serialized text to read from
  73303. * @param scene defines the hosting scene
  73304. * @param rootUrl defines the root url of the cube texture
  73305. * @returns a cube texture
  73306. */
  73307. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73308. var texture = BABYLON.SerializationHelper.Parse(function () {
  73309. var prefiltered = false;
  73310. if (parsedTexture.prefiltered) {
  73311. prefiltered = parsedTexture.prefiltered;
  73312. }
  73313. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73314. }, parsedTexture, scene);
  73315. // Local Cubemaps
  73316. if (parsedTexture.boundingBoxPosition) {
  73317. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73318. }
  73319. if (parsedTexture.boundingBoxSize) {
  73320. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73321. }
  73322. // Animations
  73323. if (parsedTexture.animations) {
  73324. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73325. var parsedAnimation = parsedTexture.animations[animationIndex];
  73326. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73327. }
  73328. }
  73329. return texture;
  73330. };
  73331. /**
  73332. * Makes a clone, or deep copy, of the cube texture
  73333. * @returns a new cube texture
  73334. */
  73335. CubeTexture.prototype.clone = function () {
  73336. var _this = this;
  73337. var scene = this.getScene();
  73338. var uniqueId = 0;
  73339. var newCubeTexture = BABYLON.SerializationHelper.Clone(function () {
  73340. if (!scene) {
  73341. return _this;
  73342. }
  73343. var cubeTexture = new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73344. uniqueId = cubeTexture.uniqueId;
  73345. return cubeTexture;
  73346. }, this);
  73347. newCubeTexture.uniqueId = uniqueId;
  73348. return newCubeTexture;
  73349. };
  73350. __decorate([
  73351. BABYLON.serialize("rotationY")
  73352. ], CubeTexture.prototype, "rotationY", null);
  73353. return CubeTexture;
  73354. }(BABYLON.BaseTexture));
  73355. BABYLON.CubeTexture = CubeTexture;
  73356. })(BABYLON || (BABYLON = {}));
  73357. //# sourceMappingURL=babylon.cubeTexture.js.map
  73358. var BABYLON;
  73359. (function (BABYLON) {
  73360. /**
  73361. * Raw cube texture where the raw buffers are passed in
  73362. */
  73363. var RawCubeTexture = /** @class */ (function (_super) {
  73364. __extends(RawCubeTexture, _super);
  73365. /**
  73366. * Creates a cube texture where the raw buffers are passed in.
  73367. * @param scene defines the scene the texture is attached to
  73368. * @param data defines the array of data to use to create each face
  73369. * @param size defines the size of the textures
  73370. * @param format defines the format of the data
  73371. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73372. * @param generateMipMaps defines if the engine should generate the mip levels
  73373. * @param invertY defines if data must be stored with Y axis inverted
  73374. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73375. * @param compression defines the compression used (null by default)
  73376. */
  73377. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73378. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73379. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73380. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73381. if (invertY === void 0) { invertY = false; }
  73382. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73383. if (compression === void 0) { compression = null; }
  73384. var _this = _super.call(this, "", scene) || this;
  73385. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73386. return _this;
  73387. }
  73388. /**
  73389. * Updates the raw cube texture.
  73390. * @param data defines the data to store
  73391. * @param format defines the data format
  73392. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73393. * @param invertY defines if data must be stored with Y axis inverted
  73394. * @param compression defines the compression used (null by default)
  73395. * @param level defines which level of the texture to update
  73396. */
  73397. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73398. if (compression === void 0) { compression = null; }
  73399. if (level === void 0) { level = 0; }
  73400. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73401. };
  73402. /**
  73403. * Updates a raw cube texture with RGBD encoded data.
  73404. * @param data defines the array of data [mipmap][face] to use to create each face
  73405. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73406. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73407. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73408. * @returns a promsie that resolves when the operation is complete
  73409. */
  73410. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73411. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73412. if (lodScale === void 0) { lodScale = 0.8; }
  73413. if (lodOffset === void 0) { lodOffset = 0; }
  73414. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73415. };
  73416. /**
  73417. * Clones the raw cube texture.
  73418. * @return a new cube texture
  73419. */
  73420. RawCubeTexture.prototype.clone = function () {
  73421. var _this = this;
  73422. return BABYLON.SerializationHelper.Clone(function () {
  73423. var scene = _this.getScene();
  73424. var internalTexture = _this._texture;
  73425. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73426. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73427. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73428. }
  73429. return texture;
  73430. }, this);
  73431. };
  73432. /** @hidden */
  73433. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73434. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73435. internalTexture._bufferViewArrayArray = data;
  73436. internalTexture._lodGenerationScale = lodScale;
  73437. internalTexture._lodGenerationOffset = lodOffset;
  73438. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73439. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73440. internalTexture.isReady = true;
  73441. });
  73442. };
  73443. return RawCubeTexture;
  73444. }(BABYLON.CubeTexture));
  73445. BABYLON.RawCubeTexture = RawCubeTexture;
  73446. })(BABYLON || (BABYLON = {}));
  73447. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73448. var BABYLON;
  73449. (function (BABYLON) {
  73450. /**
  73451. * This Helps creating a texture that will be created from a camera in your scene.
  73452. * It is basically a dynamic texture that could be used to create special effects for instance.
  73453. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73454. */
  73455. var RenderTargetTexture = /** @class */ (function (_super) {
  73456. __extends(RenderTargetTexture, _super);
  73457. /**
  73458. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73459. * or used a shadow, depth texture...
  73460. * @param name The friendly name of the texture
  73461. * @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)
  73462. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73463. * @param generateMipMaps True if mip maps need to be generated after render.
  73464. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73465. * @param type The type of the buffer in the RTT (int, half float, float...)
  73466. * @param isCube True if a cube texture needs to be created
  73467. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73468. * @param generateDepthBuffer True to generate a depth buffer
  73469. * @param generateStencilBuffer True to generate a stencil buffer
  73470. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73471. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73472. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73473. */
  73474. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73475. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73476. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73477. if (isCube === void 0) { isCube = false; }
  73478. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73479. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73480. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73481. if (isMulti === void 0) { isMulti = false; }
  73482. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73483. if (delayAllocation === void 0) { delayAllocation = false; }
  73484. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73485. _this.isCube = isCube;
  73486. /**
  73487. * Define if particles should be rendered in your texture.
  73488. */
  73489. _this.renderParticles = true;
  73490. /**
  73491. * Define if sprites should be rendered in your texture.
  73492. */
  73493. _this.renderSprites = false;
  73494. /**
  73495. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73496. */
  73497. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73498. /**
  73499. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73500. */
  73501. _this.ignoreCameraViewport = false;
  73502. /**
  73503. * An event triggered when the texture is unbind.
  73504. */
  73505. _this.onBeforeBindObservable = new BABYLON.Observable();
  73506. /**
  73507. * An event triggered when the texture is unbind.
  73508. */
  73509. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73510. /**
  73511. * An event triggered before rendering the texture
  73512. */
  73513. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73514. /**
  73515. * An event triggered after rendering the texture
  73516. */
  73517. _this.onAfterRenderObservable = new BABYLON.Observable();
  73518. /**
  73519. * An event triggered after the texture clear
  73520. */
  73521. _this.onClearObservable = new BABYLON.Observable();
  73522. _this._currentRefreshId = -1;
  73523. _this._refreshRate = 1;
  73524. _this._samples = 1;
  73525. /**
  73526. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73527. * It must define where the camera used to render the texture is set
  73528. */
  73529. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73530. scene = _this.getScene();
  73531. if (!scene) {
  73532. return _this;
  73533. }
  73534. _this.renderList = new Array();
  73535. _this._engine = scene.getEngine();
  73536. _this.name = name;
  73537. _this.isRenderTarget = true;
  73538. _this._initialSizeParameter = size;
  73539. _this._processSizeParameter(size);
  73540. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73541. });
  73542. _this._generateMipMaps = generateMipMaps ? true : false;
  73543. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73544. // Rendering groups
  73545. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73546. _this._renderingManager._useSceneAutoClearSetup = true;
  73547. if (isMulti) {
  73548. return _this;
  73549. }
  73550. _this._renderTargetOptions = {
  73551. generateMipMaps: generateMipMaps,
  73552. type: type,
  73553. format: format,
  73554. samplingMode: samplingMode,
  73555. generateDepthBuffer: generateDepthBuffer,
  73556. generateStencilBuffer: generateStencilBuffer
  73557. };
  73558. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73559. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73560. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73561. }
  73562. if (!delayAllocation) {
  73563. if (isCube) {
  73564. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73565. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73566. _this._textureMatrix = BABYLON.Matrix.Identity();
  73567. }
  73568. else {
  73569. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73570. }
  73571. }
  73572. return _this;
  73573. }
  73574. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73575. /**
  73576. * Use this list to define the list of mesh you want to render.
  73577. */
  73578. get: function () {
  73579. return this._renderList;
  73580. },
  73581. set: function (value) {
  73582. this._renderList = value;
  73583. if (this._renderList) {
  73584. this._hookArray(this._renderList);
  73585. }
  73586. },
  73587. enumerable: true,
  73588. configurable: true
  73589. });
  73590. RenderTargetTexture.prototype._hookArray = function (array) {
  73591. var _this = this;
  73592. var oldPush = array.push;
  73593. array.push = function () {
  73594. var items = [];
  73595. for (var _i = 0; _i < arguments.length; _i++) {
  73596. items[_i] = arguments[_i];
  73597. }
  73598. var wasEmpty = array.length === 0;
  73599. var result = oldPush.apply(array, items);
  73600. if (wasEmpty) {
  73601. _this.getScene().meshes.forEach(function (mesh) {
  73602. mesh._markSubMeshesAsLightDirty();
  73603. });
  73604. }
  73605. return result;
  73606. };
  73607. var oldSplice = array.splice;
  73608. array.splice = function (index, deleteCount) {
  73609. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73610. if (array.length === 0) {
  73611. _this.getScene().meshes.forEach(function (mesh) {
  73612. mesh._markSubMeshesAsLightDirty();
  73613. });
  73614. }
  73615. return deleted;
  73616. };
  73617. };
  73618. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73619. /**
  73620. * Set a after unbind callback in the texture.
  73621. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73622. */
  73623. set: function (callback) {
  73624. if (this._onAfterUnbindObserver) {
  73625. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73626. }
  73627. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73628. },
  73629. enumerable: true,
  73630. configurable: true
  73631. });
  73632. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73633. /**
  73634. * Set a before render callback in the texture.
  73635. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73636. */
  73637. set: function (callback) {
  73638. if (this._onBeforeRenderObserver) {
  73639. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73640. }
  73641. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73642. },
  73643. enumerable: true,
  73644. configurable: true
  73645. });
  73646. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73647. /**
  73648. * Set a after render callback in the texture.
  73649. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73650. */
  73651. set: function (callback) {
  73652. if (this._onAfterRenderObserver) {
  73653. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73654. }
  73655. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73656. },
  73657. enumerable: true,
  73658. configurable: true
  73659. });
  73660. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73661. /**
  73662. * Set a clear callback in the texture.
  73663. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73664. */
  73665. set: function (callback) {
  73666. if (this._onClearObserver) {
  73667. this.onClearObservable.remove(this._onClearObserver);
  73668. }
  73669. this._onClearObserver = this.onClearObservable.add(callback);
  73670. },
  73671. enumerable: true,
  73672. configurable: true
  73673. });
  73674. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73675. /**
  73676. * Gets render target creation options that were used.
  73677. */
  73678. get: function () {
  73679. return this._renderTargetOptions;
  73680. },
  73681. enumerable: true,
  73682. configurable: true
  73683. });
  73684. RenderTargetTexture.prototype._onRatioRescale = function () {
  73685. if (this._sizeRatio) {
  73686. this.resize(this._initialSizeParameter);
  73687. }
  73688. };
  73689. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73690. get: function () {
  73691. return this._boundingBoxSize;
  73692. },
  73693. /**
  73694. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73695. * When defined, the cubemap will switch to local mode
  73696. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73697. * @example https://www.babylonjs-playground.com/#RNASML
  73698. */
  73699. set: function (value) {
  73700. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73701. return;
  73702. }
  73703. this._boundingBoxSize = value;
  73704. var scene = this.getScene();
  73705. if (scene) {
  73706. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73707. }
  73708. },
  73709. enumerable: true,
  73710. configurable: true
  73711. });
  73712. /**
  73713. * Creates a depth stencil texture.
  73714. * This is only available in WebGL 2 or with the depth texture extension available.
  73715. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73716. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73717. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73718. */
  73719. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73720. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73721. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73722. if (generateStencil === void 0) { generateStencil = false; }
  73723. if (!this.getScene()) {
  73724. return;
  73725. }
  73726. var engine = this.getScene().getEngine();
  73727. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73728. bilinearFiltering: bilinearFiltering,
  73729. comparisonFunction: comparisonFunction,
  73730. generateStencil: generateStencil,
  73731. isCube: this.isCube
  73732. });
  73733. engine.setFrameBufferDepthStencilTexture(this);
  73734. };
  73735. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73736. if (size.ratio) {
  73737. this._sizeRatio = size.ratio;
  73738. this._size = {
  73739. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73740. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73741. };
  73742. }
  73743. else {
  73744. this._size = size;
  73745. }
  73746. };
  73747. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73748. /**
  73749. * Define the number of samples to use in case of MSAA.
  73750. * It defaults to one meaning no MSAA has been enabled.
  73751. */
  73752. get: function () {
  73753. return this._samples;
  73754. },
  73755. set: function (value) {
  73756. if (this._samples === value) {
  73757. return;
  73758. }
  73759. var scene = this.getScene();
  73760. if (!scene) {
  73761. return;
  73762. }
  73763. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  73764. },
  73765. enumerable: true,
  73766. configurable: true
  73767. });
  73768. /**
  73769. * Resets the refresh counter of the texture and start bak from scratch.
  73770. * Could be useful to regenerate the texture if it is setup to render only once.
  73771. */
  73772. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  73773. this._currentRefreshId = -1;
  73774. };
  73775. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  73776. /**
  73777. * Define the refresh rate of the texture or the rendering frequency.
  73778. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  73779. */
  73780. get: function () {
  73781. return this._refreshRate;
  73782. },
  73783. set: function (value) {
  73784. this._refreshRate = value;
  73785. this.resetRefreshCounter();
  73786. },
  73787. enumerable: true,
  73788. configurable: true
  73789. });
  73790. /**
  73791. * Adds a post process to the render target rendering passes.
  73792. * @param postProcess define the post process to add
  73793. */
  73794. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  73795. if (!this._postProcessManager) {
  73796. var scene = this.getScene();
  73797. if (!scene) {
  73798. return;
  73799. }
  73800. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  73801. this._postProcesses = new Array();
  73802. }
  73803. this._postProcesses.push(postProcess);
  73804. this._postProcesses[0].autoClear = false;
  73805. };
  73806. /**
  73807. * Clear all the post processes attached to the render target
  73808. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  73809. */
  73810. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  73811. if (dispose === void 0) { dispose = false; }
  73812. if (!this._postProcesses) {
  73813. return;
  73814. }
  73815. if (dispose) {
  73816. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  73817. var postProcess = _a[_i];
  73818. postProcess.dispose();
  73819. }
  73820. }
  73821. this._postProcesses = [];
  73822. };
  73823. /**
  73824. * Remove one of the post process from the list of attached post processes to the texture
  73825. * @param postProcess define the post process to remove from the list
  73826. */
  73827. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  73828. if (!this._postProcesses) {
  73829. return;
  73830. }
  73831. var index = this._postProcesses.indexOf(postProcess);
  73832. if (index === -1) {
  73833. return;
  73834. }
  73835. this._postProcesses.splice(index, 1);
  73836. if (this._postProcesses.length > 0) {
  73837. this._postProcesses[0].autoClear = false;
  73838. }
  73839. };
  73840. /** @hidden */
  73841. RenderTargetTexture.prototype._shouldRender = function () {
  73842. if (this._currentRefreshId === -1) { // At least render once
  73843. this._currentRefreshId = 1;
  73844. return true;
  73845. }
  73846. if (this.refreshRate === this._currentRefreshId) {
  73847. this._currentRefreshId = 1;
  73848. return true;
  73849. }
  73850. this._currentRefreshId++;
  73851. return false;
  73852. };
  73853. /**
  73854. * Gets the actual render size of the texture.
  73855. * @returns the width of the render size
  73856. */
  73857. RenderTargetTexture.prototype.getRenderSize = function () {
  73858. return this.getRenderWidth();
  73859. };
  73860. /**
  73861. * Gets the actual render width of the texture.
  73862. * @returns the width of the render size
  73863. */
  73864. RenderTargetTexture.prototype.getRenderWidth = function () {
  73865. if (this._size.width) {
  73866. return this._size.width;
  73867. }
  73868. return this._size;
  73869. };
  73870. /**
  73871. * Gets the actual render height of the texture.
  73872. * @returns the height of the render size
  73873. */
  73874. RenderTargetTexture.prototype.getRenderHeight = function () {
  73875. if (this._size.width) {
  73876. return this._size.height;
  73877. }
  73878. return this._size;
  73879. };
  73880. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  73881. /**
  73882. * Get if the texture can be rescaled or not.
  73883. */
  73884. get: function () {
  73885. return true;
  73886. },
  73887. enumerable: true,
  73888. configurable: true
  73889. });
  73890. /**
  73891. * Resize the texture using a ratio.
  73892. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  73893. */
  73894. RenderTargetTexture.prototype.scale = function (ratio) {
  73895. var newSize = this.getRenderSize() * ratio;
  73896. this.resize(newSize);
  73897. };
  73898. /**
  73899. * Get the texture reflection matrix used to rotate/transform the reflection.
  73900. * @returns the reflection matrix
  73901. */
  73902. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  73903. if (this.isCube) {
  73904. return this._textureMatrix;
  73905. }
  73906. return _super.prototype.getReflectionTextureMatrix.call(this);
  73907. };
  73908. /**
  73909. * Resize the texture to a new desired size.
  73910. * Be carrefull as it will recreate all the data in the new texture.
  73911. * @param size Define the new size. It can be:
  73912. * - a number for squared texture,
  73913. * - an object containing { width: number, height: number }
  73914. * - or an object containing a ratio { ratio: number }
  73915. */
  73916. RenderTargetTexture.prototype.resize = function (size) {
  73917. this.releaseInternalTexture();
  73918. var scene = this.getScene();
  73919. if (!scene) {
  73920. return;
  73921. }
  73922. this._processSizeParameter(size);
  73923. if (this.isCube) {
  73924. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  73925. }
  73926. else {
  73927. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  73928. }
  73929. };
  73930. /**
  73931. * Renders all the objects from the render list into the texture.
  73932. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  73933. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  73934. */
  73935. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  73936. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  73937. if (dumpForDebug === void 0) { dumpForDebug = false; }
  73938. var scene = this.getScene();
  73939. if (!scene) {
  73940. return;
  73941. }
  73942. var engine = scene.getEngine();
  73943. if (this.useCameraPostProcesses !== undefined) {
  73944. useCameraPostProcess = this.useCameraPostProcesses;
  73945. }
  73946. if (this._waitingRenderList) {
  73947. this.renderList = [];
  73948. for (var index = 0; index < this._waitingRenderList.length; index++) {
  73949. var id = this._waitingRenderList[index];
  73950. var mesh_1 = scene.getMeshByID(id);
  73951. if (mesh_1) {
  73952. this.renderList.push(mesh_1);
  73953. }
  73954. }
  73955. delete this._waitingRenderList;
  73956. }
  73957. // Is predicate defined?
  73958. if (this.renderListPredicate) {
  73959. if (this.renderList) {
  73960. this.renderList.length = 0; // Clear previous renderList
  73961. }
  73962. else {
  73963. this.renderList = [];
  73964. }
  73965. var scene = this.getScene();
  73966. if (!scene) {
  73967. return;
  73968. }
  73969. var sceneMeshes = scene.meshes;
  73970. for (var index = 0; index < sceneMeshes.length; index++) {
  73971. var mesh = sceneMeshes[index];
  73972. if (this.renderListPredicate(mesh)) {
  73973. this.renderList.push(mesh);
  73974. }
  73975. }
  73976. }
  73977. this.onBeforeBindObservable.notifyObservers(this);
  73978. // Set custom projection.
  73979. // Needs to be before binding to prevent changing the aspect ratio.
  73980. var camera;
  73981. if (this.activeCamera) {
  73982. camera = this.activeCamera;
  73983. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73984. if (this.activeCamera !== scene.activeCamera) {
  73985. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  73986. }
  73987. }
  73988. else {
  73989. camera = scene.activeCamera;
  73990. if (camera) {
  73991. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73992. }
  73993. }
  73994. // Prepare renderingManager
  73995. this._renderingManager.reset();
  73996. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  73997. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  73998. var sceneRenderId = scene.getRenderId();
  73999. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  74000. var mesh = currentRenderList[meshIndex];
  74001. if (mesh) {
  74002. if (!mesh.isReady(this.refreshRate === 0)) {
  74003. this.resetRefreshCounter();
  74004. continue;
  74005. }
  74006. mesh._preActivateForIntermediateRendering(sceneRenderId);
  74007. var isMasked = void 0;
  74008. if (!this.renderList && camera) {
  74009. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  74010. }
  74011. else {
  74012. isMasked = false;
  74013. }
  74014. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  74015. mesh._activate(sceneRenderId);
  74016. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  74017. var subMesh = mesh.subMeshes[subIndex];
  74018. scene._activeIndices.addCount(subMesh.indexCount, false);
  74019. this._renderingManager.dispatch(subMesh, mesh);
  74020. }
  74021. }
  74022. }
  74023. }
  74024. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  74025. var particleSystem = scene.particleSystems[particleIndex];
  74026. var emitter = particleSystem.emitter;
  74027. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  74028. continue;
  74029. }
  74030. if (currentRenderList.indexOf(emitter) >= 0) {
  74031. this._renderingManager.dispatchParticles(particleSystem);
  74032. }
  74033. }
  74034. if (this.isCube) {
  74035. for (var face = 0; face < 6; face++) {
  74036. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74037. scene.incrementRenderId();
  74038. scene.resetCachedMaterial();
  74039. }
  74040. }
  74041. else {
  74042. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74043. }
  74044. this.onAfterUnbindObservable.notifyObservers(this);
  74045. if (scene.activeCamera) {
  74046. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  74047. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  74048. }
  74049. engine.setViewport(scene.activeCamera.viewport);
  74050. }
  74051. scene.resetCachedMaterial();
  74052. };
  74053. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  74054. var minimum = 128;
  74055. var x = renderDimension * scale;
  74056. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  74057. // Ensure we don't exceed the render dimension (while staying POT)
  74058. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  74059. };
  74060. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74061. var _this = this;
  74062. if (!this._texture) {
  74063. return;
  74064. }
  74065. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  74066. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74067. });
  74068. };
  74069. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  74070. var scene = this.getScene();
  74071. if (!scene) {
  74072. return;
  74073. }
  74074. var engine = scene.getEngine();
  74075. if (!this._texture) {
  74076. return;
  74077. }
  74078. // Bind
  74079. if (this._postProcessManager) {
  74080. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  74081. }
  74082. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  74083. if (this._texture) {
  74084. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  74085. }
  74086. }
  74087. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  74088. // Clear
  74089. if (this.onClearObservable.hasObservers()) {
  74090. this.onClearObservable.notifyObservers(engine);
  74091. }
  74092. else {
  74093. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  74094. }
  74095. if (!this._doNotChangeAspectRatio) {
  74096. scene.updateTransformMatrix(true);
  74097. }
  74098. // Before Camera Draw
  74099. for (var _i = 0, _a = scene._beforeRenderTargetDrawStage; _i < _a.length; _i++) {
  74100. var step = _a[_i];
  74101. step.action(this);
  74102. }
  74103. // Render
  74104. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  74105. // After Camera Draw
  74106. for (var _b = 0, _c = scene._afterRenderTargetDrawStage; _b < _c.length; _b++) {
  74107. var step = _c[_b];
  74108. step.action(this);
  74109. }
  74110. if (this._postProcessManager) {
  74111. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  74112. }
  74113. else if (useCameraPostProcess) {
  74114. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  74115. }
  74116. if (!this._doNotChangeAspectRatio) {
  74117. scene.updateTransformMatrix(true);
  74118. }
  74119. // Dump ?
  74120. if (dumpForDebug) {
  74121. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  74122. }
  74123. // Unbind
  74124. if (!this.isCube || faceIndex === 5) {
  74125. if (this.isCube) {
  74126. if (faceIndex === 5) {
  74127. engine.generateMipMapsForCubemap(this._texture);
  74128. }
  74129. }
  74130. this.unbindFrameBuffer(engine, faceIndex);
  74131. }
  74132. else {
  74133. this.onAfterRenderObservable.notifyObservers(faceIndex);
  74134. }
  74135. };
  74136. /**
  74137. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  74138. * This allowed control for front to back rendering or reversly depending of the special needs.
  74139. *
  74140. * @param renderingGroupId The rendering group id corresponding to its index
  74141. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  74142. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  74143. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  74144. */
  74145. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  74146. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  74147. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  74148. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  74149. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  74150. };
  74151. /**
  74152. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  74153. *
  74154. * @param renderingGroupId The rendering group id corresponding to its index
  74155. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  74156. */
  74157. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  74158. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  74159. this._renderingManager._useSceneAutoClearSetup = false;
  74160. };
  74161. /**
  74162. * Clones the texture.
  74163. * @returns the cloned texture
  74164. */
  74165. RenderTargetTexture.prototype.clone = function () {
  74166. var textureSize = this.getSize();
  74167. 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);
  74168. // Base texture
  74169. newTexture.hasAlpha = this.hasAlpha;
  74170. newTexture.level = this.level;
  74171. // RenderTarget Texture
  74172. newTexture.coordinatesMode = this.coordinatesMode;
  74173. if (this.renderList) {
  74174. newTexture.renderList = this.renderList.slice(0);
  74175. }
  74176. return newTexture;
  74177. };
  74178. /**
  74179. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  74180. * @returns The JSON representation of the texture
  74181. */
  74182. RenderTargetTexture.prototype.serialize = function () {
  74183. if (!this.name) {
  74184. return null;
  74185. }
  74186. var serializationObject = _super.prototype.serialize.call(this);
  74187. serializationObject.renderTargetSize = this.getRenderSize();
  74188. serializationObject.renderList = [];
  74189. if (this.renderList) {
  74190. for (var index = 0; index < this.renderList.length; index++) {
  74191. serializationObject.renderList.push(this.renderList[index].id);
  74192. }
  74193. }
  74194. return serializationObject;
  74195. };
  74196. /**
  74197. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  74198. */
  74199. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  74200. var objBuffer = this.getInternalTexture();
  74201. var scene = this.getScene();
  74202. if (objBuffer && scene) {
  74203. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  74204. }
  74205. };
  74206. /**
  74207. * Dispose the texture and release its associated resources.
  74208. */
  74209. RenderTargetTexture.prototype.dispose = function () {
  74210. if (this._postProcessManager) {
  74211. this._postProcessManager.dispose();
  74212. this._postProcessManager = null;
  74213. }
  74214. this.clearPostProcesses(true);
  74215. if (this._resizeObserver) {
  74216. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  74217. this._resizeObserver = null;
  74218. }
  74219. this.renderList = null;
  74220. // Remove from custom render targets
  74221. var scene = this.getScene();
  74222. if (!scene) {
  74223. return;
  74224. }
  74225. var index = scene.customRenderTargets.indexOf(this);
  74226. if (index >= 0) {
  74227. scene.customRenderTargets.splice(index, 1);
  74228. }
  74229. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  74230. var camera = _a[_i];
  74231. index = camera.customRenderTargets.indexOf(this);
  74232. if (index >= 0) {
  74233. camera.customRenderTargets.splice(index, 1);
  74234. }
  74235. }
  74236. _super.prototype.dispose.call(this);
  74237. };
  74238. /** @hidden */
  74239. RenderTargetTexture.prototype._rebuild = function () {
  74240. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  74241. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  74242. }
  74243. if (this._postProcessManager) {
  74244. this._postProcessManager._rebuild();
  74245. }
  74246. };
  74247. /**
  74248. * Clear the info related to rendering groups preventing retention point in material dispose.
  74249. */
  74250. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  74251. if (this._renderingManager) {
  74252. this._renderingManager.freeRenderingGroups();
  74253. }
  74254. };
  74255. /**
  74256. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  74257. */
  74258. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  74259. /**
  74260. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  74261. */
  74262. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  74263. /**
  74264. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  74265. * the central point of your effect and can save a lot of performances.
  74266. */
  74267. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74268. return RenderTargetTexture;
  74269. }(BABYLON.Texture));
  74270. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74271. })(BABYLON || (BABYLON = {}));
  74272. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  74273. var BABYLON;
  74274. (function (BABYLON) {
  74275. /**
  74276. * A multi render target, like a render target provides the ability to render to a texture.
  74277. * Unlike the render target, it can render to several draw buffers in one draw.
  74278. * This is specially interesting in deferred rendering or for any effects requiring more than
  74279. * just one color from a single pass.
  74280. */
  74281. var MultiRenderTarget = /** @class */ (function (_super) {
  74282. __extends(MultiRenderTarget, _super);
  74283. /**
  74284. * Instantiate a new multi render target texture.
  74285. * A multi render target, like a render target provides the ability to render to a texture.
  74286. * Unlike the render target, it can render to several draw buffers in one draw.
  74287. * This is specially interesting in deferred rendering or for any effects requiring more than
  74288. * just one color from a single pass.
  74289. * @param name Define the name of the texture
  74290. * @param size Define the size of the buffers to render to
  74291. * @param count Define the number of target we are rendering into
  74292. * @param scene Define the scene the texture belongs to
  74293. * @param options Define the options used to create the multi render target
  74294. */
  74295. function MultiRenderTarget(name, size, count, scene, options) {
  74296. var _this = this;
  74297. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74298. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74299. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74300. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74301. _this._engine = scene.getEngine();
  74302. if (!_this.isSupported) {
  74303. _this.dispose();
  74304. return;
  74305. }
  74306. var types = [];
  74307. var samplingModes = [];
  74308. for (var i = 0; i < count; i++) {
  74309. if (options && options.types && options.types[i] !== undefined) {
  74310. types.push(options.types[i]);
  74311. }
  74312. else {
  74313. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74314. }
  74315. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74316. samplingModes.push(options.samplingModes[i]);
  74317. }
  74318. else {
  74319. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74320. }
  74321. }
  74322. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74323. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74324. _this._size = size;
  74325. _this._multiRenderTargetOptions = {
  74326. samplingModes: samplingModes,
  74327. generateMipMaps: generateMipMaps,
  74328. generateDepthBuffer: generateDepthBuffer,
  74329. generateStencilBuffer: generateStencilBuffer,
  74330. generateDepthTexture: generateDepthTexture,
  74331. types: types,
  74332. textureCount: count
  74333. };
  74334. _this._createInternalTextures();
  74335. _this._createTextures();
  74336. return _this;
  74337. }
  74338. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74339. /**
  74340. * Get if draw buffers are currently supported by the used hardware and browser.
  74341. */
  74342. get: function () {
  74343. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74344. },
  74345. enumerable: true,
  74346. configurable: true
  74347. });
  74348. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74349. /**
  74350. * Get the list of textures generated by the multi render target.
  74351. */
  74352. get: function () {
  74353. return this._textures;
  74354. },
  74355. enumerable: true,
  74356. configurable: true
  74357. });
  74358. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74359. /**
  74360. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74361. */
  74362. get: function () {
  74363. return this._textures[this._textures.length - 1];
  74364. },
  74365. enumerable: true,
  74366. configurable: true
  74367. });
  74368. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74369. /**
  74370. * Set the wrapping mode on U of all the textures we are rendering to.
  74371. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74372. */
  74373. set: function (wrap) {
  74374. if (this._textures) {
  74375. for (var i = 0; i < this._textures.length; i++) {
  74376. this._textures[i].wrapU = wrap;
  74377. }
  74378. }
  74379. },
  74380. enumerable: true,
  74381. configurable: true
  74382. });
  74383. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74384. /**
  74385. * Set the wrapping mode on V of all the textures we are rendering to.
  74386. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74387. */
  74388. set: function (wrap) {
  74389. if (this._textures) {
  74390. for (var i = 0; i < this._textures.length; i++) {
  74391. this._textures[i].wrapV = wrap;
  74392. }
  74393. }
  74394. },
  74395. enumerable: true,
  74396. configurable: true
  74397. });
  74398. /** @hidden */
  74399. MultiRenderTarget.prototype._rebuild = function () {
  74400. this.releaseInternalTextures();
  74401. this._createInternalTextures();
  74402. for (var i = 0; i < this._internalTextures.length; i++) {
  74403. var texture = this._textures[i];
  74404. texture._texture = this._internalTextures[i];
  74405. }
  74406. // Keeps references to frame buffer and stencil/depth buffer
  74407. this._texture = this._internalTextures[0];
  74408. };
  74409. MultiRenderTarget.prototype._createInternalTextures = function () {
  74410. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74411. };
  74412. MultiRenderTarget.prototype._createTextures = function () {
  74413. this._textures = [];
  74414. for (var i = 0; i < this._internalTextures.length; i++) {
  74415. var texture = new BABYLON.Texture(null, this.getScene());
  74416. texture._texture = this._internalTextures[i];
  74417. this._textures.push(texture);
  74418. }
  74419. // Keeps references to frame buffer and stencil/depth buffer
  74420. this._texture = this._internalTextures[0];
  74421. };
  74422. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74423. /**
  74424. * Define the number of samples used if MSAA is enabled.
  74425. */
  74426. get: function () {
  74427. return this._samples;
  74428. },
  74429. set: function (value) {
  74430. if (this._samples === value) {
  74431. return;
  74432. }
  74433. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74434. },
  74435. enumerable: true,
  74436. configurable: true
  74437. });
  74438. /**
  74439. * Resize all the textures in the multi render target.
  74440. * Be carrefull as it will recreate all the data in the new texture.
  74441. * @param size Define the new size
  74442. */
  74443. MultiRenderTarget.prototype.resize = function (size) {
  74444. this.releaseInternalTextures();
  74445. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74446. this._createInternalTextures();
  74447. };
  74448. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74449. var _this = this;
  74450. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74451. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74452. });
  74453. };
  74454. /**
  74455. * Dispose the render targets and their associated resources
  74456. */
  74457. MultiRenderTarget.prototype.dispose = function () {
  74458. this.releaseInternalTextures();
  74459. _super.prototype.dispose.call(this);
  74460. };
  74461. /**
  74462. * Release all the underlying texture used as draw buffers.
  74463. */
  74464. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74465. if (!this._internalTextures) {
  74466. return;
  74467. }
  74468. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74469. if (this._internalTextures[i] !== undefined) {
  74470. this._internalTextures[i].dispose();
  74471. this._internalTextures.splice(i, 1);
  74472. }
  74473. }
  74474. };
  74475. return MultiRenderTarget;
  74476. }(BABYLON.RenderTargetTexture));
  74477. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74478. })(BABYLON || (BABYLON = {}));
  74479. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74480. var BABYLON;
  74481. (function (BABYLON) {
  74482. /**
  74483. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74484. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74485. * You can then easily use it as a reflectionTexture on a flat surface.
  74486. * In case the surface is not a plane, please consider relying on reflection probes.
  74487. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74488. */
  74489. var MirrorTexture = /** @class */ (function (_super) {
  74490. __extends(MirrorTexture, _super);
  74491. /**
  74492. * Instantiates a Mirror Texture.
  74493. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74494. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74495. * You can then easily use it as a reflectionTexture on a flat surface.
  74496. * In case the surface is not a plane, please consider relying on reflection probes.
  74497. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74498. * @param name
  74499. * @param size
  74500. * @param scene
  74501. * @param generateMipMaps
  74502. * @param type
  74503. * @param samplingMode
  74504. * @param generateDepthBuffer
  74505. */
  74506. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74507. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74508. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74509. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74510. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74511. _this.scene = scene;
  74512. /**
  74513. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74514. * 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.
  74515. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74516. */
  74517. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74518. _this._transformMatrix = BABYLON.Matrix.Zero();
  74519. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74520. _this._adaptiveBlurKernel = 0;
  74521. _this._blurKernelX = 0;
  74522. _this._blurKernelY = 0;
  74523. _this._blurRatio = 1.0;
  74524. _this.ignoreCameraViewport = true;
  74525. _this._updateGammaSpace();
  74526. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74527. _this._updateGammaSpace;
  74528. });
  74529. _this.onBeforeRenderObservable.add(function () {
  74530. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74531. _this._savedViewMatrix = scene.getViewMatrix();
  74532. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74533. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74534. scene.clipPlane = _this.mirrorPlane;
  74535. scene.getEngine().cullBackFaces = false;
  74536. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74537. });
  74538. _this.onAfterRenderObservable.add(function () {
  74539. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74540. scene.getEngine().cullBackFaces = true;
  74541. scene._mirroredCameraPosition = null;
  74542. delete scene.clipPlane;
  74543. });
  74544. return _this;
  74545. }
  74546. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74547. get: function () {
  74548. return this._blurRatio;
  74549. },
  74550. /**
  74551. * Define the blur ratio used to blur the reflection if needed.
  74552. */
  74553. set: function (value) {
  74554. if (this._blurRatio === value) {
  74555. return;
  74556. }
  74557. this._blurRatio = value;
  74558. this._preparePostProcesses();
  74559. },
  74560. enumerable: true,
  74561. configurable: true
  74562. });
  74563. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74564. /**
  74565. * Define the adaptive blur kernel used to blur the reflection if needed.
  74566. * This will autocompute the closest best match for the `blurKernel`
  74567. */
  74568. set: function (value) {
  74569. this._adaptiveBlurKernel = value;
  74570. this._autoComputeBlurKernel();
  74571. },
  74572. enumerable: true,
  74573. configurable: true
  74574. });
  74575. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74576. /**
  74577. * Define the blur kernel used to blur the reflection if needed.
  74578. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74579. */
  74580. set: function (value) {
  74581. this.blurKernelX = value;
  74582. this.blurKernelY = value;
  74583. },
  74584. enumerable: true,
  74585. configurable: true
  74586. });
  74587. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74588. get: function () {
  74589. return this._blurKernelX;
  74590. },
  74591. /**
  74592. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74593. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74594. */
  74595. set: function (value) {
  74596. if (this._blurKernelX === value) {
  74597. return;
  74598. }
  74599. this._blurKernelX = value;
  74600. this._preparePostProcesses();
  74601. },
  74602. enumerable: true,
  74603. configurable: true
  74604. });
  74605. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74606. get: function () {
  74607. return this._blurKernelY;
  74608. },
  74609. /**
  74610. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74611. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74612. */
  74613. set: function (value) {
  74614. if (this._blurKernelY === value) {
  74615. return;
  74616. }
  74617. this._blurKernelY = value;
  74618. this._preparePostProcesses();
  74619. },
  74620. enumerable: true,
  74621. configurable: true
  74622. });
  74623. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74624. var engine = this.getScene().getEngine();
  74625. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74626. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74627. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74628. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74629. };
  74630. MirrorTexture.prototype._onRatioRescale = function () {
  74631. if (this._sizeRatio) {
  74632. this.resize(this._initialSizeParameter);
  74633. if (!this._adaptiveBlurKernel) {
  74634. this._preparePostProcesses();
  74635. }
  74636. }
  74637. if (this._adaptiveBlurKernel) {
  74638. this._autoComputeBlurKernel();
  74639. }
  74640. };
  74641. MirrorTexture.prototype._updateGammaSpace = function () {
  74642. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74643. };
  74644. MirrorTexture.prototype._preparePostProcesses = function () {
  74645. this.clearPostProcesses(true);
  74646. if (this._blurKernelX && this._blurKernelY) {
  74647. var engine = this.getScene().getEngine();
  74648. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74649. 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);
  74650. this._blurX.autoClear = false;
  74651. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74652. this._blurX.inputTexture = this._texture;
  74653. }
  74654. else {
  74655. this._blurX.alwaysForcePOT = true;
  74656. }
  74657. 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);
  74658. this._blurY.autoClear = false;
  74659. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74660. this.addPostProcess(this._blurX);
  74661. this.addPostProcess(this._blurY);
  74662. }
  74663. else {
  74664. if (this._blurY) {
  74665. this.removePostProcess(this._blurY);
  74666. this._blurY.dispose();
  74667. this._blurY = null;
  74668. }
  74669. if (this._blurX) {
  74670. this.removePostProcess(this._blurX);
  74671. this._blurX.dispose();
  74672. this._blurX = null;
  74673. }
  74674. }
  74675. };
  74676. /**
  74677. * Clone the mirror texture.
  74678. * @returns the cloned texture
  74679. */
  74680. MirrorTexture.prototype.clone = function () {
  74681. var scene = this.getScene();
  74682. if (!scene) {
  74683. return this;
  74684. }
  74685. var textureSize = this.getSize();
  74686. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74687. // Base texture
  74688. newTexture.hasAlpha = this.hasAlpha;
  74689. newTexture.level = this.level;
  74690. // Mirror Texture
  74691. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74692. if (this.renderList) {
  74693. newTexture.renderList = this.renderList.slice(0);
  74694. }
  74695. return newTexture;
  74696. };
  74697. /**
  74698. * Serialize the texture to a JSON representation you could use in Parse later on
  74699. * @returns the serialized JSON representation
  74700. */
  74701. MirrorTexture.prototype.serialize = function () {
  74702. if (!this.name) {
  74703. return null;
  74704. }
  74705. var serializationObject = _super.prototype.serialize.call(this);
  74706. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74707. return serializationObject;
  74708. };
  74709. /**
  74710. * Dispose the texture and release its associated resources.
  74711. */
  74712. MirrorTexture.prototype.dispose = function () {
  74713. _super.prototype.dispose.call(this);
  74714. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74715. };
  74716. return MirrorTexture;
  74717. }(BABYLON.RenderTargetTexture));
  74718. BABYLON.MirrorTexture = MirrorTexture;
  74719. })(BABYLON || (BABYLON = {}));
  74720. //# sourceMappingURL=babylon.mirrorTexture.js.map
  74721. var BABYLON;
  74722. (function (BABYLON) {
  74723. /**
  74724. * Creates a refraction texture used by refraction channel of the standard material.
  74725. * It is like a mirror but to see through a material.
  74726. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74727. */
  74728. var RefractionTexture = /** @class */ (function (_super) {
  74729. __extends(RefractionTexture, _super);
  74730. /**
  74731. * Creates a refraction texture used by refraction channel of the standard material.
  74732. * It is like a mirror but to see through a material.
  74733. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74734. * @param name Define the texture name
  74735. * @param size Define the size of the underlying texture
  74736. * @param scene Define the scene the refraction belongs to
  74737. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74738. */
  74739. function RefractionTexture(name, size, scene, generateMipMaps) {
  74740. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74741. /**
  74742. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  74743. * 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.
  74744. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74745. */
  74746. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  74747. /**
  74748. * Define how deep under the surface we should see.
  74749. */
  74750. _this.depth = 2.0;
  74751. _this.onBeforeRenderObservable.add(function () {
  74752. scene.clipPlane = _this.refractionPlane;
  74753. });
  74754. _this.onAfterRenderObservable.add(function () {
  74755. delete scene.clipPlane;
  74756. });
  74757. return _this;
  74758. }
  74759. /**
  74760. * Clone the refraction texture.
  74761. * @returns the cloned texture
  74762. */
  74763. RefractionTexture.prototype.clone = function () {
  74764. var scene = this.getScene();
  74765. if (!scene) {
  74766. return this;
  74767. }
  74768. var textureSize = this.getSize();
  74769. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  74770. // Base texture
  74771. newTexture.hasAlpha = this.hasAlpha;
  74772. newTexture.level = this.level;
  74773. // Refraction Texture
  74774. newTexture.refractionPlane = this.refractionPlane.clone();
  74775. if (this.renderList) {
  74776. newTexture.renderList = this.renderList.slice(0);
  74777. }
  74778. newTexture.depth = this.depth;
  74779. return newTexture;
  74780. };
  74781. /**
  74782. * Serialize the texture to a JSON representation you could use in Parse later on
  74783. * @returns the serialized JSON representation
  74784. */
  74785. RefractionTexture.prototype.serialize = function () {
  74786. if (!this.name) {
  74787. return null;
  74788. }
  74789. var serializationObject = _super.prototype.serialize.call(this);
  74790. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  74791. serializationObject.depth = this.depth;
  74792. return serializationObject;
  74793. };
  74794. return RefractionTexture;
  74795. }(BABYLON.RenderTargetTexture));
  74796. BABYLON.RefractionTexture = RefractionTexture;
  74797. })(BABYLON || (BABYLON = {}));
  74798. //# sourceMappingURL=babylon.refractionTexture.js.map
  74799. var BABYLON;
  74800. (function (BABYLON) {
  74801. /**
  74802. * A class extending Texture allowing drawing on a texture
  74803. * @see http://doc.babylonjs.com/how_to/dynamictexture
  74804. */
  74805. var DynamicTexture = /** @class */ (function (_super) {
  74806. __extends(DynamicTexture, _super);
  74807. /**
  74808. * Creates a DynamicTexture
  74809. * @param name defines the name of the texture
  74810. * @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
  74811. * @param scene defines the scene where you want the texture
  74812. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  74813. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  74814. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  74815. */
  74816. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  74817. if (scene === void 0) { scene = null; }
  74818. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74819. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  74820. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  74821. _this.name = name;
  74822. _this._engine = _this.getScene().getEngine();
  74823. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74824. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74825. _this._generateMipMaps = generateMipMaps;
  74826. if (options.getContext) {
  74827. _this._canvas = options;
  74828. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74829. }
  74830. else {
  74831. _this._canvas = document.createElement("canvas");
  74832. if (options.width || options.width === 0) {
  74833. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74834. }
  74835. else {
  74836. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  74837. }
  74838. }
  74839. var textureSize = _this.getSize();
  74840. _this._canvas.width = textureSize.width;
  74841. _this._canvas.height = textureSize.height;
  74842. _this._context = _this._canvas.getContext("2d");
  74843. return _this;
  74844. }
  74845. /**
  74846. * Get the current class name of the texture useful for serialization or dynamic coding.
  74847. * @returns "DynamicTexture"
  74848. */
  74849. DynamicTexture.prototype.getClassName = function () {
  74850. return "DynamicTexture";
  74851. };
  74852. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  74853. /**
  74854. * Gets the current state of canRescale
  74855. */
  74856. get: function () {
  74857. return true;
  74858. },
  74859. enumerable: true,
  74860. configurable: true
  74861. });
  74862. DynamicTexture.prototype._recreate = function (textureSize) {
  74863. this._canvas.width = textureSize.width;
  74864. this._canvas.height = textureSize.height;
  74865. this.releaseInternalTexture();
  74866. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  74867. };
  74868. /**
  74869. * Scales the texture
  74870. * @param ratio the scale factor to apply to both width and height
  74871. */
  74872. DynamicTexture.prototype.scale = function (ratio) {
  74873. var textureSize = this.getSize();
  74874. textureSize.width *= ratio;
  74875. textureSize.height *= ratio;
  74876. this._recreate(textureSize);
  74877. };
  74878. /**
  74879. * Resizes the texture
  74880. * @param width the new width
  74881. * @param height the new height
  74882. */
  74883. DynamicTexture.prototype.scaleTo = function (width, height) {
  74884. var textureSize = this.getSize();
  74885. textureSize.width = width;
  74886. textureSize.height = height;
  74887. this._recreate(textureSize);
  74888. };
  74889. /**
  74890. * Gets the context of the canvas used by the texture
  74891. * @returns the canvas context of the dynamic texture
  74892. */
  74893. DynamicTexture.prototype.getContext = function () {
  74894. return this._context;
  74895. };
  74896. /**
  74897. * Clears the texture
  74898. */
  74899. DynamicTexture.prototype.clear = function () {
  74900. var size = this.getSize();
  74901. this._context.fillRect(0, 0, size.width, size.height);
  74902. };
  74903. /**
  74904. * Updates the texture
  74905. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74906. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  74907. */
  74908. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  74909. if (premulAlpha === void 0) { premulAlpha = false; }
  74910. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  74911. };
  74912. /**
  74913. * Draws text onto the texture
  74914. * @param text defines the text to be drawn
  74915. * @param x defines the placement of the text from the left
  74916. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  74917. * @param font defines the font to be used with font-style, font-size, font-name
  74918. * @param color defines the color used for the text
  74919. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  74920. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74921. * @param update defines whether texture is immediately update (default is true)
  74922. */
  74923. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  74924. if (update === void 0) { update = true; }
  74925. var size = this.getSize();
  74926. if (clearColor) {
  74927. this._context.fillStyle = clearColor;
  74928. this._context.fillRect(0, 0, size.width, size.height);
  74929. }
  74930. this._context.font = font;
  74931. if (x === null || x === undefined) {
  74932. var textSize = this._context.measureText(text);
  74933. x = (size.width - textSize.width) / 2;
  74934. }
  74935. if (y === null || y === undefined) {
  74936. var fontSize = parseInt((font.replace(/\D/g, '')));
  74937. y = (size.height / 2) + (fontSize / 3.65);
  74938. }
  74939. this._context.fillStyle = color;
  74940. this._context.fillText(text, x, y);
  74941. if (update) {
  74942. this.update(invertY);
  74943. }
  74944. };
  74945. /**
  74946. * Clones the texture
  74947. * @returns the clone of the texture.
  74948. */
  74949. DynamicTexture.prototype.clone = function () {
  74950. var scene = this.getScene();
  74951. if (!scene) {
  74952. return this;
  74953. }
  74954. var textureSize = this.getSize();
  74955. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  74956. // Base texture
  74957. newTexture.hasAlpha = this.hasAlpha;
  74958. newTexture.level = this.level;
  74959. // Dynamic Texture
  74960. newTexture.wrapU = this.wrapU;
  74961. newTexture.wrapV = this.wrapV;
  74962. return newTexture;
  74963. };
  74964. /**
  74965. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  74966. * @returns a serialized dynamic texture object
  74967. */
  74968. DynamicTexture.prototype.serialize = function () {
  74969. var scene = this.getScene();
  74970. if (scene && !scene.isReady()) {
  74971. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  74972. }
  74973. var serializationObject = _super.prototype.serialize.call(this);
  74974. serializationObject.base64String = this._canvas.toDataURL();
  74975. serializationObject.invertY = this._invertY;
  74976. serializationObject.samplingMode = this.samplingMode;
  74977. return serializationObject;
  74978. };
  74979. /** @hidden */
  74980. DynamicTexture.prototype._rebuild = function () {
  74981. this.update();
  74982. };
  74983. return DynamicTexture;
  74984. }(BABYLON.Texture));
  74985. BABYLON.DynamicTexture = DynamicTexture;
  74986. })(BABYLON || (BABYLON = {}));
  74987. //# sourceMappingURL=babylon.dynamicTexture.js.map
  74988. var BABYLON;
  74989. (function (BABYLON) {
  74990. /**
  74991. * If you want to display a video in your scene, this is the special texture for that.
  74992. * This special texture works similar to other textures, with the exception of a few parameters.
  74993. * @see https://doc.babylonjs.com/how_to/video_texture
  74994. */
  74995. var VideoTexture = /** @class */ (function (_super) {
  74996. __extends(VideoTexture, _super);
  74997. /**
  74998. * Creates a video texture.
  74999. * If you want to display a video in your scene, this is the special texture for that.
  75000. * This special texture works similar to other textures, with the exception of a few parameters.
  75001. * @see https://doc.babylonjs.com/how_to/video_texture
  75002. * @param name optional name, will detect from video source, if not defined
  75003. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  75004. * @param scene is obviously the current scene.
  75005. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  75006. * @param invertY is false by default but can be used to invert video on Y axis
  75007. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  75008. * @param settings allows finer control over video usage
  75009. */
  75010. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  75011. if (generateMipMaps === void 0) { generateMipMaps = false; }
  75012. if (invertY === void 0) { invertY = false; }
  75013. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75014. if (settings === void 0) { settings = {
  75015. autoPlay: true,
  75016. loop: true,
  75017. autoUpdateTexture: true,
  75018. }; }
  75019. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75020. _this._onUserActionRequestedObservable = null;
  75021. _this._stillImageCaptured = false;
  75022. _this._displayingPosterTexture = false;
  75023. _this._createInternalTexture = function () {
  75024. if (_this._texture != null) {
  75025. if (_this._displayingPosterTexture) {
  75026. _this._texture.dispose();
  75027. _this._displayingPosterTexture = false;
  75028. }
  75029. else {
  75030. return;
  75031. }
  75032. }
  75033. if (!_this._engine.needPOTTextures ||
  75034. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  75035. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  75036. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  75037. }
  75038. else {
  75039. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75040. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75041. _this._generateMipMaps = false;
  75042. }
  75043. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  75044. if (!_this.video.autoplay && !_this._settings.poster) {
  75045. var oldHandler_1 = _this.video.onplaying;
  75046. var error_1 = false;
  75047. _this.video.onplaying = function () {
  75048. _this.video.onplaying = oldHandler_1;
  75049. _this._texture.isReady = true;
  75050. _this._updateInternalTexture();
  75051. if (!error_1) {
  75052. _this.video.pause();
  75053. }
  75054. if (_this.onLoadObservable.hasObservers()) {
  75055. _this.onLoadObservable.notifyObservers(_this);
  75056. }
  75057. };
  75058. var playing = _this.video.play();
  75059. if (playing) {
  75060. playing.then(function () {
  75061. // Everything is good.
  75062. })
  75063. .catch(function () {
  75064. error_1 = true;
  75065. // On Chrome for instance, new policies might prevent playing without user interaction.
  75066. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  75067. _this._onUserActionRequestedObservable.notifyObservers(_this);
  75068. }
  75069. });
  75070. }
  75071. else {
  75072. _this.video.onplaying = oldHandler_1;
  75073. _this._texture.isReady = true;
  75074. _this._updateInternalTexture();
  75075. if (_this.onLoadObservable.hasObservers()) {
  75076. _this.onLoadObservable.notifyObservers(_this);
  75077. }
  75078. }
  75079. }
  75080. else {
  75081. _this._texture.isReady = true;
  75082. _this._updateInternalTexture();
  75083. if (_this.onLoadObservable.hasObservers()) {
  75084. _this.onLoadObservable.notifyObservers(_this);
  75085. }
  75086. }
  75087. };
  75088. _this.reset = function () {
  75089. if (_this._texture == null) {
  75090. return;
  75091. }
  75092. if (!_this._displayingPosterTexture) {
  75093. _this._texture.dispose();
  75094. _this._texture = null;
  75095. }
  75096. };
  75097. _this._updateInternalTexture = function (e) {
  75098. if (_this._texture == null || !_this._texture.isReady) {
  75099. return;
  75100. }
  75101. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  75102. return;
  75103. }
  75104. if (_this._displayingPosterTexture) {
  75105. return;
  75106. }
  75107. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  75108. };
  75109. _this._engine = _this.getScene().getEngine();
  75110. _this._generateMipMaps = generateMipMaps;
  75111. _this._samplingMode = samplingMode;
  75112. _this.autoUpdateTexture = settings.autoUpdateTexture;
  75113. _this.name = name || _this._getName(src);
  75114. _this.video = _this._getVideo(src);
  75115. _this._settings = settings;
  75116. if (settings.poster) {
  75117. _this.video.poster = settings.poster;
  75118. }
  75119. if (settings.autoPlay !== undefined) {
  75120. _this.video.autoplay = settings.autoPlay;
  75121. }
  75122. if (settings.loop !== undefined) {
  75123. _this.video.loop = settings.loop;
  75124. }
  75125. _this.video.setAttribute("playsinline", "");
  75126. _this.video.addEventListener("paused", _this._updateInternalTexture);
  75127. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  75128. _this.video.addEventListener("emptied", _this.reset);
  75129. _this._createInternalTextureOnEvent = (settings.poster && !settings.autoPlay) ? "play" : "canplay";
  75130. _this.video.addEventListener(_this._createInternalTextureOnEvent, _this._createInternalTexture);
  75131. var videoHasEnoughData = (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA);
  75132. if (settings.poster &&
  75133. (!settings.autoPlay || !videoHasEnoughData)) {
  75134. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  75135. _this._displayingPosterTexture = true;
  75136. }
  75137. else if (videoHasEnoughData) {
  75138. _this._createInternalTexture();
  75139. }
  75140. return _this;
  75141. }
  75142. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  75143. /**
  75144. * Event triggerd when a dom action is required by the user to play the video.
  75145. * This happens due to recent changes in browser policies preventing video to auto start.
  75146. */
  75147. get: function () {
  75148. if (!this._onUserActionRequestedObservable) {
  75149. this._onUserActionRequestedObservable = new BABYLON.Observable();
  75150. }
  75151. return this._onUserActionRequestedObservable;
  75152. },
  75153. enumerable: true,
  75154. configurable: true
  75155. });
  75156. VideoTexture.prototype._getName = function (src) {
  75157. if (src instanceof HTMLVideoElement) {
  75158. return src.currentSrc;
  75159. }
  75160. if (typeof src === "object") {
  75161. return src.toString();
  75162. }
  75163. return src;
  75164. };
  75165. VideoTexture.prototype._getVideo = function (src) {
  75166. if (src instanceof HTMLVideoElement) {
  75167. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  75168. return src;
  75169. }
  75170. var video = document.createElement("video");
  75171. if (typeof src === "string") {
  75172. BABYLON.Tools.SetCorsBehavior(src, video);
  75173. video.src = src;
  75174. }
  75175. else {
  75176. BABYLON.Tools.SetCorsBehavior(src[0], video);
  75177. src.forEach(function (url) {
  75178. var source = document.createElement("source");
  75179. source.src = url;
  75180. video.appendChild(source);
  75181. });
  75182. }
  75183. return video;
  75184. };
  75185. /**
  75186. * @hidden Internal method to initiate `update`.
  75187. */
  75188. VideoTexture.prototype._rebuild = function () {
  75189. this.update();
  75190. };
  75191. /**
  75192. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  75193. */
  75194. VideoTexture.prototype.update = function () {
  75195. if (!this.autoUpdateTexture) {
  75196. // Expecting user to call `updateTexture` manually
  75197. return;
  75198. }
  75199. this.updateTexture(true);
  75200. };
  75201. /**
  75202. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  75203. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  75204. */
  75205. VideoTexture.prototype.updateTexture = function (isVisible) {
  75206. if (!isVisible) {
  75207. return;
  75208. }
  75209. if (this.video.paused && this._stillImageCaptured) {
  75210. return;
  75211. }
  75212. this._stillImageCaptured = true;
  75213. this._updateInternalTexture();
  75214. };
  75215. /**
  75216. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  75217. * @param url New url.
  75218. */
  75219. VideoTexture.prototype.updateURL = function (url) {
  75220. this.video.src = url;
  75221. };
  75222. /**
  75223. * Dispose the texture and release its associated resources.
  75224. */
  75225. VideoTexture.prototype.dispose = function () {
  75226. _super.prototype.dispose.call(this);
  75227. if (this._onUserActionRequestedObservable) {
  75228. this._onUserActionRequestedObservable.clear();
  75229. this._onUserActionRequestedObservable = null;
  75230. }
  75231. this.video.removeEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);
  75232. this.video.removeEventListener("paused", this._updateInternalTexture);
  75233. this.video.removeEventListener("seeked", this._updateInternalTexture);
  75234. this.video.removeEventListener("emptied", this.reset);
  75235. this.video.pause();
  75236. };
  75237. /**
  75238. * Creates a video texture straight from your WebCam video feed.
  75239. * @param scene Define the scene the texture should be created in
  75240. * @param onReady Define a callback to triggered once the texture will be ready
  75241. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  75242. */
  75243. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  75244. var video = document.createElement("video");
  75245. video.setAttribute('autoplay', '');
  75246. video.setAttribute('muted', '');
  75247. video.setAttribute('playsinline', '');
  75248. var constraintsDeviceId;
  75249. if (constraints && constraints.deviceId) {
  75250. constraintsDeviceId = {
  75251. exact: constraints.deviceId,
  75252. };
  75253. }
  75254. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  75255. if (navigator.mediaDevices) {
  75256. navigator.mediaDevices.getUserMedia({ video: constraints })
  75257. .then(function (stream) {
  75258. if (video.mozSrcObject !== undefined) {
  75259. // hack for Firefox < 19
  75260. video.mozSrcObject = stream;
  75261. }
  75262. else {
  75263. video.srcObject = stream;
  75264. }
  75265. var onPlaying = function () {
  75266. if (onReady) {
  75267. onReady(new VideoTexture("video", video, scene, true, true));
  75268. }
  75269. video.removeEventListener("playing", onPlaying);
  75270. };
  75271. video.addEventListener("playing", onPlaying);
  75272. video.play();
  75273. })
  75274. .catch(function (err) {
  75275. BABYLON.Tools.Error(err.name);
  75276. });
  75277. }
  75278. else {
  75279. navigator.getUserMedia =
  75280. navigator.getUserMedia ||
  75281. navigator.webkitGetUserMedia ||
  75282. navigator.mozGetUserMedia ||
  75283. navigator.msGetUserMedia;
  75284. if (navigator.getUserMedia) {
  75285. navigator.getUserMedia({
  75286. video: {
  75287. deviceId: constraintsDeviceId,
  75288. width: {
  75289. min: (constraints && constraints.minWidth) || 256,
  75290. max: (constraints && constraints.maxWidth) || 640,
  75291. },
  75292. height: {
  75293. min: (constraints && constraints.minHeight) || 256,
  75294. max: (constraints && constraints.maxHeight) || 480,
  75295. },
  75296. },
  75297. }, function (stream) {
  75298. if (video.mozSrcObject !== undefined) {
  75299. // hack for Firefox < 19
  75300. video.mozSrcObject = stream;
  75301. }
  75302. else {
  75303. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75304. }
  75305. video.play();
  75306. if (onReady) {
  75307. onReady(new VideoTexture("video", video, scene, true, true));
  75308. }
  75309. }, function (e) {
  75310. BABYLON.Tools.Error(e.name);
  75311. });
  75312. }
  75313. }
  75314. };
  75315. return VideoTexture;
  75316. }(BABYLON.Texture));
  75317. BABYLON.VideoTexture = VideoTexture;
  75318. })(BABYLON || (BABYLON = {}));
  75319. //# sourceMappingURL=babylon.videoTexture.js.map
  75320. var BABYLON;
  75321. (function (BABYLON) {
  75322. /**
  75323. * Raw texture can help creating a texture directly from an array of data.
  75324. * This can be super useful if you either get the data from an uncompressed source or
  75325. * if you wish to create your texture pixel by pixel.
  75326. */
  75327. var RawTexture = /** @class */ (function (_super) {
  75328. __extends(RawTexture, _super);
  75329. /**
  75330. * Instantiates a new RawTexture.
  75331. * Raw texture can help creating a texture directly from an array of data.
  75332. * This can be super useful if you either get the data from an uncompressed source or
  75333. * if you wish to create your texture pixel by pixel.
  75334. * @param data define the array of data to use to create the texture
  75335. * @param width define the width of the texture
  75336. * @param height define the height of the texture
  75337. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75338. * @param scene define the scene the texture belongs to
  75339. * @param generateMipMaps define whether mip maps should be generated or not
  75340. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75341. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75342. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75343. */
  75344. function RawTexture(data, width, height,
  75345. /**
  75346. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75347. */
  75348. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75349. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75350. if (invertY === void 0) { invertY = false; }
  75351. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75352. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75353. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75354. _this.format = format;
  75355. _this._engine = scene.getEngine();
  75356. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75357. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75358. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75359. return _this;
  75360. }
  75361. /**
  75362. * Updates the texture underlying data.
  75363. * @param data Define the new data of the texture
  75364. */
  75365. RawTexture.prototype.update = function (data) {
  75366. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75367. };
  75368. /**
  75369. * Creates a luminance texture from some data.
  75370. * @param data Define the texture data
  75371. * @param width Define the width of the texture
  75372. * @param height Define the height of the texture
  75373. * @param scene Define the scene the texture belongs to
  75374. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75375. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75376. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75377. * @returns the luminance texture
  75378. */
  75379. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75380. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75381. if (invertY === void 0) { invertY = false; }
  75382. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75383. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75384. };
  75385. /**
  75386. * Creates a luminance alpha texture from some data.
  75387. * @param data Define the texture data
  75388. * @param width Define the width of the texture
  75389. * @param height Define the height of the texture
  75390. * @param scene Define the scene the texture belongs to
  75391. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75392. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75393. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75394. * @returns the luminance alpha texture
  75395. */
  75396. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75397. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75398. if (invertY === void 0) { invertY = false; }
  75399. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75400. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75401. };
  75402. /**
  75403. * Creates an alpha texture from some data.
  75404. * @param data Define the texture data
  75405. * @param width Define the width of the texture
  75406. * @param height Define the height of the texture
  75407. * @param scene Define the scene the texture belongs to
  75408. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75409. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75410. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75411. * @returns the alpha texture
  75412. */
  75413. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75414. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75415. if (invertY === void 0) { invertY = false; }
  75416. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75417. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75418. };
  75419. /**
  75420. * Creates a RGB texture from some data.
  75421. * @param data Define the texture data
  75422. * @param width Define the width of the texture
  75423. * @param height Define the height of the texture
  75424. * @param scene Define the scene the texture belongs to
  75425. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75426. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75427. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75428. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75429. * @returns the RGB alpha texture
  75430. */
  75431. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75432. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75433. if (invertY === void 0) { invertY = false; }
  75434. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75435. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75436. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75437. };
  75438. /**
  75439. * Creates a RGBA texture from some data.
  75440. * @param data Define the texture data
  75441. * @param width Define the width of the texture
  75442. * @param height Define the height of the texture
  75443. * @param scene Define the scene the texture belongs to
  75444. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75445. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75446. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75447. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75448. * @returns the RGBA texture
  75449. */
  75450. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75451. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75452. if (invertY === void 0) { invertY = false; }
  75453. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75454. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75455. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75456. };
  75457. /**
  75458. * Creates a R texture from some data.
  75459. * @param data Define the texture data
  75460. * @param width Define the width of the texture
  75461. * @param height Define the height of the texture
  75462. * @param scene Define the scene the texture belongs to
  75463. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75464. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75465. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75466. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75467. * @returns the R texture
  75468. */
  75469. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75470. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75471. if (invertY === void 0) { invertY = false; }
  75472. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75473. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75474. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75475. };
  75476. return RawTexture;
  75477. }(BABYLON.Texture));
  75478. BABYLON.RawTexture = RawTexture;
  75479. })(BABYLON || (BABYLON = {}));
  75480. //# sourceMappingURL=babylon.rawTexture.js.map
  75481. var BABYLON;
  75482. (function (BABYLON) {
  75483. /**
  75484. * Class used to store 3D textures containing user data
  75485. */
  75486. var RawTexture3D = /** @class */ (function (_super) {
  75487. __extends(RawTexture3D, _super);
  75488. /**
  75489. * Create a new RawTexture3D
  75490. * @param data defines the data of the texture
  75491. * @param width defines the width of the texture
  75492. * @param height defines the height of the texture
  75493. * @param depth defines the depth of the texture
  75494. * @param format defines the texture format to use
  75495. * @param scene defines the hosting scene
  75496. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75497. * @param invertY defines if texture must be stored with Y axis inverted
  75498. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75499. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75500. */
  75501. function RawTexture3D(data, width, height, depth,
  75502. /** Gets or sets the texture format to use */
  75503. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75504. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75505. if (invertY === void 0) { invertY = false; }
  75506. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75507. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75508. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75509. _this.format = format;
  75510. _this._engine = scene.getEngine();
  75511. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75512. _this.is3D = true;
  75513. return _this;
  75514. }
  75515. /**
  75516. * Update the texture with new data
  75517. * @param data defines the data to store in the texture
  75518. */
  75519. RawTexture3D.prototype.update = function (data) {
  75520. if (!this._texture) {
  75521. return;
  75522. }
  75523. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75524. };
  75525. return RawTexture3D;
  75526. }(BABYLON.Texture));
  75527. BABYLON.RawTexture3D = RawTexture3D;
  75528. })(BABYLON || (BABYLON = {}));
  75529. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75530. var BABYLON;
  75531. (function (BABYLON) {
  75532. /**
  75533. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75534. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75535. */
  75536. var PostProcessManager = /** @class */ (function () {
  75537. /**
  75538. * Creates a new instance PostProcess
  75539. * @param scene The scene that the post process is associated with.
  75540. */
  75541. function PostProcessManager(scene) {
  75542. this._vertexBuffers = {};
  75543. this._scene = scene;
  75544. }
  75545. PostProcessManager.prototype._prepareBuffers = function () {
  75546. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75547. return;
  75548. }
  75549. // VBO
  75550. var vertices = [];
  75551. vertices.push(1, 1);
  75552. vertices.push(-1, 1);
  75553. vertices.push(-1, -1);
  75554. vertices.push(1, -1);
  75555. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75556. this._buildIndexBuffer();
  75557. };
  75558. PostProcessManager.prototype._buildIndexBuffer = function () {
  75559. // Indices
  75560. var indices = [];
  75561. indices.push(0);
  75562. indices.push(1);
  75563. indices.push(2);
  75564. indices.push(0);
  75565. indices.push(2);
  75566. indices.push(3);
  75567. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75568. };
  75569. /**
  75570. * Rebuilds the vertex buffers of the manager.
  75571. * @hidden
  75572. */
  75573. PostProcessManager.prototype._rebuild = function () {
  75574. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75575. if (!vb) {
  75576. return;
  75577. }
  75578. vb._rebuild();
  75579. this._buildIndexBuffer();
  75580. };
  75581. // Methods
  75582. /**
  75583. * Prepares a frame to be run through a post process.
  75584. * @param sourceTexture The input texture to the post procesess. (default: null)
  75585. * @param postProcesses An array of post processes to be run. (default: null)
  75586. * @returns True if the post processes were able to be run.
  75587. * @hidden
  75588. */
  75589. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75590. if (sourceTexture === void 0) { sourceTexture = null; }
  75591. if (postProcesses === void 0) { postProcesses = null; }
  75592. var camera = this._scene.activeCamera;
  75593. if (!camera) {
  75594. return false;
  75595. }
  75596. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75597. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75598. return false;
  75599. }
  75600. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75601. return true;
  75602. };
  75603. /**
  75604. * Manually render a set of post processes to a texture.
  75605. * @param postProcesses An array of post processes to be run.
  75606. * @param targetTexture The target texture to render to.
  75607. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75608. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75609. * @param lodLevel defines which lod of the texture to render to
  75610. */
  75611. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75612. if (targetTexture === void 0) { targetTexture = null; }
  75613. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75614. if (faceIndex === void 0) { faceIndex = 0; }
  75615. if (lodLevel === void 0) { lodLevel = 0; }
  75616. var engine = this._scene.getEngine();
  75617. for (var index = 0; index < postProcesses.length; index++) {
  75618. if (index < postProcesses.length - 1) {
  75619. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75620. }
  75621. else {
  75622. if (targetTexture) {
  75623. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75624. }
  75625. else {
  75626. engine.restoreDefaultFramebuffer();
  75627. }
  75628. }
  75629. var pp = postProcesses[index];
  75630. var effect = pp.apply();
  75631. if (effect) {
  75632. pp.onBeforeRenderObservable.notifyObservers(effect);
  75633. // VBOs
  75634. this._prepareBuffers();
  75635. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75636. // Draw order
  75637. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75638. pp.onAfterRenderObservable.notifyObservers(effect);
  75639. }
  75640. }
  75641. // Restore depth buffer
  75642. engine.setDepthBuffer(true);
  75643. engine.setDepthWrite(true);
  75644. };
  75645. /**
  75646. * Finalize the result of the output of the postprocesses.
  75647. * @param doNotPresent If true the result will not be displayed to the screen.
  75648. * @param targetTexture The target texture to render to.
  75649. * @param faceIndex The index of the face to bind the target texture to.
  75650. * @param postProcesses The array of post processes to render.
  75651. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75652. * @hidden
  75653. */
  75654. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75655. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75656. var camera = this._scene.activeCamera;
  75657. if (!camera) {
  75658. return;
  75659. }
  75660. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75661. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75662. return;
  75663. }
  75664. var engine = this._scene.getEngine();
  75665. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75666. var pp = postProcesses[index];
  75667. if (index < len - 1) {
  75668. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75669. }
  75670. else {
  75671. if (targetTexture) {
  75672. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75673. pp._outputTexture = targetTexture;
  75674. }
  75675. else {
  75676. engine.restoreDefaultFramebuffer();
  75677. pp._outputTexture = null;
  75678. }
  75679. }
  75680. if (doNotPresent) {
  75681. break;
  75682. }
  75683. var effect = pp.apply();
  75684. if (effect) {
  75685. pp.onBeforeRenderObservable.notifyObservers(effect);
  75686. // VBOs
  75687. this._prepareBuffers();
  75688. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75689. // Draw order
  75690. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75691. pp.onAfterRenderObservable.notifyObservers(effect);
  75692. }
  75693. }
  75694. // Restore states
  75695. engine.setDepthBuffer(true);
  75696. engine.setDepthWrite(true);
  75697. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75698. };
  75699. /**
  75700. * Disposes of the post process manager.
  75701. */
  75702. PostProcessManager.prototype.dispose = function () {
  75703. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75704. if (buffer) {
  75705. buffer.dispose();
  75706. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75707. }
  75708. if (this._indexBuffer) {
  75709. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75710. this._indexBuffer = null;
  75711. }
  75712. };
  75713. return PostProcessManager;
  75714. }());
  75715. BABYLON.PostProcessManager = PostProcessManager;
  75716. })(BABYLON || (BABYLON = {}));
  75717. //# sourceMappingURL=babylon.postProcessManager.js.map
  75718. var BABYLON;
  75719. (function (BABYLON) {
  75720. /**
  75721. * PostProcess can be used to apply a shader to a texture after it has been rendered
  75722. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75723. */
  75724. var PostProcess = /** @class */ (function () {
  75725. /**
  75726. * Creates a new instance PostProcess
  75727. * @param name The name of the PostProcess.
  75728. * @param fragmentUrl The url of the fragment shader to be used.
  75729. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  75730. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  75731. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  75732. * @param camera The camera to apply the render pass to.
  75733. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75734. * @param engine The engine which the post process will be applied. (default: current engine)
  75735. * @param reusable If the post process can be reused on the same frame. (default: false)
  75736. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75737. * @param textureType Type of textures used when performing the post process. (default: 0)
  75738. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75739. * @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
  75740. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75741. */
  75742. function PostProcess(
  75743. /** Name of the PostProcess. */
  75744. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  75745. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  75746. if (defines === void 0) { defines = null; }
  75747. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75748. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  75749. if (blockCompilation === void 0) { blockCompilation = false; }
  75750. this.name = name;
  75751. /**
  75752. * Width of the texture to apply the post process on
  75753. */
  75754. this.width = -1;
  75755. /**
  75756. * Height of the texture to apply the post process on
  75757. */
  75758. this.height = -1;
  75759. /**
  75760. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  75761. * @hidden
  75762. */
  75763. this._outputTexture = null;
  75764. /**
  75765. * If the buffer needs to be cleared before applying the post process. (default: true)
  75766. * Should be set to false if shader will overwrite all previous pixels.
  75767. */
  75768. this.autoClear = true;
  75769. /**
  75770. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  75771. */
  75772. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  75773. /**
  75774. * Animations to be used for the post processing
  75775. */
  75776. this.animations = new Array();
  75777. /**
  75778. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  75779. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  75780. */
  75781. this.enablePixelPerfectMode = false;
  75782. /**
  75783. * Force the postprocess to be applied without taking in account viewport
  75784. */
  75785. this.forceFullscreenViewport = true;
  75786. /**
  75787. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  75788. *
  75789. * | Value | Type | Description |
  75790. * | ----- | ----------------------------------- | ----------- |
  75791. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  75792. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  75793. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  75794. *
  75795. */
  75796. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  75797. /**
  75798. * Force textures to be a power of two (default: false)
  75799. */
  75800. this.alwaysForcePOT = false;
  75801. this._samples = 1;
  75802. /**
  75803. * Modify the scale of the post process to be the same as the viewport (default: false)
  75804. */
  75805. this.adaptScaleToCurrentViewport = false;
  75806. this._reusable = false;
  75807. /**
  75808. * Smart array of input and output textures for the post process.
  75809. * @hidden
  75810. */
  75811. this._textures = new BABYLON.SmartArray(2);
  75812. /**
  75813. * The index in _textures that corresponds to the output texture.
  75814. * @hidden
  75815. */
  75816. this._currentRenderTextureInd = 0;
  75817. this._scaleRatio = new BABYLON.Vector2(1, 1);
  75818. this._texelSize = BABYLON.Vector2.Zero();
  75819. // Events
  75820. /**
  75821. * An event triggered when the postprocess is activated.
  75822. */
  75823. this.onActivateObservable = new BABYLON.Observable();
  75824. /**
  75825. * An event triggered when the postprocess changes its size.
  75826. */
  75827. this.onSizeChangedObservable = new BABYLON.Observable();
  75828. /**
  75829. * An event triggered when the postprocess applies its effect.
  75830. */
  75831. this.onApplyObservable = new BABYLON.Observable();
  75832. /**
  75833. * An event triggered before rendering the postprocess
  75834. */
  75835. this.onBeforeRenderObservable = new BABYLON.Observable();
  75836. /**
  75837. * An event triggered after rendering the postprocess
  75838. */
  75839. this.onAfterRenderObservable = new BABYLON.Observable();
  75840. if (camera != null) {
  75841. this._camera = camera;
  75842. this._scene = camera.getScene();
  75843. camera.attachPostProcess(this);
  75844. this._engine = this._scene.getEngine();
  75845. this._scene.postProcesses.push(this);
  75846. }
  75847. else if (engine) {
  75848. this._engine = engine;
  75849. this._engine.postProcesses.push(this);
  75850. }
  75851. this._options = options;
  75852. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  75853. this._reusable = reusable || false;
  75854. this._textureType = textureType;
  75855. this._samplers = samplers || [];
  75856. this._samplers.push("textureSampler");
  75857. this._fragmentUrl = fragmentUrl;
  75858. this._vertexUrl = vertexUrl;
  75859. this._parameters = parameters || [];
  75860. this._parameters.push("scale");
  75861. this._indexParameters = indexParameters;
  75862. if (!blockCompilation) {
  75863. this.updateEffect(defines);
  75864. }
  75865. }
  75866. Object.defineProperty(PostProcess.prototype, "samples", {
  75867. /**
  75868. * Number of sample textures (default: 1)
  75869. */
  75870. get: function () {
  75871. return this._samples;
  75872. },
  75873. set: function (n) {
  75874. var _this = this;
  75875. this._samples = n;
  75876. this._textures.forEach(function (texture) {
  75877. if (texture.samples !== _this._samples) {
  75878. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  75879. }
  75880. });
  75881. },
  75882. enumerable: true,
  75883. configurable: true
  75884. });
  75885. Object.defineProperty(PostProcess.prototype, "onActivate", {
  75886. /**
  75887. * A function that is added to the onActivateObservable
  75888. */
  75889. set: function (callback) {
  75890. if (this._onActivateObserver) {
  75891. this.onActivateObservable.remove(this._onActivateObserver);
  75892. }
  75893. if (callback) {
  75894. this._onActivateObserver = this.onActivateObservable.add(callback);
  75895. }
  75896. },
  75897. enumerable: true,
  75898. configurable: true
  75899. });
  75900. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  75901. /**
  75902. * A function that is added to the onSizeChangedObservable
  75903. */
  75904. set: function (callback) {
  75905. if (this._onSizeChangedObserver) {
  75906. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  75907. }
  75908. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  75909. },
  75910. enumerable: true,
  75911. configurable: true
  75912. });
  75913. Object.defineProperty(PostProcess.prototype, "onApply", {
  75914. /**
  75915. * A function that is added to the onApplyObservable
  75916. */
  75917. set: function (callback) {
  75918. if (this._onApplyObserver) {
  75919. this.onApplyObservable.remove(this._onApplyObserver);
  75920. }
  75921. this._onApplyObserver = this.onApplyObservable.add(callback);
  75922. },
  75923. enumerable: true,
  75924. configurable: true
  75925. });
  75926. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  75927. /**
  75928. * A function that is added to the onBeforeRenderObservable
  75929. */
  75930. set: function (callback) {
  75931. if (this._onBeforeRenderObserver) {
  75932. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  75933. }
  75934. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  75935. },
  75936. enumerable: true,
  75937. configurable: true
  75938. });
  75939. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  75940. /**
  75941. * A function that is added to the onAfterRenderObservable
  75942. */
  75943. set: function (callback) {
  75944. if (this._onAfterRenderObserver) {
  75945. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  75946. }
  75947. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  75948. },
  75949. enumerable: true,
  75950. configurable: true
  75951. });
  75952. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  75953. /**
  75954. * 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
  75955. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  75956. */
  75957. get: function () {
  75958. return this._textures.data[this._currentRenderTextureInd];
  75959. },
  75960. set: function (value) {
  75961. this._forcedOutputTexture = value;
  75962. },
  75963. enumerable: true,
  75964. configurable: true
  75965. });
  75966. /**
  75967. * Gets the camera which post process is applied to.
  75968. * @returns The camera the post process is applied to.
  75969. */
  75970. PostProcess.prototype.getCamera = function () {
  75971. return this._camera;
  75972. };
  75973. Object.defineProperty(PostProcess.prototype, "texelSize", {
  75974. /**
  75975. * Gets the texel size of the postprocess.
  75976. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  75977. */
  75978. get: function () {
  75979. if (this._shareOutputWithPostProcess) {
  75980. return this._shareOutputWithPostProcess.texelSize;
  75981. }
  75982. if (this._forcedOutputTexture) {
  75983. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  75984. }
  75985. return this._texelSize;
  75986. },
  75987. enumerable: true,
  75988. configurable: true
  75989. });
  75990. /**
  75991. * Gets the engine which this post process belongs to.
  75992. * @returns The engine the post process was enabled with.
  75993. */
  75994. PostProcess.prototype.getEngine = function () {
  75995. return this._engine;
  75996. };
  75997. /**
  75998. * The effect that is created when initializing the post process.
  75999. * @returns The created effect corrisponding the the postprocess.
  76000. */
  76001. PostProcess.prototype.getEffect = function () {
  76002. return this._effect;
  76003. };
  76004. /**
  76005. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  76006. * @param postProcess The post process to share the output with.
  76007. * @returns This post process.
  76008. */
  76009. PostProcess.prototype.shareOutputWith = function (postProcess) {
  76010. this._disposeTextures();
  76011. this._shareOutputWithPostProcess = postProcess;
  76012. return this;
  76013. };
  76014. /**
  76015. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  76016. * This should be called if the post process that shares output with this post process is disabled/disposed.
  76017. */
  76018. PostProcess.prototype.useOwnOutput = function () {
  76019. if (this._textures.length == 0) {
  76020. this._textures = new BABYLON.SmartArray(2);
  76021. }
  76022. this._shareOutputWithPostProcess = null;
  76023. };
  76024. /**
  76025. * Updates the effect with the current post process compile time values and recompiles the shader.
  76026. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  76027. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  76028. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  76029. * @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
  76030. * @param onCompiled Called when the shader has been compiled.
  76031. * @param onError Called if there is an error when compiling a shader.
  76032. */
  76033. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  76034. if (defines === void 0) { defines = null; }
  76035. if (uniforms === void 0) { uniforms = null; }
  76036. if (samplers === void 0) { samplers = null; }
  76037. 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);
  76038. };
  76039. /**
  76040. * The post process is reusable if it can be used multiple times within one frame.
  76041. * @returns If the post process is reusable
  76042. */
  76043. PostProcess.prototype.isReusable = function () {
  76044. return this._reusable;
  76045. };
  76046. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  76047. PostProcess.prototype.markTextureDirty = function () {
  76048. this.width = -1;
  76049. };
  76050. /**
  76051. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  76052. * 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.
  76053. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  76054. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  76055. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  76056. * @returns The target texture that was bound to be written to.
  76057. */
  76058. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  76059. var _this = this;
  76060. if (sourceTexture === void 0) { sourceTexture = null; }
  76061. camera = camera || this._camera;
  76062. var scene = camera.getScene();
  76063. var engine = scene.getEngine();
  76064. var maxSize = engine.getCaps().maxTextureSize;
  76065. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  76066. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  76067. // 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
  76068. var webVRCamera = camera.parent;
  76069. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  76070. requiredWidth /= 2;
  76071. }
  76072. var desiredWidth = (this._options.width || requiredWidth);
  76073. var desiredHeight = this._options.height || requiredHeight;
  76074. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  76075. if (this.adaptScaleToCurrentViewport) {
  76076. var currentViewport = engine.currentViewport;
  76077. if (currentViewport) {
  76078. desiredWidth *= currentViewport.width;
  76079. desiredHeight *= currentViewport.height;
  76080. }
  76081. }
  76082. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  76083. if (!this._options.width) {
  76084. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  76085. }
  76086. if (!this._options.height) {
  76087. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  76088. }
  76089. }
  76090. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  76091. if (this._textures.length > 0) {
  76092. for (var i = 0; i < this._textures.length; i++) {
  76093. this._engine._releaseTexture(this._textures.data[i]);
  76094. }
  76095. this._textures.reset();
  76096. }
  76097. this.width = desiredWidth;
  76098. this.height = desiredHeight;
  76099. var textureSize = { width: this.width, height: this.height };
  76100. var textureOptions = {
  76101. generateMipMaps: false,
  76102. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  76103. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  76104. samplingMode: this.renderTargetSamplingMode,
  76105. type: this._textureType
  76106. };
  76107. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76108. if (this._reusable) {
  76109. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76110. }
  76111. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  76112. this.onSizeChangedObservable.notifyObservers(this);
  76113. }
  76114. this._textures.forEach(function (texture) {
  76115. if (texture.samples !== _this.samples) {
  76116. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  76117. }
  76118. });
  76119. }
  76120. var target;
  76121. if (this._shareOutputWithPostProcess) {
  76122. target = this._shareOutputWithPostProcess.inputTexture;
  76123. }
  76124. else if (this._forcedOutputTexture) {
  76125. target = this._forcedOutputTexture;
  76126. this.width = this._forcedOutputTexture.width;
  76127. this.height = this._forcedOutputTexture.height;
  76128. }
  76129. else {
  76130. target = this.inputTexture;
  76131. }
  76132. // Bind the input of this post process to be used as the output of the previous post process.
  76133. if (this.enablePixelPerfectMode) {
  76134. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  76135. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  76136. }
  76137. else {
  76138. this._scaleRatio.copyFromFloats(1, 1);
  76139. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  76140. }
  76141. this.onActivateObservable.notifyObservers(camera);
  76142. // Clear
  76143. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  76144. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  76145. }
  76146. if (this._reusable) {
  76147. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  76148. }
  76149. return target;
  76150. };
  76151. Object.defineProperty(PostProcess.prototype, "isSupported", {
  76152. /**
  76153. * If the post process is supported.
  76154. */
  76155. get: function () {
  76156. return this._effect.isSupported;
  76157. },
  76158. enumerable: true,
  76159. configurable: true
  76160. });
  76161. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  76162. /**
  76163. * The aspect ratio of the output texture.
  76164. */
  76165. get: function () {
  76166. if (this._shareOutputWithPostProcess) {
  76167. return this._shareOutputWithPostProcess.aspectRatio;
  76168. }
  76169. if (this._forcedOutputTexture) {
  76170. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  76171. }
  76172. return this.width / this.height;
  76173. },
  76174. enumerable: true,
  76175. configurable: true
  76176. });
  76177. /**
  76178. * Get a value indicating if the post-process is ready to be used
  76179. * @returns true if the post-process is ready (shader is compiled)
  76180. */
  76181. PostProcess.prototype.isReady = function () {
  76182. return this._effect && this._effect.isReady();
  76183. };
  76184. /**
  76185. * Binds all textures and uniforms to the shader, this will be run on every pass.
  76186. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  76187. */
  76188. PostProcess.prototype.apply = function () {
  76189. // Check
  76190. if (!this._effect || !this._effect.isReady()) {
  76191. return null;
  76192. }
  76193. // States
  76194. this._engine.enableEffect(this._effect);
  76195. this._engine.setState(false);
  76196. this._engine.setDepthBuffer(false);
  76197. this._engine.setDepthWrite(false);
  76198. // Alpha
  76199. this._engine.setAlphaMode(this.alphaMode);
  76200. if (this.alphaConstants) {
  76201. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  76202. }
  76203. // Bind the output texture of the preivous post process as the input to this post process.
  76204. var source;
  76205. if (this._shareOutputWithPostProcess) {
  76206. source = this._shareOutputWithPostProcess.inputTexture;
  76207. }
  76208. else if (this._forcedOutputTexture) {
  76209. source = this._forcedOutputTexture;
  76210. }
  76211. else {
  76212. source = this.inputTexture;
  76213. }
  76214. this._effect._bindTexture("textureSampler", source);
  76215. // Parameters
  76216. this._effect.setVector2("scale", this._scaleRatio);
  76217. this.onApplyObservable.notifyObservers(this._effect);
  76218. return this._effect;
  76219. };
  76220. PostProcess.prototype._disposeTextures = function () {
  76221. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  76222. return;
  76223. }
  76224. if (this._textures.length > 0) {
  76225. for (var i = 0; i < this._textures.length; i++) {
  76226. this._engine._releaseTexture(this._textures.data[i]);
  76227. }
  76228. }
  76229. this._textures.dispose();
  76230. };
  76231. /**
  76232. * Disposes the post process.
  76233. * @param camera The camera to dispose the post process on.
  76234. */
  76235. PostProcess.prototype.dispose = function (camera) {
  76236. camera = camera || this._camera;
  76237. this._disposeTextures();
  76238. if (this._scene) {
  76239. var index_1 = this._scene.postProcesses.indexOf(this);
  76240. if (index_1 !== -1) {
  76241. this._scene.postProcesses.splice(index_1, 1);
  76242. }
  76243. }
  76244. else {
  76245. var index_2 = this._engine.postProcesses.indexOf(this);
  76246. if (index_2 !== -1) {
  76247. this._engine.postProcesses.splice(index_2, 1);
  76248. }
  76249. }
  76250. if (!camera) {
  76251. return;
  76252. }
  76253. camera.detachPostProcess(this);
  76254. var index = camera._postProcesses.indexOf(this);
  76255. if (index === 0 && camera._postProcesses.length > 0) {
  76256. var firstPostProcess = this._camera._getFirstPostProcess();
  76257. if (firstPostProcess) {
  76258. firstPostProcess.markTextureDirty();
  76259. }
  76260. }
  76261. this.onActivateObservable.clear();
  76262. this.onAfterRenderObservable.clear();
  76263. this.onApplyObservable.clear();
  76264. this.onBeforeRenderObservable.clear();
  76265. this.onSizeChangedObservable.clear();
  76266. };
  76267. return PostProcess;
  76268. }());
  76269. BABYLON.PostProcess = PostProcess;
  76270. })(BABYLON || (BABYLON = {}));
  76271. //# sourceMappingURL=babylon.postProcess.js.map
  76272. var BABYLON;
  76273. (function (BABYLON) {
  76274. /**
  76275. * PassPostProcess which produces an output the same as it's input
  76276. */
  76277. var PassPostProcess = /** @class */ (function (_super) {
  76278. __extends(PassPostProcess, _super);
  76279. /**
  76280. * Creates the PassPostProcess
  76281. * @param name The name of the effect.
  76282. * @param options The required width/height ratio to downsize to before computing the render pass.
  76283. * @param camera The camera to apply the render pass to.
  76284. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76285. * @param engine The engine which the post process will be applied. (default: current engine)
  76286. * @param reusable If the post process can be reused on the same frame. (default: false)
  76287. * @param textureType The type of texture to be used when performing the post processing.
  76288. * @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)
  76289. */
  76290. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76291. if (camera === void 0) { camera = null; }
  76292. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76293. if (blockCompilation === void 0) { blockCompilation = false; }
  76294. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76295. }
  76296. return PassPostProcess;
  76297. }(BABYLON.PostProcess));
  76298. BABYLON.PassPostProcess = PassPostProcess;
  76299. /**
  76300. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  76301. */
  76302. var PassCubePostProcess = /** @class */ (function (_super) {
  76303. __extends(PassCubePostProcess, _super);
  76304. /**
  76305. * Creates the PassCubePostProcess
  76306. * @param name The name of the effect.
  76307. * @param options The required width/height ratio to downsize to before computing the render pass.
  76308. * @param camera The camera to apply the render pass to.
  76309. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76310. * @param engine The engine which the post process will be applied. (default: current engine)
  76311. * @param reusable If the post process can be reused on the same frame. (default: false)
  76312. * @param textureType The type of texture to be used when performing the post processing.
  76313. * @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)
  76314. */
  76315. function PassCubePostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76316. if (camera === void 0) { camera = null; }
  76317. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76318. if (blockCompilation === void 0) { blockCompilation = false; }
  76319. var _this = _super.call(this, name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation) || this;
  76320. _this._face = 0;
  76321. return _this;
  76322. }
  76323. Object.defineProperty(PassCubePostProcess.prototype, "face", {
  76324. /**
  76325. * Gets or sets the cube face to display.
  76326. * * 0 is +X
  76327. * * 1 is -X
  76328. * * 2 is +Y
  76329. * * 3 is -Y
  76330. * * 4 is +Z
  76331. * * 5 is -Z
  76332. */
  76333. get: function () {
  76334. return this._face;
  76335. },
  76336. set: function (value) {
  76337. if (value < 0 || value > 5) {
  76338. return;
  76339. }
  76340. this._face = value;
  76341. switch (this._face) {
  76342. case 0:
  76343. this.updateEffect("#define POSITIVEX");
  76344. break;
  76345. case 1:
  76346. this.updateEffect("#define NEGATIVEX");
  76347. break;
  76348. case 2:
  76349. this.updateEffect("#define POSITIVEY");
  76350. break;
  76351. case 3:
  76352. this.updateEffect("#define NEGATIVEY");
  76353. break;
  76354. case 4:
  76355. this.updateEffect("#define POSITIVEZ");
  76356. break;
  76357. case 5:
  76358. this.updateEffect("#define NEGATIVEZ");
  76359. break;
  76360. }
  76361. },
  76362. enumerable: true,
  76363. configurable: true
  76364. });
  76365. return PassCubePostProcess;
  76366. }(BABYLON.PostProcess));
  76367. BABYLON.PassCubePostProcess = PassCubePostProcess;
  76368. })(BABYLON || (BABYLON = {}));
  76369. //# sourceMappingURL=babylon.passPostProcess.js.map
  76370. var __assign = (this && this.__assign) || function () {
  76371. __assign = Object.assign || function(t) {
  76372. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76373. s = arguments[i];
  76374. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76375. t[p] = s[p];
  76376. }
  76377. return t;
  76378. };
  76379. return __assign.apply(this, arguments);
  76380. };
  76381. var BABYLON;
  76382. (function (BABYLON) {
  76383. /**
  76384. * Default implementation IShadowGenerator.
  76385. * This is the main object responsible of generating shadows in the framework.
  76386. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76387. */
  76388. var ShadowGenerator = /** @class */ (function () {
  76389. /**
  76390. * Creates a ShadowGenerator object.
  76391. * A ShadowGenerator is the required tool to use the shadows.
  76392. * Each light casting shadows needs to use its own ShadowGenerator.
  76393. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  76394. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76395. * @param light The light object generating the shadows.
  76396. * @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.
  76397. */
  76398. function ShadowGenerator(mapSize, light, usefulFloatFirst) {
  76399. this._bias = 0.00005;
  76400. this._normalBias = 0;
  76401. this._blurBoxOffset = 1;
  76402. this._blurScale = 2;
  76403. this._blurKernel = 1;
  76404. this._useKernelBlur = false;
  76405. this._filter = ShadowGenerator.FILTER_NONE;
  76406. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76407. this._contactHardeningLightSizeUVRatio = 0.1;
  76408. this._darkness = 0;
  76409. this._transparencyShadow = false;
  76410. /**
  76411. * Controls the extent to which the shadows fade out at the edge of the frustum
  76412. * Used only by directionals and spots
  76413. */
  76414. this.frustumEdgeFalloff = 0;
  76415. /**
  76416. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76417. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76418. * It might on the other hand introduce peter panning.
  76419. */
  76420. this.forceBackFacesOnly = false;
  76421. this._lightDirection = BABYLON.Vector3.Zero();
  76422. this._viewMatrix = BABYLON.Matrix.Zero();
  76423. this._projectionMatrix = BABYLON.Matrix.Zero();
  76424. this._transformMatrix = BABYLON.Matrix.Zero();
  76425. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76426. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76427. this._currentFaceIndex = 0;
  76428. this._currentFaceIndexCache = 0;
  76429. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76430. this._mapSize = mapSize;
  76431. this._light = light;
  76432. this._scene = light.getScene();
  76433. light._shadowGenerator = this;
  76434. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76435. if (!component) {
  76436. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76437. this._scene._addComponent(component);
  76438. }
  76439. // Texture type fallback from float to int if not supported.
  76440. var caps = this._scene.getEngine().getCaps();
  76441. if (!usefulFloatFirst) {
  76442. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76443. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76444. }
  76445. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76446. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76447. }
  76448. else {
  76449. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76450. }
  76451. }
  76452. else {
  76453. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76454. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76455. }
  76456. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76457. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76458. }
  76459. else {
  76460. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76461. }
  76462. }
  76463. this._initializeGenerator();
  76464. this._applyFilterValues();
  76465. }
  76466. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76467. /**
  76468. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76469. */
  76470. get: function () {
  76471. return this._bias;
  76472. },
  76473. /**
  76474. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76475. */
  76476. set: function (bias) {
  76477. this._bias = bias;
  76478. },
  76479. enumerable: true,
  76480. configurable: true
  76481. });
  76482. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76483. /**
  76484. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76485. */
  76486. get: function () {
  76487. return this._normalBias;
  76488. },
  76489. /**
  76490. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76491. */
  76492. set: function (normalBias) {
  76493. this._normalBias = normalBias;
  76494. },
  76495. enumerable: true,
  76496. configurable: true
  76497. });
  76498. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76499. /**
  76500. * Gets the blur box offset: offset applied during the blur pass.
  76501. * Only useful if useKernelBlur = false
  76502. */
  76503. get: function () {
  76504. return this._blurBoxOffset;
  76505. },
  76506. /**
  76507. * Sets the blur box offset: offset applied during the blur pass.
  76508. * Only useful if useKernelBlur = false
  76509. */
  76510. set: function (value) {
  76511. if (this._blurBoxOffset === value) {
  76512. return;
  76513. }
  76514. this._blurBoxOffset = value;
  76515. this._disposeBlurPostProcesses();
  76516. },
  76517. enumerable: true,
  76518. configurable: true
  76519. });
  76520. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76521. /**
  76522. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76523. * 2 means half of the size.
  76524. */
  76525. get: function () {
  76526. return this._blurScale;
  76527. },
  76528. /**
  76529. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76530. * 2 means half of the size.
  76531. */
  76532. set: function (value) {
  76533. if (this._blurScale === value) {
  76534. return;
  76535. }
  76536. this._blurScale = value;
  76537. this._disposeBlurPostProcesses();
  76538. },
  76539. enumerable: true,
  76540. configurable: true
  76541. });
  76542. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76543. /**
  76544. * Gets the blur kernel: kernel size of the blur pass.
  76545. * Only useful if useKernelBlur = true
  76546. */
  76547. get: function () {
  76548. return this._blurKernel;
  76549. },
  76550. /**
  76551. * Sets the blur kernel: kernel size of the blur pass.
  76552. * Only useful if useKernelBlur = true
  76553. */
  76554. set: function (value) {
  76555. if (this._blurKernel === value) {
  76556. return;
  76557. }
  76558. this._blurKernel = value;
  76559. this._disposeBlurPostProcesses();
  76560. },
  76561. enumerable: true,
  76562. configurable: true
  76563. });
  76564. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76565. /**
  76566. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76567. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76568. */
  76569. get: function () {
  76570. return this._useKernelBlur;
  76571. },
  76572. /**
  76573. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76574. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76575. */
  76576. set: function (value) {
  76577. if (this._useKernelBlur === value) {
  76578. return;
  76579. }
  76580. this._useKernelBlur = value;
  76581. this._disposeBlurPostProcesses();
  76582. },
  76583. enumerable: true,
  76584. configurable: true
  76585. });
  76586. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76587. /**
  76588. * Gets the depth scale used in ESM mode.
  76589. */
  76590. get: function () {
  76591. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76592. },
  76593. /**
  76594. * Sets the depth scale used in ESM mode.
  76595. * This can override the scale stored on the light.
  76596. */
  76597. set: function (value) {
  76598. this._depthScale = value;
  76599. },
  76600. enumerable: true,
  76601. configurable: true
  76602. });
  76603. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76604. /**
  76605. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76606. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76607. */
  76608. get: function () {
  76609. return this._filter;
  76610. },
  76611. /**
  76612. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76613. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76614. */
  76615. set: function (value) {
  76616. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76617. if (this._light.needCube()) {
  76618. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76619. this.useExponentialShadowMap = true;
  76620. return;
  76621. }
  76622. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76623. this.useCloseExponentialShadowMap = true;
  76624. return;
  76625. }
  76626. // PCF on cubemap would also be expensive
  76627. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76628. this.usePoissonSampling = true;
  76629. return;
  76630. }
  76631. }
  76632. // Weblg1 fallback for PCF.
  76633. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76634. if (this._scene.getEngine().webGLVersion === 1) {
  76635. this.usePoissonSampling = true;
  76636. return;
  76637. }
  76638. }
  76639. if (this._filter === value) {
  76640. return;
  76641. }
  76642. this._filter = value;
  76643. this._disposeBlurPostProcesses();
  76644. this._applyFilterValues();
  76645. this._light._markMeshesAsLightDirty();
  76646. },
  76647. enumerable: true,
  76648. configurable: true
  76649. });
  76650. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76651. /**
  76652. * Gets if the current filter is set to Poisson Sampling.
  76653. */
  76654. get: function () {
  76655. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76656. },
  76657. /**
  76658. * Sets the current filter to Poisson Sampling.
  76659. */
  76660. set: function (value) {
  76661. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76662. return;
  76663. }
  76664. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76665. },
  76666. enumerable: true,
  76667. configurable: true
  76668. });
  76669. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76670. /**
  76671. * Gets if the current filter is set to ESM.
  76672. */
  76673. get: function () {
  76674. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76675. },
  76676. /**
  76677. * Sets the current filter is to ESM.
  76678. */
  76679. set: function (value) {
  76680. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76681. return;
  76682. }
  76683. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76684. },
  76685. enumerable: true,
  76686. configurable: true
  76687. });
  76688. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76689. /**
  76690. * Gets if the current filter is set to filtered ESM.
  76691. */
  76692. get: function () {
  76693. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76694. },
  76695. /**
  76696. * Gets if the current filter is set to filtered ESM.
  76697. */
  76698. set: function (value) {
  76699. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76700. return;
  76701. }
  76702. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76703. },
  76704. enumerable: true,
  76705. configurable: true
  76706. });
  76707. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  76708. /**
  76709. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76710. * exponential to prevent steep falloff artifacts).
  76711. */
  76712. get: function () {
  76713. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  76714. },
  76715. /**
  76716. * Sets the current filter to "close ESM" (using the inverse of the
  76717. * exponential to prevent steep falloff artifacts).
  76718. */
  76719. set: function (value) {
  76720. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  76721. return;
  76722. }
  76723. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76724. },
  76725. enumerable: true,
  76726. configurable: true
  76727. });
  76728. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  76729. /**
  76730. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76731. * exponential to prevent steep falloff artifacts).
  76732. */
  76733. get: function () {
  76734. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  76735. },
  76736. /**
  76737. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76738. * exponential to prevent steep falloff artifacts).
  76739. */
  76740. set: function (value) {
  76741. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76742. return;
  76743. }
  76744. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76745. },
  76746. enumerable: true,
  76747. configurable: true
  76748. });
  76749. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  76750. /**
  76751. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  76752. */
  76753. get: function () {
  76754. return this.filter === ShadowGenerator.FILTER_PCF;
  76755. },
  76756. /**
  76757. * Sets the current filter to "PCF" (percentage closer filtering).
  76758. */
  76759. set: function (value) {
  76760. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  76761. return;
  76762. }
  76763. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  76764. },
  76765. enumerable: true,
  76766. configurable: true
  76767. });
  76768. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  76769. /**
  76770. * Gets the PCF or PCSS Quality.
  76771. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76772. */
  76773. get: function () {
  76774. return this._filteringQuality;
  76775. },
  76776. /**
  76777. * Sets the PCF or PCSS Quality.
  76778. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76779. */
  76780. set: function (filteringQuality) {
  76781. this._filteringQuality = filteringQuality;
  76782. },
  76783. enumerable: true,
  76784. configurable: true
  76785. });
  76786. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  76787. /**
  76788. * Gets if the current filter is set to "PCSS" (contact hardening).
  76789. */
  76790. get: function () {
  76791. return this.filter === ShadowGenerator.FILTER_PCSS;
  76792. },
  76793. /**
  76794. * Sets the current filter to "PCSS" (contact hardening).
  76795. */
  76796. set: function (value) {
  76797. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  76798. return;
  76799. }
  76800. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  76801. },
  76802. enumerable: true,
  76803. configurable: true
  76804. });
  76805. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  76806. /**
  76807. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76808. * Using a ratio helps keeping shape stability independently of the map size.
  76809. *
  76810. * It does not account for the light projection as it was having too much
  76811. * instability during the light setup or during light position changes.
  76812. *
  76813. * Only valid if useContactHardeningShadow is true.
  76814. */
  76815. get: function () {
  76816. return this._contactHardeningLightSizeUVRatio;
  76817. },
  76818. /**
  76819. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76820. * Using a ratio helps keeping shape stability independently of the map size.
  76821. *
  76822. * It does not account for the light projection as it was having too much
  76823. * instability during the light setup or during light position changes.
  76824. *
  76825. * Only valid if useContactHardeningShadow is true.
  76826. */
  76827. set: function (contactHardeningLightSizeUVRatio) {
  76828. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  76829. },
  76830. enumerable: true,
  76831. configurable: true
  76832. });
  76833. /**
  76834. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  76835. * 0 means strongest and 1 would means no shadow.
  76836. * @returns the darkness.
  76837. */
  76838. ShadowGenerator.prototype.getDarkness = function () {
  76839. return this._darkness;
  76840. };
  76841. /**
  76842. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  76843. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  76844. * @returns the shadow generator allowing fluent coding.
  76845. */
  76846. ShadowGenerator.prototype.setDarkness = function (darkness) {
  76847. if (darkness >= 1.0) {
  76848. this._darkness = 1.0;
  76849. }
  76850. else if (darkness <= 0.0) {
  76851. this._darkness = 0.0;
  76852. }
  76853. else {
  76854. this._darkness = darkness;
  76855. }
  76856. return this;
  76857. };
  76858. /**
  76859. * Sets the ability to have transparent shadow (boolean).
  76860. * @param transparent True if transparent else False
  76861. * @returns the shadow generator allowing fluent coding
  76862. */
  76863. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  76864. this._transparencyShadow = transparent;
  76865. return this;
  76866. };
  76867. /**
  76868. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76869. * @returns The render target texture if present otherwise, null
  76870. */
  76871. ShadowGenerator.prototype.getShadowMap = function () {
  76872. return this._shadowMap;
  76873. };
  76874. /**
  76875. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76876. * @returns The render target texture if the shadow map is present otherwise, null
  76877. */
  76878. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  76879. if (this._shadowMap2) {
  76880. return this._shadowMap2;
  76881. }
  76882. return this._shadowMap;
  76883. };
  76884. /**
  76885. * Helper function to add a mesh and its descendants to the list of shadow casters.
  76886. * @param mesh Mesh to add
  76887. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  76888. * @returns the Shadow Generator itself
  76889. */
  76890. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  76891. if (includeDescendants === void 0) { includeDescendants = true; }
  76892. var _a;
  76893. if (!this._shadowMap) {
  76894. return this;
  76895. }
  76896. if (!this._shadowMap.renderList) {
  76897. this._shadowMap.renderList = [];
  76898. }
  76899. this._shadowMap.renderList.push(mesh);
  76900. if (includeDescendants) {
  76901. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  76902. }
  76903. return this;
  76904. };
  76905. /**
  76906. * Helper function to remove a mesh and its descendants from the list of shadow casters
  76907. * @param mesh Mesh to remove
  76908. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  76909. * @returns the Shadow Generator itself
  76910. */
  76911. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  76912. if (includeDescendants === void 0) { includeDescendants = true; }
  76913. if (!this._shadowMap || !this._shadowMap.renderList) {
  76914. return this;
  76915. }
  76916. var index = this._shadowMap.renderList.indexOf(mesh);
  76917. if (index !== -1) {
  76918. this._shadowMap.renderList.splice(index, 1);
  76919. }
  76920. if (includeDescendants) {
  76921. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  76922. var child = _a[_i];
  76923. this.removeShadowCaster(child);
  76924. }
  76925. }
  76926. return this;
  76927. };
  76928. /**
  76929. * Returns the associated light object.
  76930. * @returns the light generating the shadow
  76931. */
  76932. ShadowGenerator.prototype.getLight = function () {
  76933. return this._light;
  76934. };
  76935. ShadowGenerator.prototype._initializeGenerator = function () {
  76936. this._light._markMeshesAsLightDirty();
  76937. this._initializeShadowMap();
  76938. };
  76939. ShadowGenerator.prototype._initializeShadowMap = function () {
  76940. var _this = this;
  76941. // Render target
  76942. var engine = this._scene.getEngine();
  76943. if (engine.webGLVersion > 1) {
  76944. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  76945. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  76946. }
  76947. else {
  76948. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  76949. }
  76950. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76951. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76952. this._shadowMap.anisotropicFilteringLevel = 1;
  76953. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76954. this._shadowMap.renderParticles = false;
  76955. this._shadowMap.ignoreCameraViewport = true;
  76956. // Record Face Index before render.
  76957. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  76958. _this._currentFaceIndex = faceIndex;
  76959. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76960. engine.setColorWrite(false);
  76961. }
  76962. });
  76963. // Custom render function.
  76964. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  76965. // Blur if required afer render.
  76966. this._shadowMap.onAfterUnbindObservable.add(function () {
  76967. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76968. engine.setColorWrite(true);
  76969. }
  76970. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  76971. return;
  76972. }
  76973. var shadowMap = _this.getShadowMapForRendering();
  76974. if (shadowMap) {
  76975. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  76976. }
  76977. });
  76978. // Clear according to the chosen filter.
  76979. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  76980. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  76981. this._shadowMap.onClearObservable.add(function (engine) {
  76982. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76983. engine.clear(clearOne, false, true, false);
  76984. }
  76985. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  76986. engine.clear(clearZero, true, true, false);
  76987. }
  76988. else {
  76989. engine.clear(clearOne, true, true, false);
  76990. }
  76991. });
  76992. };
  76993. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  76994. var _this = this;
  76995. var engine = this._scene.getEngine();
  76996. var targetSize = this._mapSize / this.blurScale;
  76997. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  76998. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  76999. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77000. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77001. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77002. }
  77003. if (this.useKernelBlur) {
  77004. 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);
  77005. this._kernelBlurXPostprocess.width = targetSize;
  77006. this._kernelBlurXPostprocess.height = targetSize;
  77007. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  77008. effect.setTexture("textureSampler", _this._shadowMap);
  77009. });
  77010. 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);
  77011. this._kernelBlurXPostprocess.autoClear = false;
  77012. this._kernelBlurYPostprocess.autoClear = false;
  77013. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77014. this._kernelBlurXPostprocess.packedFloat = true;
  77015. this._kernelBlurYPostprocess.packedFloat = true;
  77016. }
  77017. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  77018. }
  77019. else {
  77020. 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);
  77021. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  77022. effect.setFloat2("screenSize", targetSize, targetSize);
  77023. effect.setTexture("textureSampler", _this._shadowMap);
  77024. });
  77025. this._boxBlurPostprocess.autoClear = false;
  77026. this._blurPostProcesses = [this._boxBlurPostprocess];
  77027. }
  77028. };
  77029. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  77030. var index;
  77031. var engine = this._scene.getEngine();
  77032. if (depthOnlySubMeshes.length) {
  77033. engine.setColorWrite(false);
  77034. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  77035. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  77036. }
  77037. engine.setColorWrite(true);
  77038. }
  77039. for (index = 0; index < opaqueSubMeshes.length; index++) {
  77040. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  77041. }
  77042. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  77043. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  77044. }
  77045. if (this._transparencyShadow) {
  77046. for (index = 0; index < transparentSubMeshes.length; index++) {
  77047. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  77048. }
  77049. }
  77050. };
  77051. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  77052. var _this = this;
  77053. var mesh = subMesh.getRenderingMesh();
  77054. var scene = this._scene;
  77055. var engine = scene.getEngine();
  77056. var material = subMesh.getMaterial();
  77057. if (!material || subMesh.verticesCount === 0) {
  77058. return;
  77059. }
  77060. // Culling
  77061. engine.setState(material.backFaceCulling);
  77062. // Managing instances
  77063. var batch = mesh._getInstancesRenderList(subMesh._id);
  77064. if (batch.mustReturn) {
  77065. return;
  77066. }
  77067. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  77068. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  77069. engine.enableEffect(this._effect);
  77070. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  77071. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  77072. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  77073. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77074. this._effect.setVector3("lightData", this._cachedDirection);
  77075. }
  77076. else {
  77077. this._effect.setVector3("lightData", this._cachedPosition);
  77078. }
  77079. if (scene.activeCamera) {
  77080. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  77081. }
  77082. // Alpha test
  77083. if (material && material.needAlphaTesting()) {
  77084. var alphaTexture = material.getAlphaTestTexture();
  77085. if (alphaTexture) {
  77086. this._effect.setTexture("diffuseSampler", alphaTexture);
  77087. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  77088. }
  77089. }
  77090. // Bones
  77091. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77092. var skeleton = mesh.skeleton;
  77093. if (skeleton.isUsingTextureForMatrices) {
  77094. var boneTexture = skeleton.getTransformMatrixTexture();
  77095. if (!boneTexture) {
  77096. return;
  77097. }
  77098. this._effect.setTexture("boneSampler", boneTexture);
  77099. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  77100. }
  77101. else {
  77102. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  77103. }
  77104. }
  77105. // Morph targets
  77106. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  77107. if (this.forceBackFacesOnly) {
  77108. engine.setState(true, 0, false, true);
  77109. }
  77110. // Draw
  77111. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  77112. if (this.forceBackFacesOnly) {
  77113. engine.setState(true, 0, false, false);
  77114. }
  77115. }
  77116. else {
  77117. // Need to reset refresh rate of the shadowMap
  77118. if (this._shadowMap) {
  77119. this._shadowMap.resetRefreshCounter();
  77120. }
  77121. }
  77122. };
  77123. ShadowGenerator.prototype._applyFilterValues = function () {
  77124. if (!this._shadowMap) {
  77125. return;
  77126. }
  77127. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  77128. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  77129. }
  77130. else {
  77131. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77132. }
  77133. };
  77134. /**
  77135. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77136. * @param onCompiled Callback triggered at the and of the effects compilation
  77137. * @param options Sets of optional options forcing the compilation with different modes
  77138. */
  77139. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  77140. var _this = this;
  77141. var localOptions = __assign({ useInstances: false }, options);
  77142. var shadowMap = this.getShadowMap();
  77143. if (!shadowMap) {
  77144. if (onCompiled) {
  77145. onCompiled(this);
  77146. }
  77147. return;
  77148. }
  77149. var renderList = shadowMap.renderList;
  77150. if (!renderList) {
  77151. if (onCompiled) {
  77152. onCompiled(this);
  77153. }
  77154. return;
  77155. }
  77156. var subMeshes = new Array();
  77157. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  77158. var mesh = renderList_1[_i];
  77159. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  77160. }
  77161. if (subMeshes.length === 0) {
  77162. if (onCompiled) {
  77163. onCompiled(this);
  77164. }
  77165. return;
  77166. }
  77167. var currentIndex = 0;
  77168. var checkReady = function () {
  77169. if (!_this._scene || !_this._scene.getEngine()) {
  77170. return;
  77171. }
  77172. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  77173. currentIndex++;
  77174. if (currentIndex >= subMeshes.length) {
  77175. if (onCompiled) {
  77176. onCompiled(_this);
  77177. }
  77178. return;
  77179. }
  77180. }
  77181. setTimeout(checkReady, 16);
  77182. };
  77183. checkReady();
  77184. };
  77185. /**
  77186. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77187. * @param options Sets of optional options forcing the compilation with different modes
  77188. * @returns A promise that resolves when the compilation completes
  77189. */
  77190. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  77191. var _this = this;
  77192. return new Promise(function (resolve) {
  77193. _this.forceCompilation(function () {
  77194. resolve();
  77195. }, options);
  77196. });
  77197. };
  77198. /**
  77199. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77200. * @param subMesh The submesh we want to render in the shadow map
  77201. * @param useInstances Defines wether will draw in the map using instances
  77202. * @returns true if ready otherwise, false
  77203. */
  77204. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  77205. var defines = [];
  77206. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77207. defines.push("#define FLOAT");
  77208. }
  77209. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77210. defines.push("#define ESM");
  77211. }
  77212. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  77213. defines.push("#define DEPTHTEXTURE");
  77214. }
  77215. var attribs = [BABYLON.VertexBuffer.PositionKind];
  77216. var mesh = subMesh.getMesh();
  77217. var material = subMesh.getMaterial();
  77218. // Normal bias.
  77219. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  77220. attribs.push(BABYLON.VertexBuffer.NormalKind);
  77221. defines.push("#define NORMAL");
  77222. if (mesh.nonUniformScaling) {
  77223. defines.push("#define NONUNIFORMSCALING");
  77224. }
  77225. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77226. defines.push("#define DIRECTIONINLIGHTDATA");
  77227. }
  77228. }
  77229. // Alpha test
  77230. if (material && material.needAlphaTesting()) {
  77231. var alphaTexture = material.getAlphaTestTexture();
  77232. if (alphaTexture) {
  77233. defines.push("#define ALPHATEST");
  77234. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  77235. attribs.push(BABYLON.VertexBuffer.UVKind);
  77236. defines.push("#define UV1");
  77237. }
  77238. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  77239. if (alphaTexture.coordinatesIndex === 1) {
  77240. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  77241. defines.push("#define UV2");
  77242. }
  77243. }
  77244. }
  77245. }
  77246. // Bones
  77247. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77248. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  77249. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  77250. if (mesh.numBoneInfluencers > 4) {
  77251. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  77252. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  77253. }
  77254. var skeleton = mesh.skeleton;
  77255. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  77256. if (skeleton.isUsingTextureForMatrices) {
  77257. defines.push("#define BONETEXTURE");
  77258. }
  77259. else {
  77260. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  77261. }
  77262. }
  77263. else {
  77264. defines.push("#define NUM_BONE_INFLUENCERS 0");
  77265. }
  77266. // Morph targets
  77267. var manager = mesh.morphTargetManager;
  77268. var morphInfluencers = 0;
  77269. if (manager) {
  77270. if (manager.numInfluencers > 0) {
  77271. defines.push("#define MORPHTARGETS");
  77272. morphInfluencers = manager.numInfluencers;
  77273. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  77274. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  77275. }
  77276. }
  77277. // Instances
  77278. if (useInstances) {
  77279. defines.push("#define INSTANCES");
  77280. attribs.push("world0");
  77281. attribs.push("world1");
  77282. attribs.push("world2");
  77283. attribs.push("world3");
  77284. }
  77285. // Get correct effect
  77286. var join = defines.join("\n");
  77287. if (this._cachedDefines !== join) {
  77288. this._cachedDefines = join;
  77289. 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 });
  77290. }
  77291. if (!this._effect.isReady()) {
  77292. return false;
  77293. }
  77294. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77295. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  77296. this._initializeBlurRTTAndPostProcesses();
  77297. }
  77298. }
  77299. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  77300. return false;
  77301. }
  77302. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  77303. return false;
  77304. }
  77305. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  77306. return false;
  77307. }
  77308. return true;
  77309. };
  77310. /**
  77311. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77312. * @param defines Defines of the material we want to update
  77313. * @param lightIndex Index of the light in the enabled light list of the material
  77314. */
  77315. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  77316. var scene = this._scene;
  77317. var light = this._light;
  77318. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77319. return;
  77320. }
  77321. defines["SHADOW" + lightIndex] = true;
  77322. if (this.useContactHardeningShadow) {
  77323. defines["SHADOWPCSS" + lightIndex] = true;
  77324. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77325. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77326. }
  77327. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77328. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77329. }
  77330. // else default to high.
  77331. }
  77332. if (this.usePercentageCloserFiltering) {
  77333. defines["SHADOWPCF" + lightIndex] = true;
  77334. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77335. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77336. }
  77337. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77338. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77339. }
  77340. // else default to high.
  77341. }
  77342. else if (this.usePoissonSampling) {
  77343. defines["SHADOWPOISSON" + lightIndex] = true;
  77344. }
  77345. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77346. defines["SHADOWESM" + lightIndex] = true;
  77347. }
  77348. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77349. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77350. }
  77351. if (light.needCube()) {
  77352. defines["SHADOWCUBE" + lightIndex] = true;
  77353. }
  77354. };
  77355. /**
  77356. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77357. * defined in the generator but impacting the effect).
  77358. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77359. * @param effect The effect we are binfing the information for
  77360. */
  77361. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77362. var light = this._light;
  77363. var scene = this._scene;
  77364. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77365. return;
  77366. }
  77367. var camera = scene.activeCamera;
  77368. if (!camera) {
  77369. return;
  77370. }
  77371. var shadowMap = this.getShadowMap();
  77372. if (!shadowMap) {
  77373. return;
  77374. }
  77375. if (!light.needCube()) {
  77376. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77377. }
  77378. // Only PCF uses depth stencil texture.
  77379. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77380. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77381. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77382. }
  77383. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77384. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77385. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77386. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77387. }
  77388. else {
  77389. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77390. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77391. }
  77392. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77393. };
  77394. /**
  77395. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77396. * (eq to shadow prjection matrix * light transform matrix)
  77397. * @returns The transform matrix used to create the shadow map
  77398. */
  77399. ShadowGenerator.prototype.getTransformMatrix = function () {
  77400. var scene = this._scene;
  77401. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77402. return this._transformMatrix;
  77403. }
  77404. this._currentRenderID = scene.getRenderId();
  77405. this._currentFaceIndexCache = this._currentFaceIndex;
  77406. var lightPosition = this._light.position;
  77407. if (this._light.computeTransformedInformation()) {
  77408. lightPosition = this._light.transformedPosition;
  77409. }
  77410. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77411. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77412. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77413. }
  77414. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77415. this._cachedPosition.copyFrom(lightPosition);
  77416. this._cachedDirection.copyFrom(this._lightDirection);
  77417. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77418. var shadowMap = this.getShadowMap();
  77419. if (shadowMap) {
  77420. var renderList = shadowMap.renderList;
  77421. if (renderList) {
  77422. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77423. }
  77424. }
  77425. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77426. }
  77427. return this._transformMatrix;
  77428. };
  77429. /**
  77430. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77431. * Cube and 2D textures for instance.
  77432. */
  77433. ShadowGenerator.prototype.recreateShadowMap = function () {
  77434. var shadowMap = this._shadowMap;
  77435. if (!shadowMap) {
  77436. return;
  77437. }
  77438. // Track render list.
  77439. var renderList = shadowMap.renderList;
  77440. // Clean up existing data.
  77441. this._disposeRTTandPostProcesses();
  77442. // Reinitializes.
  77443. this._initializeGenerator();
  77444. // Reaffect the filter to ensure a correct fallback if necessary.
  77445. this.filter = this.filter;
  77446. // Reaffect the filter.
  77447. this._applyFilterValues();
  77448. // Reaffect Render List.
  77449. this._shadowMap.renderList = renderList;
  77450. };
  77451. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77452. if (this._shadowMap2) {
  77453. this._shadowMap2.dispose();
  77454. this._shadowMap2 = null;
  77455. }
  77456. if (this._boxBlurPostprocess) {
  77457. this._boxBlurPostprocess.dispose();
  77458. this._boxBlurPostprocess = null;
  77459. }
  77460. if (this._kernelBlurXPostprocess) {
  77461. this._kernelBlurXPostprocess.dispose();
  77462. this._kernelBlurXPostprocess = null;
  77463. }
  77464. if (this._kernelBlurYPostprocess) {
  77465. this._kernelBlurYPostprocess.dispose();
  77466. this._kernelBlurYPostprocess = null;
  77467. }
  77468. this._blurPostProcesses = [];
  77469. };
  77470. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77471. if (this._shadowMap) {
  77472. this._shadowMap.dispose();
  77473. this._shadowMap = null;
  77474. }
  77475. this._disposeBlurPostProcesses();
  77476. };
  77477. /**
  77478. * Disposes the ShadowGenerator.
  77479. * Returns nothing.
  77480. */
  77481. ShadowGenerator.prototype.dispose = function () {
  77482. this._disposeRTTandPostProcesses();
  77483. if (this._light) {
  77484. this._light._shadowGenerator = null;
  77485. this._light._markMeshesAsLightDirty();
  77486. }
  77487. };
  77488. /**
  77489. * Serializes the shadow generator setup to a json object.
  77490. * @returns The serialized JSON object
  77491. */
  77492. ShadowGenerator.prototype.serialize = function () {
  77493. var serializationObject = {};
  77494. var shadowMap = this.getShadowMap();
  77495. if (!shadowMap) {
  77496. return serializationObject;
  77497. }
  77498. serializationObject.lightId = this._light.id;
  77499. serializationObject.mapSize = shadowMap.getRenderSize();
  77500. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77501. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77502. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77503. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77504. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77505. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77506. serializationObject.depthScale = this.depthScale;
  77507. serializationObject.darkness = this.getDarkness();
  77508. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77509. serializationObject.blurKernel = this.blurKernel;
  77510. serializationObject.blurScale = this.blurScale;
  77511. serializationObject.useKernelBlur = this.useKernelBlur;
  77512. serializationObject.transparencyShadow = this._transparencyShadow;
  77513. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77514. serializationObject.bias = this.bias;
  77515. serializationObject.normalBias = this.normalBias;
  77516. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77517. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77518. serializationObject.filteringQuality = this.filteringQuality;
  77519. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77520. serializationObject.renderList = [];
  77521. if (shadowMap.renderList) {
  77522. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77523. var mesh = shadowMap.renderList[meshIndex];
  77524. serializationObject.renderList.push(mesh.id);
  77525. }
  77526. }
  77527. return serializationObject;
  77528. };
  77529. /**
  77530. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77531. * @param parsedShadowGenerator The JSON object to parse
  77532. * @param scene The scene to create the shadow map for
  77533. * @returns The parsed shadow generator
  77534. */
  77535. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77536. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77537. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77538. var shadowMap = shadowGenerator.getShadowMap();
  77539. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77540. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77541. meshes.forEach(function (mesh) {
  77542. if (!shadowMap) {
  77543. return;
  77544. }
  77545. if (!shadowMap.renderList) {
  77546. shadowMap.renderList = [];
  77547. }
  77548. shadowMap.renderList.push(mesh);
  77549. });
  77550. }
  77551. if (parsedShadowGenerator.usePoissonSampling) {
  77552. shadowGenerator.usePoissonSampling = true;
  77553. }
  77554. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77555. shadowGenerator.useExponentialShadowMap = true;
  77556. }
  77557. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77558. shadowGenerator.useBlurExponentialShadowMap = true;
  77559. }
  77560. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77561. shadowGenerator.useCloseExponentialShadowMap = true;
  77562. }
  77563. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77564. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77565. }
  77566. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77567. shadowGenerator.usePercentageCloserFiltering = true;
  77568. }
  77569. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77570. shadowGenerator.useContactHardeningShadow = true;
  77571. }
  77572. if (parsedShadowGenerator.filteringQuality) {
  77573. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77574. }
  77575. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77576. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77577. }
  77578. // Backward compat
  77579. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77580. shadowGenerator.useExponentialShadowMap = true;
  77581. }
  77582. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77583. shadowGenerator.useBlurExponentialShadowMap = true;
  77584. }
  77585. if (parsedShadowGenerator.depthScale) {
  77586. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77587. }
  77588. if (parsedShadowGenerator.blurScale) {
  77589. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77590. }
  77591. if (parsedShadowGenerator.blurBoxOffset) {
  77592. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77593. }
  77594. if (parsedShadowGenerator.useKernelBlur) {
  77595. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77596. }
  77597. if (parsedShadowGenerator.blurKernel) {
  77598. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77599. }
  77600. if (parsedShadowGenerator.bias !== undefined) {
  77601. shadowGenerator.bias = parsedShadowGenerator.bias;
  77602. }
  77603. if (parsedShadowGenerator.normalBias !== undefined) {
  77604. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77605. }
  77606. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77607. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77608. }
  77609. if (parsedShadowGenerator.darkness) {
  77610. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77611. }
  77612. if (parsedShadowGenerator.transparencyShadow) {
  77613. shadowGenerator.setTransparencyShadow(true);
  77614. }
  77615. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77616. return shadowGenerator;
  77617. };
  77618. /**
  77619. * Shadow generator mode None: no filtering applied.
  77620. */
  77621. ShadowGenerator.FILTER_NONE = 0;
  77622. /**
  77623. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77624. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77625. */
  77626. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77627. /**
  77628. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77629. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77630. */
  77631. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77632. /**
  77633. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77634. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77635. */
  77636. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77637. /**
  77638. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77639. * edge artifacts on steep falloff.
  77640. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77641. */
  77642. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77643. /**
  77644. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77645. * edge artifacts on steep falloff.
  77646. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77647. */
  77648. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77649. /**
  77650. * Shadow generator mode PCF: Percentage Closer Filtering
  77651. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77652. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77653. */
  77654. ShadowGenerator.FILTER_PCF = 6;
  77655. /**
  77656. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77657. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77658. * Contact Hardening
  77659. */
  77660. ShadowGenerator.FILTER_PCSS = 7;
  77661. /**
  77662. * Reserved for PCF and PCSS
  77663. * Highest Quality.
  77664. *
  77665. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77666. *
  77667. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77668. */
  77669. ShadowGenerator.QUALITY_HIGH = 0;
  77670. /**
  77671. * Reserved for PCF and PCSS
  77672. * Good tradeoff for quality/perf cross devices
  77673. *
  77674. * Execute PCF on a 3*3 kernel.
  77675. *
  77676. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77677. */
  77678. ShadowGenerator.QUALITY_MEDIUM = 1;
  77679. /**
  77680. * Reserved for PCF and PCSS
  77681. * The lowest quality but the fastest.
  77682. *
  77683. * Execute PCF on a 1*1 kernel.
  77684. *
  77685. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77686. */
  77687. ShadowGenerator.QUALITY_LOW = 2;
  77688. return ShadowGenerator;
  77689. }());
  77690. BABYLON.ShadowGenerator = ShadowGenerator;
  77691. })(BABYLON || (BABYLON = {}));
  77692. //# sourceMappingURL=babylon.shadowGenerator.js.map
  77693. var BABYLON;
  77694. (function (BABYLON) {
  77695. // Adds the parser to the scene parsers.
  77696. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77697. // Shadows
  77698. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77699. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77700. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77701. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77702. // SG would be available on their associated lights
  77703. }
  77704. }
  77705. });
  77706. /**
  77707. * Defines the shadow generator component responsible to manage any shadow generators
  77708. * in a given scene.
  77709. */
  77710. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  77711. /**
  77712. * Creates a new instance of the component for the given scene
  77713. * @param scene Defines the scene to register the component in
  77714. */
  77715. function ShadowGeneratorSceneComponent(scene) {
  77716. /**
  77717. * The component name helpfull to identify the component in the list of scene components.
  77718. */
  77719. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  77720. this.scene = scene;
  77721. }
  77722. /**
  77723. * Registers the component in a given scene
  77724. */
  77725. ShadowGeneratorSceneComponent.prototype.register = function () {
  77726. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  77727. };
  77728. /**
  77729. * Rebuilds the elements related to this component in case of
  77730. * context lost for instance.
  77731. */
  77732. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  77733. // Nothing To Do Here.
  77734. };
  77735. /**
  77736. * Serializes the component data to the specified json object
  77737. * @param serializationObject The object to serialize to
  77738. */
  77739. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  77740. // Shadows
  77741. serializationObject.shadowGenerators = [];
  77742. var lights = this.scene.lights;
  77743. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  77744. var light = lights_1[_i];
  77745. var shadowGenerator = light.getShadowGenerator();
  77746. if (shadowGenerator) {
  77747. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  77748. }
  77749. }
  77750. };
  77751. /**
  77752. * Adds all the element from the container to the scene
  77753. * @param container the container holding the elements
  77754. */
  77755. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  77756. // Nothing To Do Here. (directly attached to a light)
  77757. };
  77758. /**
  77759. * Removes all the elements in the container from the scene
  77760. * @param container contains the elements to remove
  77761. */
  77762. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  77763. // Nothing To Do Here. (directly attached to a light)
  77764. };
  77765. /**
  77766. * Rebuilds the elements related to this component in case of
  77767. * context lost for instance.
  77768. */
  77769. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  77770. // Nothing To Do Here.
  77771. };
  77772. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  77773. // Shadows
  77774. var scene = this.scene;
  77775. if (this.scene.shadowsEnabled) {
  77776. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  77777. var light = scene.lights[lightIndex];
  77778. var shadowGenerator = light.getShadowGenerator();
  77779. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  77780. var shadowMap = (shadowGenerator.getShadowMap());
  77781. if (scene.textures.indexOf(shadowMap) !== -1) {
  77782. renderTargets.push(shadowMap);
  77783. }
  77784. }
  77785. }
  77786. }
  77787. };
  77788. return ShadowGeneratorSceneComponent;
  77789. }());
  77790. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  77791. })(BABYLON || (BABYLON = {}));
  77792. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  77793. var BABYLON;
  77794. (function (BABYLON) {
  77795. /**
  77796. * Class used for the default loading screen
  77797. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  77798. */
  77799. var DefaultLoadingScreen = /** @class */ (function () {
  77800. /**
  77801. * Creates a new default loading screen
  77802. * @param _renderingCanvas defines the canvas used to render the scene
  77803. * @param _loadingText defines the default text to display
  77804. * @param _loadingDivBackgroundColor defines the default background color
  77805. */
  77806. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  77807. if (_loadingText === void 0) { _loadingText = ""; }
  77808. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  77809. var _this = this;
  77810. this._renderingCanvas = _renderingCanvas;
  77811. this._loadingText = _loadingText;
  77812. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  77813. // Resize
  77814. this._resizeLoadingUI = function () {
  77815. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  77816. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  77817. if (!_this._loadingDiv) {
  77818. return;
  77819. }
  77820. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  77821. _this._loadingDiv.style.left = canvasRect.left + "px";
  77822. _this._loadingDiv.style.top = canvasRect.top + "px";
  77823. _this._loadingDiv.style.width = canvasRect.width + "px";
  77824. _this._loadingDiv.style.height = canvasRect.height + "px";
  77825. };
  77826. }
  77827. /**
  77828. * Function called to display the loading screen
  77829. */
  77830. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  77831. if (this._loadingDiv) {
  77832. // Do not add a loading screen if there is already one
  77833. return;
  77834. }
  77835. this._loadingDiv = document.createElement("div");
  77836. this._loadingDiv.id = "babylonjsLoadingDiv";
  77837. this._loadingDiv.style.opacity = "0";
  77838. this._loadingDiv.style.transition = "opacity 1.5s ease";
  77839. this._loadingDiv.style.pointerEvents = "none";
  77840. // Loading text
  77841. this._loadingTextDiv = document.createElement("div");
  77842. this._loadingTextDiv.style.position = "absolute";
  77843. this._loadingTextDiv.style.left = "0";
  77844. this._loadingTextDiv.style.top = "50%";
  77845. this._loadingTextDiv.style.marginTop = "80px";
  77846. this._loadingTextDiv.style.width = "100%";
  77847. this._loadingTextDiv.style.height = "20px";
  77848. this._loadingTextDiv.style.fontFamily = "Arial";
  77849. this._loadingTextDiv.style.fontSize = "14px";
  77850. this._loadingTextDiv.style.color = "white";
  77851. this._loadingTextDiv.style.textAlign = "center";
  77852. this._loadingTextDiv.innerHTML = "Loading";
  77853. this._loadingDiv.appendChild(this._loadingTextDiv);
  77854. //set the predefined text
  77855. this._loadingTextDiv.innerHTML = this._loadingText;
  77856. // Generating keyframes
  77857. var style = document.createElement('style');
  77858. style.type = 'text/css';
  77859. 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 }";
  77860. style.innerHTML = keyFrames;
  77861. document.getElementsByTagName('head')[0].appendChild(style);
  77862. // Loading img
  77863. var imgBack = new Image();
  77864. imgBack.src = "data:image/png;base64,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";
  77865. imgBack.style.position = "absolute";
  77866. imgBack.style.left = "50%";
  77867. imgBack.style.top = "50%";
  77868. imgBack.style.marginLeft = "-60px";
  77869. imgBack.style.marginTop = "-60px";
  77870. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  77871. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  77872. imgBack.style.transformOrigin = "50% 50%";
  77873. imgBack.style.webkitTransformOrigin = "50% 50%";
  77874. this._loadingDiv.appendChild(imgBack);
  77875. this._resizeLoadingUI();
  77876. window.addEventListener("resize", this._resizeLoadingUI);
  77877. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77878. document.body.appendChild(this._loadingDiv);
  77879. this._loadingDiv.style.opacity = "1";
  77880. };
  77881. /**
  77882. * Function called to hide the loading screen
  77883. */
  77884. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  77885. var _this = this;
  77886. if (!this._loadingDiv) {
  77887. return;
  77888. }
  77889. var onTransitionEnd = function () {
  77890. if (!_this._loadingDiv) {
  77891. return;
  77892. }
  77893. if (_this._loadingDiv.parentElement) {
  77894. _this._loadingDiv.parentElement.removeChild(_this._loadingDiv);
  77895. }
  77896. window.removeEventListener("resize", _this._resizeLoadingUI);
  77897. _this._loadingDiv = null;
  77898. };
  77899. this._loadingDiv.style.opacity = "0";
  77900. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  77901. };
  77902. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  77903. get: function () {
  77904. return this._loadingText;
  77905. },
  77906. /**
  77907. * Gets or sets the text to display while loading
  77908. */
  77909. set: function (text) {
  77910. this._loadingText = text;
  77911. if (this._loadingTextDiv) {
  77912. this._loadingTextDiv.innerHTML = this._loadingText;
  77913. }
  77914. },
  77915. enumerable: true,
  77916. configurable: true
  77917. });
  77918. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  77919. /**
  77920. * Gets or sets the color to use for the background
  77921. */
  77922. get: function () {
  77923. return this._loadingDivBackgroundColor;
  77924. },
  77925. set: function (color) {
  77926. this._loadingDivBackgroundColor = color;
  77927. if (!this._loadingDiv) {
  77928. return;
  77929. }
  77930. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77931. },
  77932. enumerable: true,
  77933. configurable: true
  77934. });
  77935. return DefaultLoadingScreen;
  77936. }());
  77937. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  77938. })(BABYLON || (BABYLON = {}));
  77939. //# sourceMappingURL=babylon.loadingScreen.js.map
  77940. var BABYLON;
  77941. (function (BABYLON) {
  77942. /**
  77943. * Class used to represent data loading progression
  77944. */
  77945. var SceneLoaderProgressEvent = /** @class */ (function () {
  77946. /**
  77947. * Create a new progress event
  77948. * @param lengthComputable defines if data length to load can be evaluated
  77949. * @param loaded defines the loaded data length
  77950. * @param total defines the data length to load
  77951. */
  77952. function SceneLoaderProgressEvent(
  77953. /** defines if data length to load can be evaluated */
  77954. lengthComputable,
  77955. /** defines the loaded data length */
  77956. loaded,
  77957. /** defines the data length to load */
  77958. total) {
  77959. this.lengthComputable = lengthComputable;
  77960. this.loaded = loaded;
  77961. this.total = total;
  77962. }
  77963. /**
  77964. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  77965. * @param event defines the source event
  77966. * @returns a new SceneLoaderProgressEvent
  77967. */
  77968. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  77969. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  77970. };
  77971. return SceneLoaderProgressEvent;
  77972. }());
  77973. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  77974. /**
  77975. * Class used to load scene from various file formats using registered plugins
  77976. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  77977. */
  77978. var SceneLoader = /** @class */ (function () {
  77979. function SceneLoader() {
  77980. }
  77981. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  77982. /**
  77983. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  77984. */
  77985. get: function () {
  77986. return SceneLoader._ForceFullSceneLoadingForIncremental;
  77987. },
  77988. set: function (value) {
  77989. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  77990. },
  77991. enumerable: true,
  77992. configurable: true
  77993. });
  77994. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  77995. /**
  77996. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  77997. */
  77998. get: function () {
  77999. return SceneLoader._ShowLoadingScreen;
  78000. },
  78001. set: function (value) {
  78002. SceneLoader._ShowLoadingScreen = value;
  78003. },
  78004. enumerable: true,
  78005. configurable: true
  78006. });
  78007. Object.defineProperty(SceneLoader, "loggingLevel", {
  78008. /**
  78009. * Defines the current logging level (while loading the scene)
  78010. * @ignorenaming
  78011. */
  78012. get: function () {
  78013. return SceneLoader._loggingLevel;
  78014. },
  78015. set: function (value) {
  78016. SceneLoader._loggingLevel = value;
  78017. },
  78018. enumerable: true,
  78019. configurable: true
  78020. });
  78021. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  78022. /**
  78023. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  78024. */
  78025. get: function () {
  78026. return SceneLoader._CleanBoneMatrixWeights;
  78027. },
  78028. set: function (value) {
  78029. SceneLoader._CleanBoneMatrixWeights = value;
  78030. },
  78031. enumerable: true,
  78032. configurable: true
  78033. });
  78034. SceneLoader._getDefaultPlugin = function () {
  78035. return SceneLoader._registeredPlugins[".babylon"];
  78036. };
  78037. SceneLoader._getPluginForExtension = function (extension) {
  78038. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  78039. if (registeredPlugin) {
  78040. return registeredPlugin;
  78041. }
  78042. 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");
  78043. return SceneLoader._getDefaultPlugin();
  78044. };
  78045. SceneLoader._getPluginForDirectLoad = function (data) {
  78046. for (var extension in SceneLoader._registeredPlugins) {
  78047. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  78048. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  78049. return SceneLoader._registeredPlugins[extension];
  78050. }
  78051. }
  78052. return SceneLoader._getDefaultPlugin();
  78053. };
  78054. SceneLoader._getPluginForFilename = function (sceneFilename) {
  78055. var queryStringPosition = sceneFilename.indexOf("?");
  78056. if (queryStringPosition !== -1) {
  78057. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  78058. }
  78059. var dotPosition = sceneFilename.lastIndexOf(".");
  78060. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  78061. return SceneLoader._getPluginForExtension(extension);
  78062. };
  78063. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  78064. SceneLoader._getDirectLoad = function (sceneFilename) {
  78065. if (sceneFilename.substr(0, 5) === "data:") {
  78066. return sceneFilename.substr(5);
  78067. }
  78068. return null;
  78069. };
  78070. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  78071. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  78072. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  78073. var plugin;
  78074. if (registeredPlugin.plugin.createPlugin) {
  78075. plugin = registeredPlugin.plugin.createPlugin();
  78076. }
  78077. else {
  78078. plugin = registeredPlugin.plugin;
  78079. }
  78080. var useArrayBuffer = registeredPlugin.isBinary;
  78081. var offlineProvider;
  78082. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  78083. var dataCallback = function (data, responseURL) {
  78084. if (scene.isDisposed) {
  78085. onError("Scene has been disposed");
  78086. return;
  78087. }
  78088. scene.offlineProvider = offlineProvider;
  78089. onSuccess(plugin, data, responseURL);
  78090. };
  78091. var request = null;
  78092. var pluginDisposed = false;
  78093. var onDisposeObservable = plugin.onDisposeObservable;
  78094. if (onDisposeObservable) {
  78095. onDisposeObservable.add(function () {
  78096. pluginDisposed = true;
  78097. if (request) {
  78098. request.abort();
  78099. request = null;
  78100. }
  78101. onDispose();
  78102. });
  78103. }
  78104. var manifestChecked = function () {
  78105. if (pluginDisposed) {
  78106. return;
  78107. }
  78108. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  78109. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  78110. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  78111. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  78112. });
  78113. };
  78114. if (directLoad) {
  78115. dataCallback(directLoad);
  78116. return plugin;
  78117. }
  78118. var file = BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  78119. if (fileInfo.rootUrl.indexOf("file:") === -1 || (fileInfo.rootUrl.indexOf("file:") !== -1 && !file)) {
  78120. var engine = scene.getEngine();
  78121. var canUseOfflineSupport = engine.enableOfflineSupport;
  78122. if (canUseOfflineSupport) {
  78123. // Also check for exceptions
  78124. var exceptionFound = false;
  78125. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  78126. var regex = _a[_i];
  78127. if (regex.test(fileInfo.url)) {
  78128. exceptionFound = true;
  78129. break;
  78130. }
  78131. }
  78132. canUseOfflineSupport = !exceptionFound;
  78133. }
  78134. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  78135. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  78136. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  78137. }
  78138. else {
  78139. manifestChecked();
  78140. }
  78141. }
  78142. // Loading file from disk via input file or drag'n'drop
  78143. else {
  78144. if (file) {
  78145. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  78146. }
  78147. else {
  78148. onError("Unable to find file named " + fileInfo.name);
  78149. }
  78150. }
  78151. return plugin;
  78152. };
  78153. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  78154. var url;
  78155. var name;
  78156. if (!sceneFilename) {
  78157. url = rootUrl;
  78158. name = BABYLON.Tools.GetFilename(rootUrl);
  78159. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  78160. }
  78161. else {
  78162. if (sceneFilename.substr(0, 1) === "/") {
  78163. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  78164. return null;
  78165. }
  78166. url = rootUrl + sceneFilename;
  78167. name = sceneFilename;
  78168. }
  78169. return {
  78170. url: url,
  78171. rootUrl: rootUrl,
  78172. name: name
  78173. };
  78174. };
  78175. // Public functions
  78176. /**
  78177. * Gets a plugin that can load the given extension
  78178. * @param extension defines the extension to load
  78179. * @returns a plugin or null if none works
  78180. */
  78181. SceneLoader.GetPluginForExtension = function (extension) {
  78182. return SceneLoader._getPluginForExtension(extension).plugin;
  78183. };
  78184. /**
  78185. * Gets a boolean indicating that the given extension can be loaded
  78186. * @param extension defines the extension to load
  78187. * @returns true if the extension is supported
  78188. */
  78189. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  78190. return !!SceneLoader._registeredPlugins[extension];
  78191. };
  78192. /**
  78193. * Adds a new plugin to the list of registered plugins
  78194. * @param plugin defines the plugin to add
  78195. */
  78196. SceneLoader.RegisterPlugin = function (plugin) {
  78197. if (typeof plugin.extensions === "string") {
  78198. var extension = plugin.extensions;
  78199. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78200. plugin: plugin,
  78201. isBinary: false
  78202. };
  78203. }
  78204. else {
  78205. var extensions = plugin.extensions;
  78206. Object.keys(extensions).forEach(function (extension) {
  78207. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78208. plugin: plugin,
  78209. isBinary: extensions[extension].isBinary
  78210. };
  78211. });
  78212. }
  78213. };
  78214. /**
  78215. * Import meshes into a scene
  78216. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78217. * @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)
  78218. * @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)
  78219. * @param scene the instance of BABYLON.Scene to append to
  78220. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  78221. * @param onProgress a callback with a progress event for each file being loaded
  78222. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78223. * @param pluginExtension the extension used to determine the plugin
  78224. * @returns The loaded plugin
  78225. */
  78226. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78227. if (sceneFilename === void 0) { sceneFilename = ""; }
  78228. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78229. if (onSuccess === void 0) { onSuccess = null; }
  78230. if (onProgress === void 0) { onProgress = null; }
  78231. if (onError === void 0) { onError = null; }
  78232. if (pluginExtension === void 0) { pluginExtension = null; }
  78233. if (!scene) {
  78234. BABYLON.Tools.Error("No scene available to import mesh to");
  78235. return null;
  78236. }
  78237. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78238. if (!fileInfo) {
  78239. return null;
  78240. }
  78241. var loadingToken = {};
  78242. scene._addPendingData(loadingToken);
  78243. var disposeHandler = function () {
  78244. scene._removePendingData(loadingToken);
  78245. };
  78246. var errorHandler = function (message, exception) {
  78247. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  78248. if (onError) {
  78249. onError(scene, errorMessage, exception);
  78250. }
  78251. else {
  78252. BABYLON.Tools.Error(errorMessage);
  78253. // should the exception be thrown?
  78254. }
  78255. disposeHandler();
  78256. };
  78257. var progressHandler = onProgress ? function (event) {
  78258. try {
  78259. onProgress(event);
  78260. }
  78261. catch (e) {
  78262. errorHandler("Error in onProgress callback", e);
  78263. }
  78264. } : undefined;
  78265. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  78266. scene.importedMeshesFiles.push(fileInfo.url);
  78267. if (onSuccess) {
  78268. try {
  78269. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  78270. }
  78271. catch (e) {
  78272. errorHandler("Error in onSuccess callback", e);
  78273. }
  78274. }
  78275. scene._removePendingData(loadingToken);
  78276. };
  78277. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78278. if (plugin.rewriteRootURL) {
  78279. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  78280. }
  78281. if (plugin.importMesh) {
  78282. var syncedPlugin = plugin;
  78283. var meshes = new Array();
  78284. var particleSystems = new Array();
  78285. var skeletons = new Array();
  78286. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  78287. return;
  78288. }
  78289. scene.loadingPluginName = plugin.name;
  78290. successHandler(meshes, particleSystems, skeletons, []);
  78291. }
  78292. else {
  78293. var asyncedPlugin = plugin;
  78294. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  78295. scene.loadingPluginName = plugin.name;
  78296. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  78297. }).catch(function (error) {
  78298. errorHandler(error.message, error);
  78299. });
  78300. }
  78301. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78302. };
  78303. /**
  78304. * Import meshes into a scene
  78305. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78306. * @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)
  78307. * @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)
  78308. * @param scene the instance of BABYLON.Scene to append to
  78309. * @param onProgress a callback with a progress event for each file being loaded
  78310. * @param pluginExtension the extension used to determine the plugin
  78311. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  78312. */
  78313. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78314. if (sceneFilename === void 0) { sceneFilename = ""; }
  78315. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78316. if (onProgress === void 0) { onProgress = null; }
  78317. if (pluginExtension === void 0) { pluginExtension = null; }
  78318. return new Promise(function (resolve, reject) {
  78319. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  78320. resolve({
  78321. meshes: meshes,
  78322. particleSystems: particleSystems,
  78323. skeletons: skeletons,
  78324. animationGroups: animationGroups
  78325. });
  78326. }, onProgress, function (scene, message, exception) {
  78327. reject(exception || new Error(message));
  78328. }, pluginExtension);
  78329. });
  78330. };
  78331. /**
  78332. * Load a scene
  78333. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78334. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  78335. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78336. * @param onSuccess a callback with the scene when import succeeds
  78337. * @param onProgress a callback with a progress event for each file being loaded
  78338. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78339. * @param pluginExtension the extension used to determine the plugin
  78340. * @returns The loaded plugin
  78341. */
  78342. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  78343. if (onSuccess === void 0) { onSuccess = null; }
  78344. if (onProgress === void 0) { onProgress = null; }
  78345. if (onError === void 0) { onError = null; }
  78346. if (pluginExtension === void 0) { pluginExtension = null; }
  78347. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  78348. };
  78349. /**
  78350. * Load a scene
  78351. * @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)
  78352. * @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)
  78353. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78354. * @param onProgress a callback with a progress event for each file being loaded
  78355. * @param pluginExtension the extension used to determine the plugin
  78356. * @returns The loaded scene
  78357. */
  78358. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78359. if (onProgress === void 0) { onProgress = null; }
  78360. if (pluginExtension === void 0) { pluginExtension = null; }
  78361. return new Promise(function (resolve, reject) {
  78362. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78363. resolve(scene);
  78364. }, onProgress, function (scene, message, exception) {
  78365. reject(exception || new Error(message));
  78366. }, pluginExtension);
  78367. });
  78368. };
  78369. /**
  78370. * Append a scene
  78371. * @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)
  78372. * @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)
  78373. * @param scene is the instance of BABYLON.Scene to append to
  78374. * @param onSuccess a callback with the scene when import succeeds
  78375. * @param onProgress a callback with a progress event for each file being loaded
  78376. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78377. * @param pluginExtension the extension used to determine the plugin
  78378. * @returns The loaded plugin
  78379. */
  78380. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78381. if (sceneFilename === void 0) { sceneFilename = ""; }
  78382. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78383. if (onSuccess === void 0) { onSuccess = null; }
  78384. if (onProgress === void 0) { onProgress = null; }
  78385. if (onError === void 0) { onError = null; }
  78386. if (pluginExtension === void 0) { pluginExtension = null; }
  78387. if (!scene) {
  78388. BABYLON.Tools.Error("No scene available to append to");
  78389. return null;
  78390. }
  78391. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78392. if (!fileInfo) {
  78393. return null;
  78394. }
  78395. if (SceneLoader.ShowLoadingScreen) {
  78396. scene.getEngine().displayLoadingUI();
  78397. }
  78398. var loadingToken = {};
  78399. scene._addPendingData(loadingToken);
  78400. var disposeHandler = function () {
  78401. scene._removePendingData(loadingToken);
  78402. scene.getEngine().hideLoadingUI();
  78403. };
  78404. var errorHandler = function (message, exception) {
  78405. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78406. if (onError) {
  78407. onError(scene, errorMessage, exception);
  78408. }
  78409. else {
  78410. BABYLON.Tools.Error(errorMessage);
  78411. // should the exception be thrown?
  78412. }
  78413. disposeHandler();
  78414. };
  78415. var progressHandler = onProgress ? function (event) {
  78416. try {
  78417. onProgress(event);
  78418. }
  78419. catch (e) {
  78420. errorHandler("Error in onProgress callback", e);
  78421. }
  78422. } : undefined;
  78423. var successHandler = function () {
  78424. if (onSuccess) {
  78425. try {
  78426. onSuccess(scene);
  78427. }
  78428. catch (e) {
  78429. errorHandler("Error in onSuccess callback", e);
  78430. }
  78431. }
  78432. scene._removePendingData(loadingToken);
  78433. };
  78434. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78435. if (plugin.load) {
  78436. var syncedPlugin = plugin;
  78437. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78438. return;
  78439. }
  78440. scene.loadingPluginName = plugin.name;
  78441. successHandler();
  78442. }
  78443. else {
  78444. var asyncedPlugin = plugin;
  78445. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78446. scene.loadingPluginName = plugin.name;
  78447. successHandler();
  78448. }).catch(function (error) {
  78449. errorHandler(error.message, error);
  78450. });
  78451. }
  78452. if (SceneLoader.ShowLoadingScreen) {
  78453. scene.executeWhenReady(function () {
  78454. scene.getEngine().hideLoadingUI();
  78455. });
  78456. }
  78457. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78458. };
  78459. /**
  78460. * Append a scene
  78461. * @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)
  78462. * @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)
  78463. * @param scene is the instance of BABYLON.Scene to append to
  78464. * @param onProgress a callback with a progress event for each file being loaded
  78465. * @param pluginExtension the extension used to determine the plugin
  78466. * @returns The given scene
  78467. */
  78468. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78469. if (sceneFilename === void 0) { sceneFilename = ""; }
  78470. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78471. if (onProgress === void 0) { onProgress = null; }
  78472. if (pluginExtension === void 0) { pluginExtension = null; }
  78473. return new Promise(function (resolve, reject) {
  78474. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78475. resolve(scene);
  78476. }, onProgress, function (scene, message, exception) {
  78477. reject(exception || new Error(message));
  78478. }, pluginExtension);
  78479. });
  78480. };
  78481. /**
  78482. * Load a scene into an asset container
  78483. * @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)
  78484. * @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)
  78485. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78486. * @param onSuccess a callback with the scene when import succeeds
  78487. * @param onProgress a callback with a progress event for each file being loaded
  78488. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78489. * @param pluginExtension the extension used to determine the plugin
  78490. * @returns The loaded plugin
  78491. */
  78492. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78493. if (sceneFilename === void 0) { sceneFilename = ""; }
  78494. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78495. if (onSuccess === void 0) { onSuccess = null; }
  78496. if (onProgress === void 0) { onProgress = null; }
  78497. if (onError === void 0) { onError = null; }
  78498. if (pluginExtension === void 0) { pluginExtension = null; }
  78499. if (!scene) {
  78500. BABYLON.Tools.Error("No scene available to load asset container to");
  78501. return null;
  78502. }
  78503. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78504. if (!fileInfo) {
  78505. return null;
  78506. }
  78507. var loadingToken = {};
  78508. scene._addPendingData(loadingToken);
  78509. var disposeHandler = function () {
  78510. scene._removePendingData(loadingToken);
  78511. };
  78512. var errorHandler = function (message, exception) {
  78513. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78514. if (onError) {
  78515. onError(scene, errorMessage, exception);
  78516. }
  78517. else {
  78518. BABYLON.Tools.Error(errorMessage);
  78519. // should the exception be thrown?
  78520. }
  78521. disposeHandler();
  78522. };
  78523. var progressHandler = onProgress ? function (event) {
  78524. try {
  78525. onProgress(event);
  78526. }
  78527. catch (e) {
  78528. errorHandler("Error in onProgress callback", e);
  78529. }
  78530. } : undefined;
  78531. var successHandler = function (assets) {
  78532. if (onSuccess) {
  78533. try {
  78534. onSuccess(assets);
  78535. }
  78536. catch (e) {
  78537. errorHandler("Error in onSuccess callback", e);
  78538. }
  78539. }
  78540. scene._removePendingData(loadingToken);
  78541. };
  78542. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78543. if (plugin.loadAssetContainer) {
  78544. var syncedPlugin = plugin;
  78545. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78546. if (!assetContainer) {
  78547. return;
  78548. }
  78549. scene.loadingPluginName = plugin.name;
  78550. successHandler(assetContainer);
  78551. }
  78552. else if (plugin.loadAssetContainerAsync) {
  78553. var asyncedPlugin = plugin;
  78554. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78555. scene.loadingPluginName = plugin.name;
  78556. successHandler(assetContainer);
  78557. }).catch(function (error) {
  78558. errorHandler(error.message, error);
  78559. });
  78560. }
  78561. else {
  78562. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78563. }
  78564. if (SceneLoader.ShowLoadingScreen) {
  78565. scene.executeWhenReady(function () {
  78566. scene.getEngine().hideLoadingUI();
  78567. });
  78568. }
  78569. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78570. };
  78571. /**
  78572. * Load a scene into an asset container
  78573. * @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)
  78574. * @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)
  78575. * @param scene is the instance of BABYLON.Scene to append to
  78576. * @param onProgress a callback with a progress event for each file being loaded
  78577. * @param pluginExtension the extension used to determine the plugin
  78578. * @returns The loaded asset container
  78579. */
  78580. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78581. if (sceneFilename === void 0) { sceneFilename = ""; }
  78582. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78583. if (onProgress === void 0) { onProgress = null; }
  78584. if (pluginExtension === void 0) { pluginExtension = null; }
  78585. return new Promise(function (resolve, reject) {
  78586. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78587. resolve(assetContainer);
  78588. }, onProgress, function (scene, message, exception) {
  78589. reject(exception || new Error(message));
  78590. }, pluginExtension);
  78591. });
  78592. };
  78593. // Flags
  78594. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78595. SceneLoader._ShowLoadingScreen = true;
  78596. SceneLoader._CleanBoneMatrixWeights = false;
  78597. /**
  78598. * No logging while loading
  78599. */
  78600. SceneLoader.NO_LOGGING = 0;
  78601. /**
  78602. * Minimal logging while loading
  78603. */
  78604. SceneLoader.MINIMAL_LOGGING = 1;
  78605. /**
  78606. * Summary logging while loading
  78607. */
  78608. SceneLoader.SUMMARY_LOGGING = 2;
  78609. /**
  78610. * Detailled logging while loading
  78611. */
  78612. SceneLoader.DETAILED_LOGGING = 3;
  78613. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78614. // Members
  78615. /**
  78616. * Event raised when a plugin is used to load a scene
  78617. */
  78618. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78619. SceneLoader._registeredPlugins = {};
  78620. return SceneLoader;
  78621. }());
  78622. BABYLON.SceneLoader = SceneLoader;
  78623. })(BABYLON || (BABYLON = {}));
  78624. //# sourceMappingURL=babylon.sceneLoader.js.map
  78625. var BABYLON;
  78626. (function (BABYLON) {
  78627. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78628. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78629. var parsedMaterial = parsedData.materials[index];
  78630. if (parsedMaterial.id === id) {
  78631. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78632. }
  78633. }
  78634. return null;
  78635. };
  78636. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78637. for (var i in names) {
  78638. if (mesh.name === names[i]) {
  78639. hierarchyIds.push(mesh.id);
  78640. return true;
  78641. }
  78642. }
  78643. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78644. hierarchyIds.push(mesh.id);
  78645. return true;
  78646. }
  78647. return false;
  78648. };
  78649. var logOperation = function (operation, producer) {
  78650. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78651. };
  78652. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78653. if (addToScene === void 0) { addToScene = false; }
  78654. var container = new BABYLON.AssetContainer(scene);
  78655. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78656. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78657. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78658. // and avoid problems with multiple concurrent .babylon loads.
  78659. var log = "importScene has failed JSON parse";
  78660. try {
  78661. var parsedData = JSON.parse(data);
  78662. log = "";
  78663. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78664. var index;
  78665. var cache;
  78666. // Lights
  78667. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78668. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78669. var parsedLight = parsedData.lights[index];
  78670. var light = BABYLON.Light.Parse(parsedLight, scene);
  78671. if (light) {
  78672. container.lights.push(light);
  78673. log += (index === 0 ? "\n\tLights:" : "");
  78674. log += "\n\t\t" + light.toString(fullDetails);
  78675. }
  78676. }
  78677. }
  78678. // Reflection probes
  78679. if (parsedData.reflectionProbes !== undefined && parsedData.reflectionProbes !== null) {
  78680. for (index = 0, cache = parsedData.reflectionProbes.length; index < cache; index++) {
  78681. var parsedReflectionProbe = parsedData.reflectionProbes[index];
  78682. var reflectionProbe = BABYLON.ReflectionProbe.Parse(parsedReflectionProbe, scene, rootUrl);
  78683. if (reflectionProbe) {
  78684. container.reflectionProbes.push(reflectionProbe);
  78685. log += (index === 0 ? "\n\tReflection Probes:" : "");
  78686. log += "\n\t\t" + reflectionProbe.toString(fullDetails);
  78687. }
  78688. }
  78689. }
  78690. // Animations
  78691. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  78692. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  78693. var parsedAnimation = parsedData.animations[index];
  78694. var animation = BABYLON.Animation.Parse(parsedAnimation);
  78695. scene.animations.push(animation);
  78696. container.animations.push(animation);
  78697. log += (index === 0 ? "\n\tAnimations:" : "");
  78698. log += "\n\t\t" + animation.toString(fullDetails);
  78699. }
  78700. }
  78701. // Materials
  78702. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  78703. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78704. var parsedMaterial = parsedData.materials[index];
  78705. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78706. container.materials.push(mat);
  78707. log += (index === 0 ? "\n\tMaterials:" : "");
  78708. log += "\n\t\t" + mat.toString(fullDetails);
  78709. }
  78710. }
  78711. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78712. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  78713. var parsedMultiMaterial = parsedData.multiMaterials[index];
  78714. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78715. container.multiMaterials.push(mmat);
  78716. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  78717. log += "\n\t\t" + mmat.toString(fullDetails);
  78718. }
  78719. }
  78720. // Morph targets
  78721. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78722. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78723. var managerData = _a[_i];
  78724. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  78725. }
  78726. }
  78727. // Skeletons
  78728. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78729. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  78730. var parsedSkeleton = parsedData.skeletons[index];
  78731. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78732. container.skeletons.push(skeleton);
  78733. log += (index === 0 ? "\n\tSkeletons:" : "");
  78734. log += "\n\t\t" + skeleton.toString(fullDetails);
  78735. }
  78736. }
  78737. // Geometries
  78738. var geometries = parsedData.geometries;
  78739. if (geometries !== undefined && geometries !== null) {
  78740. var addedGeometry = new Array();
  78741. // Boxes
  78742. var boxes = geometries.boxes;
  78743. if (boxes !== undefined && boxes !== null) {
  78744. for (index = 0, cache = boxes.length; index < cache; index++) {
  78745. var parsedBox = boxes[index];
  78746. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  78747. }
  78748. }
  78749. // Spheres
  78750. var spheres = geometries.spheres;
  78751. if (spheres !== undefined && spheres !== null) {
  78752. for (index = 0, cache = spheres.length; index < cache; index++) {
  78753. var parsedSphere = spheres[index];
  78754. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  78755. }
  78756. }
  78757. // Cylinders
  78758. var cylinders = geometries.cylinders;
  78759. if (cylinders !== undefined && cylinders !== null) {
  78760. for (index = 0, cache = cylinders.length; index < cache; index++) {
  78761. var parsedCylinder = cylinders[index];
  78762. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  78763. }
  78764. }
  78765. // Toruses
  78766. var toruses = geometries.toruses;
  78767. if (toruses !== undefined && toruses !== null) {
  78768. for (index = 0, cache = toruses.length; index < cache; index++) {
  78769. var parsedTorus = toruses[index];
  78770. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  78771. }
  78772. }
  78773. // Grounds
  78774. var grounds = geometries.grounds;
  78775. if (grounds !== undefined && grounds !== null) {
  78776. for (index = 0, cache = grounds.length; index < cache; index++) {
  78777. var parsedGround = grounds[index];
  78778. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  78779. }
  78780. }
  78781. // Planes
  78782. var planes = geometries.planes;
  78783. if (planes !== undefined && planes !== null) {
  78784. for (index = 0, cache = planes.length; index < cache; index++) {
  78785. var parsedPlane = planes[index];
  78786. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  78787. }
  78788. }
  78789. // TorusKnots
  78790. var torusKnots = geometries.torusKnots;
  78791. if (torusKnots !== undefined && torusKnots !== null) {
  78792. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  78793. var parsedTorusKnot = torusKnots[index];
  78794. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  78795. }
  78796. }
  78797. // VertexData
  78798. var vertexData = geometries.vertexData;
  78799. if (vertexData !== undefined && vertexData !== null) {
  78800. for (index = 0, cache = vertexData.length; index < cache; index++) {
  78801. var parsedVertexData = vertexData[index];
  78802. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  78803. }
  78804. }
  78805. addedGeometry.forEach(function (g) {
  78806. if (g) {
  78807. container.geometries.push(g);
  78808. }
  78809. });
  78810. }
  78811. // Transform nodes
  78812. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  78813. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  78814. var parsedTransformNode = parsedData.transformNodes[index];
  78815. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  78816. container.transformNodes.push(node);
  78817. }
  78818. }
  78819. // Meshes
  78820. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78821. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78822. var parsedMesh = parsedData.meshes[index];
  78823. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78824. container.meshes.push(mesh);
  78825. log += (index === 0 ? "\n\tMeshes:" : "");
  78826. log += "\n\t\t" + mesh.toString(fullDetails);
  78827. }
  78828. }
  78829. // Cameras
  78830. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  78831. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  78832. var parsedCamera = parsedData.cameras[index];
  78833. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  78834. container.cameras.push(camera);
  78835. log += (index === 0 ? "\n\tCameras:" : "");
  78836. log += "\n\t\t" + camera.toString(fullDetails);
  78837. }
  78838. }
  78839. // Animation Groups
  78840. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  78841. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  78842. var parsedAnimationGroup = parsedData.animationGroups[index];
  78843. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  78844. container.animationGroups.push(animationGroup);
  78845. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  78846. log += "\n\t\t" + animationGroup.toString(fullDetails);
  78847. }
  78848. }
  78849. // Browsing all the graph to connect the dots
  78850. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  78851. var camera = scene.cameras[index];
  78852. if (camera._waitingParentId) {
  78853. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  78854. camera._waitingParentId = null;
  78855. }
  78856. }
  78857. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78858. var light_1 = scene.lights[index];
  78859. if (light_1 && light_1._waitingParentId) {
  78860. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  78861. light_1._waitingParentId = null;
  78862. }
  78863. }
  78864. // Connect parents & children and parse actions
  78865. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  78866. var transformNode = scene.transformNodes[index];
  78867. if (transformNode._waitingParentId) {
  78868. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  78869. transformNode._waitingParentId = null;
  78870. }
  78871. }
  78872. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78873. var mesh = scene.meshes[index];
  78874. if (mesh._waitingParentId) {
  78875. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  78876. mesh._waitingParentId = null;
  78877. }
  78878. }
  78879. // freeze world matrix application
  78880. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78881. var currentMesh = scene.meshes[index];
  78882. if (currentMesh._waitingFreezeWorldMatrix) {
  78883. currentMesh.freezeWorldMatrix();
  78884. currentMesh._waitingFreezeWorldMatrix = null;
  78885. }
  78886. else {
  78887. currentMesh.computeWorldMatrix(true);
  78888. }
  78889. }
  78890. // Lights exclusions / inclusions
  78891. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78892. var light_2 = scene.lights[index];
  78893. // Excluded check
  78894. if (light_2._excludedMeshesIds.length > 0) {
  78895. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  78896. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  78897. if (excludedMesh) {
  78898. light_2.excludedMeshes.push(excludedMesh);
  78899. }
  78900. }
  78901. light_2._excludedMeshesIds = [];
  78902. }
  78903. // Included check
  78904. if (light_2._includedOnlyMeshesIds.length > 0) {
  78905. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  78906. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  78907. if (includedOnlyMesh) {
  78908. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  78909. }
  78910. }
  78911. light_2._includedOnlyMeshesIds = [];
  78912. }
  78913. }
  78914. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  78915. // Actions (scene) Done last as it can access other objects.
  78916. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78917. var mesh = scene.meshes[index];
  78918. if (mesh._waitingActions) {
  78919. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  78920. mesh._waitingActions = null;
  78921. }
  78922. }
  78923. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  78924. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  78925. }
  78926. if (!addToScene) {
  78927. container.removeAllFromScene();
  78928. }
  78929. }
  78930. catch (err) {
  78931. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  78932. if (onError) {
  78933. onError(msg, err);
  78934. }
  78935. else {
  78936. BABYLON.Tools.Log(msg);
  78937. throw err;
  78938. }
  78939. }
  78940. finally {
  78941. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78942. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78943. }
  78944. }
  78945. return container;
  78946. };
  78947. BABYLON.SceneLoader.RegisterPlugin({
  78948. name: "babylon.js",
  78949. extensions: ".babylon",
  78950. canDirectLoad: function (data) {
  78951. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  78952. return true;
  78953. }
  78954. return false;
  78955. },
  78956. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  78957. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78958. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78959. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78960. // and avoid problems with multiple concurrent .babylon loads.
  78961. var log = "importMesh has failed JSON parse";
  78962. try {
  78963. var parsedData = JSON.parse(data);
  78964. log = "";
  78965. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78966. if (!meshesNames) {
  78967. meshesNames = null;
  78968. }
  78969. else if (!Array.isArray(meshesNames)) {
  78970. meshesNames = [meshesNames];
  78971. }
  78972. var hierarchyIds = new Array();
  78973. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78974. var loadedSkeletonsIds = [];
  78975. var loadedMaterialsIds = [];
  78976. var index;
  78977. var cache;
  78978. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78979. var parsedMesh = parsedData.meshes[index];
  78980. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  78981. if (meshesNames !== null) {
  78982. // Remove found mesh name from list.
  78983. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  78984. }
  78985. //Geometry?
  78986. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  78987. //does the file contain geometries?
  78988. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  78989. //find the correct geometry and add it to the scene
  78990. var found = false;
  78991. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  78992. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  78993. return;
  78994. }
  78995. else {
  78996. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  78997. if (parsedGeometryData.id === parsedMesh.geometryId) {
  78998. switch (geometryType) {
  78999. case "boxes":
  79000. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  79001. break;
  79002. case "spheres":
  79003. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  79004. break;
  79005. case "cylinders":
  79006. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  79007. break;
  79008. case "toruses":
  79009. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  79010. break;
  79011. case "grounds":
  79012. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  79013. break;
  79014. case "planes":
  79015. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  79016. break;
  79017. case "torusKnots":
  79018. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  79019. break;
  79020. case "vertexData":
  79021. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  79022. break;
  79023. }
  79024. found = true;
  79025. }
  79026. });
  79027. }
  79028. });
  79029. if (found === false) {
  79030. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  79031. }
  79032. }
  79033. }
  79034. // Material ?
  79035. if (parsedMesh.materialId) {
  79036. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  79037. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79038. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  79039. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  79040. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  79041. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  79042. var subMatId = parsedMultiMaterial.materials[matIndex];
  79043. loadedMaterialsIds.push(subMatId);
  79044. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  79045. if (mat) {
  79046. log += "\n\tMaterial " + mat.toString(fullDetails);
  79047. }
  79048. }
  79049. loadedMaterialsIds.push(parsedMultiMaterial.id);
  79050. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79051. if (mmat) {
  79052. materialFound = true;
  79053. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  79054. }
  79055. break;
  79056. }
  79057. }
  79058. }
  79059. if (materialFound === false) {
  79060. loadedMaterialsIds.push(parsedMesh.materialId);
  79061. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  79062. if (!mat) {
  79063. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  79064. }
  79065. else {
  79066. log += "\n\tMaterial " + mat.toString(fullDetails);
  79067. }
  79068. }
  79069. }
  79070. // Skeleton ?
  79071. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79072. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  79073. if (skeletonAlreadyLoaded === false) {
  79074. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  79075. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  79076. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  79077. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79078. skeletons.push(skeleton);
  79079. loadedSkeletonsIds.push(parsedSkeleton.id);
  79080. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  79081. }
  79082. }
  79083. }
  79084. }
  79085. // Morph targets ?
  79086. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79087. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79088. var managerData = _a[_i];
  79089. BABYLON.MorphTargetManager.Parse(managerData, scene);
  79090. }
  79091. }
  79092. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79093. meshes.push(mesh);
  79094. log += "\n\tMesh " + mesh.toString(fullDetails);
  79095. }
  79096. }
  79097. // Connecting parents
  79098. var currentMesh;
  79099. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79100. currentMesh = scene.meshes[index];
  79101. if (currentMesh._waitingParentId) {
  79102. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  79103. currentMesh._waitingParentId = null;
  79104. }
  79105. }
  79106. // freeze and compute world matrix application
  79107. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79108. currentMesh = scene.meshes[index];
  79109. if (currentMesh._waitingFreezeWorldMatrix) {
  79110. currentMesh.freezeWorldMatrix();
  79111. currentMesh._waitingFreezeWorldMatrix = null;
  79112. }
  79113. else {
  79114. currentMesh.computeWorldMatrix(true);
  79115. }
  79116. }
  79117. }
  79118. // Particles
  79119. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  79120. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  79121. if (parser) {
  79122. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  79123. var parsedParticleSystem = parsedData.particleSystems[index];
  79124. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  79125. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  79126. }
  79127. }
  79128. }
  79129. }
  79130. return true;
  79131. }
  79132. catch (err) {
  79133. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  79134. if (onError) {
  79135. onError(msg, err);
  79136. }
  79137. else {
  79138. BABYLON.Tools.Log(msg);
  79139. throw err;
  79140. }
  79141. }
  79142. finally {
  79143. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79144. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79145. }
  79146. }
  79147. return false;
  79148. },
  79149. load: function (scene, data, rootUrl, onError) {
  79150. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79151. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79152. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79153. // and avoid problems with multiple concurrent .babylon loads.
  79154. var log = "importScene has failed JSON parse";
  79155. try {
  79156. var parsedData = JSON.parse(data);
  79157. log = "";
  79158. // Scene
  79159. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  79160. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  79161. }
  79162. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  79163. scene.autoClear = parsedData.autoClear;
  79164. }
  79165. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  79166. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  79167. }
  79168. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  79169. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  79170. }
  79171. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  79172. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  79173. }
  79174. // Fog
  79175. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  79176. scene.fogMode = parsedData.fogMode;
  79177. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  79178. scene.fogStart = parsedData.fogStart;
  79179. scene.fogEnd = parsedData.fogEnd;
  79180. scene.fogDensity = parsedData.fogDensity;
  79181. log += "\tFog mode for scene: ";
  79182. switch (scene.fogMode) {
  79183. // getters not compiling, so using hardcoded
  79184. case 1:
  79185. log += "exp\n";
  79186. break;
  79187. case 2:
  79188. log += "exp2\n";
  79189. break;
  79190. case 3:
  79191. log += "linear\n";
  79192. break;
  79193. }
  79194. }
  79195. //Physics
  79196. if (parsedData.physicsEnabled) {
  79197. var physicsPlugin;
  79198. if (parsedData.physicsEngine === "cannon") {
  79199. physicsPlugin = new BABYLON.CannonJSPlugin();
  79200. }
  79201. else if (parsedData.physicsEngine === "oimo") {
  79202. physicsPlugin = new BABYLON.OimoJSPlugin();
  79203. }
  79204. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  79205. //else - default engine, which is currently oimo
  79206. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  79207. scene.enablePhysics(physicsGravity, physicsPlugin);
  79208. }
  79209. // Metadata
  79210. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  79211. scene.metadata = parsedData.metadata;
  79212. }
  79213. //collisions, if defined. otherwise, default is true
  79214. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  79215. scene.collisionsEnabled = parsedData.collisionsEnabled;
  79216. }
  79217. scene.workerCollisions = !!parsedData.workerCollisions;
  79218. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  79219. if (!container) {
  79220. return false;
  79221. }
  79222. if (parsedData.autoAnimate) {
  79223. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  79224. }
  79225. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  79226. scene.setActiveCameraByID(parsedData.activeCameraID);
  79227. }
  79228. // Environment texture
  79229. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  79230. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  79231. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  79232. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize);
  79233. if (parsedData.environmentTextureRotationY) {
  79234. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  79235. }
  79236. scene.environmentTexture = hdrTexture;
  79237. }
  79238. else {
  79239. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  79240. if (parsedData.environmentTextureRotationY) {
  79241. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  79242. }
  79243. scene.environmentTexture = cubeTexture;
  79244. }
  79245. if (parsedData.createDefaultSkybox === true) {
  79246. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  79247. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  79248. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  79249. }
  79250. }
  79251. // Finish
  79252. return true;
  79253. }
  79254. catch (err) {
  79255. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  79256. if (onError) {
  79257. onError(msg, err);
  79258. }
  79259. else {
  79260. BABYLON.Tools.Log(msg);
  79261. throw err;
  79262. }
  79263. }
  79264. finally {
  79265. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79266. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79267. }
  79268. }
  79269. return false;
  79270. },
  79271. loadAssetContainer: function (scene, data, rootUrl, onError) {
  79272. var container = loadAssetContainer(scene, data, rootUrl, onError);
  79273. return container;
  79274. }
  79275. });
  79276. })(BABYLON || (BABYLON = {}));
  79277. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  79278. var BABYLON;
  79279. (function (BABYLON) {
  79280. /**
  79281. * Class used to help managing file picking and drag'n'drop
  79282. */
  79283. var FilesInput = /** @class */ (function () {
  79284. /**
  79285. * Creates a new FilesInput
  79286. * @param engine defines the rendering engine
  79287. * @param scene defines the hosting scene
  79288. * @param sceneLoadedCallback callback called when scene is loaded
  79289. * @param progressCallback callback called to track progress
  79290. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  79291. * @param textureLoadingCallback callback called when a texture is loading
  79292. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  79293. * @param onReloadCallback callback called when a reload is requested
  79294. * @param errorCallback callback call if an error occurs
  79295. */
  79296. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  79297. /**
  79298. * Callback called when a file is processed
  79299. */
  79300. this.onProcessFileCallback = function () { return true; };
  79301. this._engine = engine;
  79302. this._currentScene = scene;
  79303. this._sceneLoadedCallback = sceneLoadedCallback;
  79304. this._progressCallback = progressCallback;
  79305. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  79306. this._textureLoadingCallback = textureLoadingCallback;
  79307. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  79308. this._onReloadCallback = onReloadCallback;
  79309. this._errorCallback = errorCallback;
  79310. }
  79311. /**
  79312. * Calls this function to listen to drag'n'drop events on a specific DOM element
  79313. * @param elementToMonitor defines the DOM element to track
  79314. */
  79315. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  79316. var _this = this;
  79317. if (elementToMonitor) {
  79318. this._elementToMonitor = elementToMonitor;
  79319. this._dragEnterHandler = function (e) { _this.drag(e); };
  79320. this._dragOverHandler = function (e) { _this.drag(e); };
  79321. this._dropHandler = function (e) { _this.drop(e); };
  79322. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  79323. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  79324. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  79325. }
  79326. };
  79327. /**
  79328. * Release all associated resources
  79329. */
  79330. FilesInput.prototype.dispose = function () {
  79331. if (!this._elementToMonitor) {
  79332. return;
  79333. }
  79334. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  79335. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  79336. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  79337. };
  79338. FilesInput.prototype.renderFunction = function () {
  79339. if (this._additionalRenderLoopLogicCallback) {
  79340. this._additionalRenderLoopLogicCallback();
  79341. }
  79342. if (this._currentScene) {
  79343. if (this._textureLoadingCallback) {
  79344. var remaining = this._currentScene.getWaitingItemsCount();
  79345. if (remaining > 0) {
  79346. this._textureLoadingCallback(remaining);
  79347. }
  79348. }
  79349. this._currentScene.render();
  79350. }
  79351. };
  79352. FilesInput.prototype.drag = function (e) {
  79353. e.stopPropagation();
  79354. e.preventDefault();
  79355. };
  79356. FilesInput.prototype.drop = function (eventDrop) {
  79357. eventDrop.stopPropagation();
  79358. eventDrop.preventDefault();
  79359. this.loadFiles(eventDrop);
  79360. };
  79361. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  79362. var _this = this;
  79363. var reader = folder.createReader();
  79364. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79365. reader.readEntries(function (entries) {
  79366. remaining.count += entries.length;
  79367. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79368. var entry = entries_1[_i];
  79369. if (entry.isFile) {
  79370. entry.file(function (file) {
  79371. file.correctName = relativePath + file.name;
  79372. files.push(file);
  79373. if (--remaining.count === 0) {
  79374. callback();
  79375. }
  79376. });
  79377. }
  79378. else if (entry.isDirectory) {
  79379. _this._traverseFolder(entry, files, remaining, callback);
  79380. }
  79381. }
  79382. if (--remaining.count) {
  79383. callback();
  79384. }
  79385. });
  79386. };
  79387. FilesInput.prototype._processFiles = function (files) {
  79388. for (var i = 0; i < files.length; i++) {
  79389. var name = files[i].correctName.toLowerCase();
  79390. var extension = name.split('.').pop();
  79391. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79392. continue;
  79393. }
  79394. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79395. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79396. this._sceneFileToLoad = files[i];
  79397. }
  79398. FilesInput.FilesToLoad[name] = files[i];
  79399. }
  79400. };
  79401. /**
  79402. * Load files from a drop event
  79403. * @param event defines the drop event to use as source
  79404. */
  79405. FilesInput.prototype.loadFiles = function (event) {
  79406. var _this = this;
  79407. // Handling data transfer via drag'n'drop
  79408. if (event && event.dataTransfer && event.dataTransfer.files) {
  79409. this._filesToLoad = event.dataTransfer.files;
  79410. }
  79411. // Handling files from input files
  79412. if (event && event.target && event.target.files) {
  79413. this._filesToLoad = event.target.files;
  79414. }
  79415. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79416. return;
  79417. }
  79418. if (this._startingProcessingFilesCallback) {
  79419. this._startingProcessingFilesCallback(this._filesToLoad);
  79420. }
  79421. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79422. var files_1 = new Array();
  79423. var folders = [];
  79424. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79425. for (var i = 0; i < this._filesToLoad.length; i++) {
  79426. var fileToLoad = this._filesToLoad[i];
  79427. var name_1 = fileToLoad.name.toLowerCase();
  79428. var entry = void 0;
  79429. fileToLoad.correctName = name_1;
  79430. if (items) {
  79431. var item = items[i];
  79432. if (item.getAsEntry) {
  79433. entry = item.getAsEntry();
  79434. }
  79435. else if (item.webkitGetAsEntry) {
  79436. entry = item.webkitGetAsEntry();
  79437. }
  79438. }
  79439. if (!entry) {
  79440. files_1.push(fileToLoad);
  79441. }
  79442. else {
  79443. if (entry.isDirectory) {
  79444. folders.push(entry);
  79445. }
  79446. else {
  79447. files_1.push(fileToLoad);
  79448. }
  79449. }
  79450. }
  79451. if (folders.length === 0) {
  79452. this._processFiles(files_1);
  79453. this._processReload();
  79454. }
  79455. else {
  79456. var remaining = { count: folders.length };
  79457. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79458. var folder = folders_1[_i];
  79459. this._traverseFolder(folder, files_1, remaining, function () {
  79460. _this._processFiles(files_1);
  79461. if (remaining.count === 0) {
  79462. _this._processReload();
  79463. }
  79464. });
  79465. }
  79466. }
  79467. }
  79468. };
  79469. FilesInput.prototype._processReload = function () {
  79470. if (this._onReloadCallback) {
  79471. this._onReloadCallback(this._sceneFileToLoad);
  79472. }
  79473. else {
  79474. this.reload();
  79475. }
  79476. };
  79477. /**
  79478. * Reload the current scene from the loaded files
  79479. */
  79480. FilesInput.prototype.reload = function () {
  79481. var _this = this;
  79482. // If a scene file has been provided
  79483. if (this._sceneFileToLoad) {
  79484. if (this._currentScene) {
  79485. if (BABYLON.Tools.errorsCount > 0) {
  79486. BABYLON.Tools.ClearLogCache();
  79487. }
  79488. this._engine.stopRenderLoop();
  79489. }
  79490. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad.name, this._engine, function (progress) {
  79491. if (_this._progressCallback) {
  79492. _this._progressCallback(progress);
  79493. }
  79494. }).then(function (scene) {
  79495. if (_this._currentScene) {
  79496. _this._currentScene.dispose();
  79497. }
  79498. _this._currentScene = scene;
  79499. if (_this._sceneLoadedCallback) {
  79500. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79501. }
  79502. // Wait for textures and shaders to be ready
  79503. _this._currentScene.executeWhenReady(function () {
  79504. _this._engine.runRenderLoop(function () {
  79505. _this.renderFunction();
  79506. });
  79507. });
  79508. }).catch(function (error) {
  79509. if (_this._errorCallback) {
  79510. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79511. }
  79512. });
  79513. }
  79514. else {
  79515. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79516. }
  79517. };
  79518. /**
  79519. * List of files ready to be loaded
  79520. */
  79521. FilesInput.FilesToLoad = {};
  79522. return FilesInput;
  79523. }());
  79524. BABYLON.FilesInput = FilesInput;
  79525. })(BABYLON || (BABYLON = {}));
  79526. //# sourceMappingURL=babylon.filesInput.js.map
  79527. var BABYLON;
  79528. (function (BABYLON) {
  79529. /**
  79530. * Class used to store custom tags
  79531. */
  79532. var Tags = /** @class */ (function () {
  79533. function Tags() {
  79534. }
  79535. /**
  79536. * Adds support for tags on the given object
  79537. * @param obj defines the object to use
  79538. */
  79539. Tags.EnableFor = function (obj) {
  79540. obj._tags = obj._tags || {};
  79541. obj.hasTags = function () {
  79542. return Tags.HasTags(obj);
  79543. };
  79544. obj.addTags = function (tagsString) {
  79545. return Tags.AddTagsTo(obj, tagsString);
  79546. };
  79547. obj.removeTags = function (tagsString) {
  79548. return Tags.RemoveTagsFrom(obj, tagsString);
  79549. };
  79550. obj.matchesTagsQuery = function (tagsQuery) {
  79551. return Tags.MatchesQuery(obj, tagsQuery);
  79552. };
  79553. };
  79554. /**
  79555. * Removes tags support
  79556. * @param obj defines the object to use
  79557. */
  79558. Tags.DisableFor = function (obj) {
  79559. delete obj._tags;
  79560. delete obj.hasTags;
  79561. delete obj.addTags;
  79562. delete obj.removeTags;
  79563. delete obj.matchesTagsQuery;
  79564. };
  79565. /**
  79566. * Gets a boolean indicating if the given object has tags
  79567. * @param obj defines the object to use
  79568. * @returns a boolean
  79569. */
  79570. Tags.HasTags = function (obj) {
  79571. if (!obj._tags) {
  79572. return false;
  79573. }
  79574. return !BABYLON.Tools.IsEmpty(obj._tags);
  79575. };
  79576. /**
  79577. * Gets the tags available on a given object
  79578. * @param obj defines the object to use
  79579. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79580. * @returns the tags
  79581. */
  79582. Tags.GetTags = function (obj, asString) {
  79583. if (asString === void 0) { asString = true; }
  79584. if (!obj._tags) {
  79585. return null;
  79586. }
  79587. if (asString) {
  79588. var tagsArray = [];
  79589. for (var tag in obj._tags) {
  79590. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79591. tagsArray.push(tag);
  79592. }
  79593. }
  79594. return tagsArray.join(" ");
  79595. }
  79596. else {
  79597. return obj._tags;
  79598. }
  79599. };
  79600. /**
  79601. * Adds tags to an object
  79602. * @param obj defines the object to use
  79603. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79604. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79605. */
  79606. Tags.AddTagsTo = function (obj, tagsString) {
  79607. if (!tagsString) {
  79608. return;
  79609. }
  79610. if (typeof tagsString !== "string") {
  79611. return;
  79612. }
  79613. var tags = tagsString.split(" ");
  79614. tags.forEach(function (tag, index, array) {
  79615. Tags._AddTagTo(obj, tag);
  79616. });
  79617. };
  79618. /**
  79619. * @hidden
  79620. */
  79621. Tags._AddTagTo = function (obj, tag) {
  79622. tag = tag.trim();
  79623. if (tag === "" || tag === "true" || tag === "false") {
  79624. return;
  79625. }
  79626. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79627. return;
  79628. }
  79629. Tags.EnableFor(obj);
  79630. obj._tags[tag] = true;
  79631. };
  79632. /**
  79633. * Removes specific tags from a specific object
  79634. * @param obj defines the object to use
  79635. * @param tagsString defines the tags to remove
  79636. */
  79637. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79638. if (!Tags.HasTags(obj)) {
  79639. return;
  79640. }
  79641. var tags = tagsString.split(" ");
  79642. for (var t in tags) {
  79643. Tags._RemoveTagFrom(obj, tags[t]);
  79644. }
  79645. };
  79646. /**
  79647. * @hidden
  79648. */
  79649. Tags._RemoveTagFrom = function (obj, tag) {
  79650. delete obj._tags[tag];
  79651. };
  79652. /**
  79653. * Defines if tags hosted on an object match a given query
  79654. * @param obj defines the object to use
  79655. * @param tagsQuery defines the tag query
  79656. * @returns a boolean
  79657. */
  79658. Tags.MatchesQuery = function (obj, tagsQuery) {
  79659. if (tagsQuery === undefined) {
  79660. return true;
  79661. }
  79662. if (tagsQuery === "") {
  79663. return Tags.HasTags(obj);
  79664. }
  79665. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79666. };
  79667. return Tags;
  79668. }());
  79669. BABYLON.Tags = Tags;
  79670. })(BABYLON || (BABYLON = {}));
  79671. //# sourceMappingURL=babylon.tags.js.map
  79672. var BABYLON;
  79673. (function (BABYLON) {
  79674. /**
  79675. * Class used to evalaute queries containing `and` and `or` operators
  79676. */
  79677. var AndOrNotEvaluator = /** @class */ (function () {
  79678. function AndOrNotEvaluator() {
  79679. }
  79680. /**
  79681. * Evaluate a query
  79682. * @param query defines the query to evaluate
  79683. * @param evaluateCallback defines the callback used to filter result
  79684. * @returns true if the query matches
  79685. */
  79686. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79687. if (!query.match(/\([^\(\)]*\)/g)) {
  79688. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79689. }
  79690. else {
  79691. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  79692. // remove parenthesis
  79693. r = r.slice(1, r.length - 1);
  79694. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  79695. });
  79696. }
  79697. if (query === "true") {
  79698. return true;
  79699. }
  79700. if (query === "false") {
  79701. return false;
  79702. }
  79703. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  79704. };
  79705. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  79706. evaluateCallback = evaluateCallback || (function (r) {
  79707. return r === "true" ? true : false;
  79708. });
  79709. var result;
  79710. var or = parenthesisContent.split("||");
  79711. for (var i in or) {
  79712. if (or.hasOwnProperty(i)) {
  79713. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  79714. var and = ori.split("&&");
  79715. if (and.length > 1) {
  79716. for (var j = 0; j < and.length; ++j) {
  79717. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  79718. if (andj !== "true" && andj !== "false") {
  79719. if (andj[0] === "!") {
  79720. result = !evaluateCallback(andj.substring(1));
  79721. }
  79722. else {
  79723. result = evaluateCallback(andj);
  79724. }
  79725. }
  79726. else {
  79727. result = andj === "true" ? true : false;
  79728. }
  79729. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  79730. ori = "false";
  79731. break;
  79732. }
  79733. }
  79734. }
  79735. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  79736. result = true;
  79737. break;
  79738. }
  79739. // result equals false (or undefined)
  79740. if (ori !== "true" && ori !== "false") {
  79741. if (ori[0] === "!") {
  79742. result = !evaluateCallback(ori.substring(1));
  79743. }
  79744. else {
  79745. result = evaluateCallback(ori);
  79746. }
  79747. }
  79748. else {
  79749. result = ori === "true" ? true : false;
  79750. }
  79751. }
  79752. }
  79753. // the whole parenthesis scope is replaced by 'true' or 'false'
  79754. return result ? "true" : "false";
  79755. };
  79756. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  79757. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  79758. // remove whitespaces
  79759. r = r.replace(/[\s]/g, function () { return ""; });
  79760. return r.length % 2 ? "!" : "";
  79761. });
  79762. booleanString = booleanString.trim();
  79763. if (booleanString === "!true") {
  79764. booleanString = "false";
  79765. }
  79766. else if (booleanString === "!false") {
  79767. booleanString = "true";
  79768. }
  79769. return booleanString;
  79770. };
  79771. return AndOrNotEvaluator;
  79772. }());
  79773. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  79774. })(BABYLON || (BABYLON = {}));
  79775. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  79776. var BABYLON;
  79777. (function (BABYLON) {
  79778. // Sets the default offline provider to Babylon.js
  79779. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  79780. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79781. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  79782. };
  79783. /**
  79784. * Class used to enable access to IndexedDB
  79785. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  79786. */
  79787. var Database = /** @class */ (function () {
  79788. /**
  79789. * Creates a new Database
  79790. * @param urlToScene defines the url to load the scene
  79791. * @param callbackManifestChecked defines the callback to use when manifest is checked
  79792. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  79793. */
  79794. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  79795. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79796. var _this = this;
  79797. // Handling various flavors of prefixed version of IndexedDB
  79798. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  79799. this._callbackManifestChecked = callbackManifestChecked;
  79800. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  79801. this._db = null;
  79802. this._enableSceneOffline = false;
  79803. this._enableTexturesOffline = false;
  79804. this._manifestVersionFound = 0;
  79805. this._mustUpdateRessources = false;
  79806. this._hasReachedQuota = false;
  79807. if (!Database.IDBStorageEnabled) {
  79808. this._callbackManifestChecked(true);
  79809. }
  79810. else {
  79811. if (disableManifestCheck) {
  79812. this._enableSceneOffline = true;
  79813. this._enableTexturesOffline = true;
  79814. this._manifestVersionFound = 1;
  79815. BABYLON.Tools.SetImmediate(function () {
  79816. _this._callbackManifestChecked(true);
  79817. });
  79818. }
  79819. else {
  79820. this._checkManifestFile();
  79821. }
  79822. }
  79823. }
  79824. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  79825. /**
  79826. * Gets a boolean indicating if scene must be saved in the database
  79827. */
  79828. get: function () {
  79829. return this._enableSceneOffline;
  79830. },
  79831. enumerable: true,
  79832. configurable: true
  79833. });
  79834. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  79835. /**
  79836. * Gets a boolean indicating if textures must be saved in the database
  79837. */
  79838. get: function () {
  79839. return this._enableTexturesOffline;
  79840. },
  79841. enumerable: true,
  79842. configurable: true
  79843. });
  79844. Database.prototype._checkManifestFile = function () {
  79845. var _this = this;
  79846. var noManifestFile = function () {
  79847. _this._enableSceneOffline = false;
  79848. _this._enableTexturesOffline = false;
  79849. _this._callbackManifestChecked(false);
  79850. };
  79851. var timeStampUsed = false;
  79852. var manifestURL = this._currentSceneUrl + ".manifest";
  79853. var xhr = new XMLHttpRequest();
  79854. if (navigator.onLine) {
  79855. // Adding a timestamp to by-pass browsers' cache
  79856. timeStampUsed = true;
  79857. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  79858. }
  79859. xhr.open("GET", manifestURL, true);
  79860. xhr.addEventListener("load", function () {
  79861. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  79862. try {
  79863. var manifestFile = JSON.parse(xhr.response);
  79864. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  79865. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  79866. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  79867. _this._manifestVersionFound = manifestFile.version;
  79868. }
  79869. if (_this._callbackManifestChecked) {
  79870. _this._callbackManifestChecked(true);
  79871. }
  79872. }
  79873. catch (ex) {
  79874. noManifestFile();
  79875. }
  79876. }
  79877. else {
  79878. noManifestFile();
  79879. }
  79880. }, false);
  79881. xhr.addEventListener("error", function (event) {
  79882. if (timeStampUsed) {
  79883. timeStampUsed = false;
  79884. // Let's retry without the timeStamp
  79885. // It could fail when coupled with HTML5 Offline API
  79886. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  79887. xhr.open("GET", retryManifestURL, true);
  79888. if (BABYLON.Tools.UseCustomRequestHeaders) {
  79889. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  79890. }
  79891. xhr.send();
  79892. }
  79893. else {
  79894. noManifestFile();
  79895. }
  79896. }, false);
  79897. try {
  79898. if (BABYLON.Tools.UseCustomRequestHeaders) {
  79899. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  79900. }
  79901. xhr.send();
  79902. }
  79903. catch (ex) {
  79904. BABYLON.Tools.Error("Error on XHR send request.");
  79905. this._callbackManifestChecked(false);
  79906. }
  79907. };
  79908. /**
  79909. * Open the database and make it available
  79910. * @param successCallback defines the callback to call on success
  79911. * @param errorCallback defines the callback to call on error
  79912. */
  79913. Database.prototype.open = function (successCallback, errorCallback) {
  79914. var _this = this;
  79915. var handleError = function () {
  79916. _this._isSupported = false;
  79917. if (errorCallback) {
  79918. errorCallback();
  79919. }
  79920. };
  79921. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  79922. // Your browser doesn't support IndexedDB
  79923. this._isSupported = false;
  79924. if (errorCallback) {
  79925. errorCallback();
  79926. }
  79927. }
  79928. else {
  79929. // If the DB hasn't been opened or created yet
  79930. if (!this._db) {
  79931. this._hasReachedQuota = false;
  79932. this._isSupported = true;
  79933. var request = this._idbFactory.open("babylonjs", 1);
  79934. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  79935. request.onerror = function (event) {
  79936. handleError();
  79937. };
  79938. // executes when a version change transaction cannot complete due to other active transactions
  79939. request.onblocked = function (event) {
  79940. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  79941. handleError();
  79942. };
  79943. // DB has been opened successfully
  79944. request.onsuccess = function (event) {
  79945. _this._db = request.result;
  79946. successCallback();
  79947. };
  79948. // Initialization of the DB. Creating Scenes & Textures stores
  79949. request.onupgradeneeded = function (event) {
  79950. _this._db = (event.target).result;
  79951. if (_this._db) {
  79952. try {
  79953. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  79954. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  79955. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  79956. }
  79957. catch (ex) {
  79958. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  79959. handleError();
  79960. }
  79961. }
  79962. };
  79963. }
  79964. // DB has already been created and opened
  79965. else {
  79966. if (successCallback) {
  79967. successCallback();
  79968. }
  79969. }
  79970. }
  79971. };
  79972. /**
  79973. * Loads an image from the database
  79974. * @param url defines the url to load from
  79975. * @param image defines the target DOM image
  79976. */
  79977. Database.prototype.loadImage = function (url, image) {
  79978. var _this = this;
  79979. var completeURL = Database._ReturnFullUrlLocation(url);
  79980. var saveAndLoadImage = function () {
  79981. if (!_this._hasReachedQuota && _this._db !== null) {
  79982. // the texture is not yet in the DB, let's try to save it
  79983. _this._saveImageIntoDBAsync(completeURL, image);
  79984. }
  79985. // If the texture is not in the DB and we've reached the DB quota limit
  79986. // let's load it directly from the web
  79987. else {
  79988. image.src = url;
  79989. }
  79990. };
  79991. if (!this._mustUpdateRessources) {
  79992. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  79993. }
  79994. // First time we're download the images or update requested in the manifest file by a version change
  79995. else {
  79996. saveAndLoadImage();
  79997. }
  79998. };
  79999. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  80000. if (this._isSupported && this._db !== null) {
  80001. var texture;
  80002. var transaction = this._db.transaction(["textures"]);
  80003. transaction.onabort = function (event) {
  80004. image.src = url;
  80005. };
  80006. transaction.oncomplete = function (event) {
  80007. var blobTextureURL;
  80008. if (texture) {
  80009. var URL = window.URL || window.webkitURL;
  80010. blobTextureURL = URL.createObjectURL(texture.data);
  80011. image.onerror = function () {
  80012. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  80013. image.src = url;
  80014. };
  80015. image.src = blobTextureURL;
  80016. }
  80017. else {
  80018. notInDBCallback();
  80019. }
  80020. };
  80021. var getRequest = transaction.objectStore("textures").get(url);
  80022. getRequest.onsuccess = function (event) {
  80023. texture = (event.target).result;
  80024. };
  80025. getRequest.onerror = function (event) {
  80026. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  80027. image.src = url;
  80028. };
  80029. }
  80030. else {
  80031. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80032. image.src = url;
  80033. }
  80034. };
  80035. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  80036. var _this = this;
  80037. if (this._isSupported) {
  80038. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  80039. var generateBlobUrl = function () {
  80040. var blobTextureURL;
  80041. if (blob) {
  80042. var URL = window.URL || window.webkitURL;
  80043. try {
  80044. blobTextureURL = URL.createObjectURL(blob);
  80045. }
  80046. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  80047. catch (ex) {
  80048. blobTextureURL = URL.createObjectURL(blob);
  80049. }
  80050. }
  80051. if (blobTextureURL) {
  80052. image.src = blobTextureURL;
  80053. }
  80054. };
  80055. if (Database.IsUASupportingBlobStorage) { // Create XHR
  80056. var xhr = new XMLHttpRequest(), blob;
  80057. xhr.open("GET", url, true);
  80058. xhr.responseType = "blob";
  80059. xhr.addEventListener("load", function () {
  80060. if (xhr.status === 200 && _this._db) {
  80061. // Blob as response (XHR2)
  80062. blob = xhr.response;
  80063. var transaction = _this._db.transaction(["textures"], "readwrite");
  80064. // the transaction could abort because of a QuotaExceededError error
  80065. transaction.onabort = function (event) {
  80066. try {
  80067. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80068. var srcElement = (event.srcElement || event.target);
  80069. var error = srcElement.error;
  80070. if (error && error.name === "QuotaExceededError") {
  80071. _this._hasReachedQuota = true;
  80072. }
  80073. }
  80074. catch (ex) { }
  80075. generateBlobUrl();
  80076. };
  80077. transaction.oncomplete = function (event) {
  80078. generateBlobUrl();
  80079. };
  80080. var newTexture = { textureUrl: url, data: blob };
  80081. try {
  80082. // Put the blob into the dabase
  80083. var addRequest = transaction.objectStore("textures").put(newTexture);
  80084. addRequest.onsuccess = function (event) {
  80085. };
  80086. addRequest.onerror = function (event) {
  80087. generateBlobUrl();
  80088. };
  80089. }
  80090. catch (ex) {
  80091. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  80092. if (ex.code === 25) {
  80093. Database.IsUASupportingBlobStorage = false;
  80094. _this._enableTexturesOffline = false;
  80095. }
  80096. image.src = url;
  80097. }
  80098. }
  80099. else {
  80100. image.src = url;
  80101. }
  80102. }, false);
  80103. xhr.addEventListener("error", function (event) {
  80104. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  80105. image.src = url;
  80106. }, false);
  80107. if (BABYLON.Tools.CustomRequestHeaders) {
  80108. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80109. }
  80110. xhr.send();
  80111. }
  80112. else {
  80113. image.src = url;
  80114. }
  80115. }
  80116. else {
  80117. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80118. image.src = url;
  80119. }
  80120. };
  80121. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  80122. var _this = this;
  80123. var updateVersion = function () {
  80124. // the version is not yet in the DB or we need to update it
  80125. _this._saveVersionIntoDBAsync(url, versionLoaded);
  80126. };
  80127. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  80128. };
  80129. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  80130. var _this = this;
  80131. if (this._isSupported && this._db) {
  80132. var version;
  80133. try {
  80134. var transaction = this._db.transaction(["versions"]);
  80135. transaction.oncomplete = function (event) {
  80136. if (version) {
  80137. // If the version in the JSON file is different from the version in DB
  80138. if (_this._manifestVersionFound !== version.data) {
  80139. _this._mustUpdateRessources = true;
  80140. updateInDBCallback();
  80141. }
  80142. else {
  80143. callback(version.data);
  80144. }
  80145. }
  80146. // version was not found in DB
  80147. else {
  80148. _this._mustUpdateRessources = true;
  80149. updateInDBCallback();
  80150. }
  80151. };
  80152. transaction.onabort = function (event) {
  80153. callback(-1);
  80154. };
  80155. var getRequest = transaction.objectStore("versions").get(url);
  80156. getRequest.onsuccess = function (event) {
  80157. version = (event.target).result;
  80158. };
  80159. getRequest.onerror = function (event) {
  80160. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  80161. callback(-1);
  80162. };
  80163. }
  80164. catch (ex) {
  80165. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  80166. callback(-1);
  80167. }
  80168. }
  80169. else {
  80170. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80171. callback(-1);
  80172. }
  80173. };
  80174. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  80175. var _this = this;
  80176. if (this._isSupported && !this._hasReachedQuota && this._db) {
  80177. try {
  80178. // Open a transaction to the database
  80179. var transaction = this._db.transaction(["versions"], "readwrite");
  80180. // the transaction could abort because of a QuotaExceededError error
  80181. transaction.onabort = function (event) {
  80182. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80183. var error = event.srcElement['error'];
  80184. if (error && error.name === "QuotaExceededError") {
  80185. _this._hasReachedQuota = true;
  80186. }
  80187. }
  80188. catch (ex) { }
  80189. callback(-1);
  80190. };
  80191. transaction.oncomplete = function (event) {
  80192. callback(_this._manifestVersionFound);
  80193. };
  80194. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  80195. // Put the scene into the database
  80196. var addRequest = transaction.objectStore("versions").put(newVersion);
  80197. addRequest.onsuccess = function (event) {
  80198. };
  80199. addRequest.onerror = function (event) {
  80200. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  80201. };
  80202. }
  80203. catch (ex) {
  80204. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  80205. callback(-1);
  80206. }
  80207. }
  80208. else {
  80209. callback(-1);
  80210. }
  80211. };
  80212. /**
  80213. * Loads a file from database
  80214. * @param url defines the URL to load from
  80215. * @param sceneLoaded defines a callback to call on success
  80216. * @param progressCallBack defines a callback to call when progress changed
  80217. * @param errorCallback defines a callback to call on error
  80218. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  80219. */
  80220. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  80221. var _this = this;
  80222. var completeUrl = Database._ReturnFullUrlLocation(url);
  80223. var saveAndLoadFile = function () {
  80224. // the scene is not yet in the DB, let's try to save it
  80225. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80226. };
  80227. this._checkVersionFromDB(completeUrl, function (version) {
  80228. if (version !== -1) {
  80229. if (!_this._mustUpdateRessources) {
  80230. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  80231. }
  80232. else {
  80233. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80234. }
  80235. }
  80236. else {
  80237. if (errorCallback) {
  80238. errorCallback();
  80239. }
  80240. }
  80241. });
  80242. };
  80243. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  80244. if (this._isSupported && this._db) {
  80245. var targetStore;
  80246. if (url.indexOf(".babylon") !== -1) {
  80247. targetStore = "scenes";
  80248. }
  80249. else {
  80250. targetStore = "textures";
  80251. }
  80252. var file;
  80253. var transaction = this._db.transaction([targetStore]);
  80254. transaction.oncomplete = function (event) {
  80255. if (file) {
  80256. callback(file.data);
  80257. }
  80258. // file was not found in DB
  80259. else {
  80260. notInDBCallback();
  80261. }
  80262. };
  80263. transaction.onabort = function (event) {
  80264. notInDBCallback();
  80265. };
  80266. var getRequest = transaction.objectStore(targetStore).get(url);
  80267. getRequest.onsuccess = function (event) {
  80268. file = (event.target).result;
  80269. };
  80270. getRequest.onerror = function (event) {
  80271. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  80272. notInDBCallback();
  80273. };
  80274. }
  80275. else {
  80276. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80277. callback();
  80278. }
  80279. };
  80280. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  80281. var _this = this;
  80282. if (this._isSupported) {
  80283. var targetStore;
  80284. if (url.indexOf(".babylon") !== -1) {
  80285. targetStore = "scenes";
  80286. }
  80287. else {
  80288. targetStore = "textures";
  80289. }
  80290. // Create XHR
  80291. var xhr = new XMLHttpRequest();
  80292. var fileData;
  80293. xhr.open("GET", url + "?" + Date.now(), true);
  80294. if (useArrayBuffer) {
  80295. xhr.responseType = "arraybuffer";
  80296. }
  80297. if (progressCallback) {
  80298. xhr.onprogress = progressCallback;
  80299. }
  80300. xhr.addEventListener("load", function () {
  80301. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  80302. // Blob as response (XHR2)
  80303. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  80304. if (!_this._hasReachedQuota && _this._db) {
  80305. // Open a transaction to the database
  80306. var transaction = _this._db.transaction([targetStore], "readwrite");
  80307. // the transaction could abort because of a QuotaExceededError error
  80308. transaction.onabort = function (event) {
  80309. try {
  80310. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80311. var error = event.srcElement['error'];
  80312. if (error && error.name === "QuotaExceededError") {
  80313. _this._hasReachedQuota = true;
  80314. }
  80315. }
  80316. catch (ex) { }
  80317. callback(fileData);
  80318. };
  80319. transaction.oncomplete = function (event) {
  80320. callback(fileData);
  80321. };
  80322. var newFile;
  80323. if (targetStore === "scenes") {
  80324. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  80325. }
  80326. else {
  80327. newFile = { textureUrl: url, data: fileData };
  80328. }
  80329. try {
  80330. // Put the scene into the database
  80331. var addRequest = transaction.objectStore(targetStore).put(newFile);
  80332. addRequest.onsuccess = function (event) {
  80333. };
  80334. addRequest.onerror = function (event) {
  80335. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  80336. };
  80337. }
  80338. catch (ex) {
  80339. callback(fileData);
  80340. }
  80341. }
  80342. else {
  80343. callback(fileData);
  80344. }
  80345. }
  80346. else {
  80347. if (xhr.status >= 400 && errorCallback) {
  80348. errorCallback(xhr);
  80349. }
  80350. else {
  80351. callback();
  80352. }
  80353. }
  80354. }, false);
  80355. xhr.addEventListener("error", function (event) {
  80356. BABYLON.Tools.Error("error on XHR request.");
  80357. callback();
  80358. }, false);
  80359. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80360. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80361. }
  80362. xhr.send();
  80363. }
  80364. else {
  80365. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  80366. callback();
  80367. }
  80368. };
  80369. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  80370. Database.IsUASupportingBlobStorage = true;
  80371. /**
  80372. * Gets a boolean indicating if Database storate is enabled (off by default)
  80373. */
  80374. Database.IDBStorageEnabled = false;
  80375. Database._ParseURL = function (url) {
  80376. var a = document.createElement('a');
  80377. a.href = url;
  80378. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80379. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80380. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80381. return absLocation;
  80382. };
  80383. Database._ReturnFullUrlLocation = function (url) {
  80384. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80385. return (Database._ParseURL(window.location.href) + url);
  80386. }
  80387. else {
  80388. return url;
  80389. }
  80390. };
  80391. return Database;
  80392. }());
  80393. BABYLON.Database = Database;
  80394. })(BABYLON || (BABYLON = {}));
  80395. //# sourceMappingURL=babylon.database.js.map
  80396. var BABYLON;
  80397. (function (BABYLON) {
  80398. /**
  80399. * This represents all the required information to add a fresnel effect on a material:
  80400. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80401. */
  80402. var FresnelParameters = /** @class */ (function () {
  80403. function FresnelParameters() {
  80404. this._isEnabled = true;
  80405. /**
  80406. * Define the color used on edges (grazing angle)
  80407. */
  80408. this.leftColor = BABYLON.Color3.White();
  80409. /**
  80410. * Define the color used on center
  80411. */
  80412. this.rightColor = BABYLON.Color3.Black();
  80413. /**
  80414. * Define bias applied to computed fresnel term
  80415. */
  80416. this.bias = 0;
  80417. /**
  80418. * Defined the power exponent applied to fresnel term
  80419. */
  80420. this.power = 1;
  80421. }
  80422. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80423. /**
  80424. * Define if the fresnel effect is enable or not.
  80425. */
  80426. get: function () {
  80427. return this._isEnabled;
  80428. },
  80429. set: function (value) {
  80430. if (this._isEnabled === value) {
  80431. return;
  80432. }
  80433. this._isEnabled = value;
  80434. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80435. },
  80436. enumerable: true,
  80437. configurable: true
  80438. });
  80439. /**
  80440. * Clones the current fresnel and its valuues
  80441. * @returns a clone fresnel configuration
  80442. */
  80443. FresnelParameters.prototype.clone = function () {
  80444. var newFresnelParameters = new FresnelParameters();
  80445. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80446. return newFresnelParameters;
  80447. };
  80448. /**
  80449. * Serializes the current fresnel parameters to a JSON representation.
  80450. * @return the JSON serialization
  80451. */
  80452. FresnelParameters.prototype.serialize = function () {
  80453. var serializationObject = {};
  80454. serializationObject.isEnabled = this.isEnabled;
  80455. serializationObject.leftColor = this.leftColor.asArray();
  80456. serializationObject.rightColor = this.rightColor.asArray();
  80457. serializationObject.bias = this.bias;
  80458. serializationObject.power = this.power;
  80459. return serializationObject;
  80460. };
  80461. /**
  80462. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80463. * @param parsedFresnelParameters Define the JSON representation
  80464. * @returns the parsed parameters
  80465. */
  80466. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80467. var fresnelParameters = new FresnelParameters();
  80468. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80469. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80470. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80471. fresnelParameters.bias = parsedFresnelParameters.bias;
  80472. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80473. return fresnelParameters;
  80474. };
  80475. return FresnelParameters;
  80476. }());
  80477. BABYLON.FresnelParameters = FresnelParameters;
  80478. })(BABYLON || (BABYLON = {}));
  80479. //# sourceMappingURL=babylon.fresnelParameters.js.map
  80480. var BABYLON;
  80481. (function (BABYLON) {
  80482. /**
  80483. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80484. * separate meshes. This can be use to improve performances.
  80485. * @see http://doc.babylonjs.com/how_to/multi_materials
  80486. */
  80487. var MultiMaterial = /** @class */ (function (_super) {
  80488. __extends(MultiMaterial, _super);
  80489. /**
  80490. * Instantiates a new Multi Material
  80491. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80492. * separate meshes. This can be use to improve performances.
  80493. * @see http://doc.babylonjs.com/how_to/multi_materials
  80494. * @param name Define the name in the scene
  80495. * @param scene Define the scene the material belongs to
  80496. */
  80497. function MultiMaterial(name, scene) {
  80498. var _this = _super.call(this, name, scene, true) || this;
  80499. scene.multiMaterials.push(_this);
  80500. _this.subMaterials = new Array();
  80501. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80502. return _this;
  80503. }
  80504. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80505. /**
  80506. * Gets or Sets the list of Materials used within the multi material.
  80507. * They need to be ordered according to the submeshes order in the associated mesh
  80508. */
  80509. get: function () {
  80510. return this._subMaterials;
  80511. },
  80512. set: function (value) {
  80513. this._subMaterials = value;
  80514. this._hookArray(value);
  80515. },
  80516. enumerable: true,
  80517. configurable: true
  80518. });
  80519. /**
  80520. * Function used to align with Node.getChildren()
  80521. * @returns the list of Materials used within the multi material
  80522. */
  80523. MultiMaterial.prototype.getChildren = function () {
  80524. return this.subMaterials;
  80525. };
  80526. MultiMaterial.prototype._hookArray = function (array) {
  80527. var _this = this;
  80528. var oldPush = array.push;
  80529. array.push = function () {
  80530. var items = [];
  80531. for (var _i = 0; _i < arguments.length; _i++) {
  80532. items[_i] = arguments[_i];
  80533. }
  80534. var result = oldPush.apply(array, items);
  80535. _this._markAllSubMeshesAsTexturesDirty();
  80536. return result;
  80537. };
  80538. var oldSplice = array.splice;
  80539. array.splice = function (index, deleteCount) {
  80540. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80541. _this._markAllSubMeshesAsTexturesDirty();
  80542. return deleted;
  80543. };
  80544. };
  80545. /**
  80546. * Get one of the submaterial by its index in the submaterials array
  80547. * @param index The index to look the sub material at
  80548. * @returns The Material if the index has been defined
  80549. */
  80550. MultiMaterial.prototype.getSubMaterial = function (index) {
  80551. if (index < 0 || index >= this.subMaterials.length) {
  80552. return this.getScene().defaultMaterial;
  80553. }
  80554. return this.subMaterials[index];
  80555. };
  80556. /**
  80557. * Get the list of active textures for the whole sub materials list.
  80558. * @returns All the textures that will be used during the rendering
  80559. */
  80560. MultiMaterial.prototype.getActiveTextures = function () {
  80561. var _a;
  80562. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80563. if (subMaterial) {
  80564. return subMaterial.getActiveTextures();
  80565. }
  80566. else {
  80567. return [];
  80568. }
  80569. }));
  80570. };
  80571. /**
  80572. * Gets the current class name of the material e.g. "MultiMaterial"
  80573. * Mainly use in serialization.
  80574. * @returns the class name
  80575. */
  80576. MultiMaterial.prototype.getClassName = function () {
  80577. return "MultiMaterial";
  80578. };
  80579. /**
  80580. * Checks if the material is ready to render the requested sub mesh
  80581. * @param mesh Define the mesh the submesh belongs to
  80582. * @param subMesh Define the sub mesh to look readyness for
  80583. * @param useInstances Define whether or not the material is used with instances
  80584. * @returns true if ready, otherwise false
  80585. */
  80586. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80587. for (var index = 0; index < this.subMaterials.length; index++) {
  80588. var subMaterial = this.subMaterials[index];
  80589. if (subMaterial) {
  80590. if (subMaterial._storeEffectOnSubMeshes) {
  80591. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80592. return false;
  80593. }
  80594. continue;
  80595. }
  80596. if (!subMaterial.isReady(mesh)) {
  80597. return false;
  80598. }
  80599. }
  80600. }
  80601. return true;
  80602. };
  80603. /**
  80604. * Clones the current material and its related sub materials
  80605. * @param name Define the name of the newly cloned material
  80606. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  80607. * @returns the cloned material
  80608. */
  80609. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  80610. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  80611. for (var index = 0; index < this.subMaterials.length; index++) {
  80612. var subMaterial = null;
  80613. var current = this.subMaterials[index];
  80614. if (cloneChildren && current) {
  80615. subMaterial = current.clone(name + "-" + current.name);
  80616. }
  80617. else {
  80618. subMaterial = this.subMaterials[index];
  80619. }
  80620. newMultiMaterial.subMaterials.push(subMaterial);
  80621. }
  80622. return newMultiMaterial;
  80623. };
  80624. /**
  80625. * Serializes the materials into a JSON representation.
  80626. * @returns the JSON representation
  80627. */
  80628. MultiMaterial.prototype.serialize = function () {
  80629. var serializationObject = {};
  80630. serializationObject.name = this.name;
  80631. serializationObject.id = this.id;
  80632. if (BABYLON.Tags) {
  80633. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80634. }
  80635. serializationObject.materials = [];
  80636. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80637. var subMat = this.subMaterials[matIndex];
  80638. if (subMat) {
  80639. serializationObject.materials.push(subMat.id);
  80640. }
  80641. else {
  80642. serializationObject.materials.push(null);
  80643. }
  80644. }
  80645. return serializationObject;
  80646. };
  80647. /**
  80648. * Dispose the material and release its associated resources
  80649. * @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)
  80650. * @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)
  80651. */
  80652. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80653. var scene = this.getScene();
  80654. if (!scene) {
  80655. return;
  80656. }
  80657. var index = scene.multiMaterials.indexOf(this);
  80658. if (index >= 0) {
  80659. scene.multiMaterials.splice(index, 1);
  80660. }
  80661. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80662. };
  80663. return MultiMaterial;
  80664. }(BABYLON.Material));
  80665. BABYLON.MultiMaterial = MultiMaterial;
  80666. })(BABYLON || (BABYLON = {}));
  80667. //# sourceMappingURL=babylon.multiMaterial.js.map
  80668. var BABYLON;
  80669. (function (BABYLON) {
  80670. /**
  80671. * Manage the touch inputs to control the movement of a free camera.
  80672. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80673. */
  80674. var FreeCameraTouchInput = /** @class */ (function () {
  80675. function FreeCameraTouchInput() {
  80676. /**
  80677. * Defines the touch sensibility for rotation.
  80678. * The higher the faster.
  80679. */
  80680. this.touchAngularSensibility = 200000.0;
  80681. /**
  80682. * Defines the touch sensibility for move.
  80683. * The higher the faster.
  80684. */
  80685. this.touchMoveSensibility = 250.0;
  80686. this._offsetX = null;
  80687. this._offsetY = null;
  80688. this._pointerPressed = new Array();
  80689. }
  80690. /**
  80691. * Attach the input controls to a specific dom element to get the input from.
  80692. * @param element Defines the element the controls should be listened from
  80693. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80694. */
  80695. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  80696. var _this = this;
  80697. var previousPosition = null;
  80698. if (this._pointerInput === undefined) {
  80699. this._onLostFocus = function (evt) {
  80700. _this._offsetX = null;
  80701. _this._offsetY = null;
  80702. };
  80703. this._pointerInput = function (p, s) {
  80704. var evt = p.event;
  80705. if (evt.pointerType === "mouse") {
  80706. return;
  80707. }
  80708. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  80709. if (!noPreventDefault) {
  80710. evt.preventDefault();
  80711. }
  80712. _this._pointerPressed.push(evt.pointerId);
  80713. if (_this._pointerPressed.length !== 1) {
  80714. return;
  80715. }
  80716. previousPosition = {
  80717. x: evt.clientX,
  80718. y: evt.clientY
  80719. };
  80720. }
  80721. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  80722. if (!noPreventDefault) {
  80723. evt.preventDefault();
  80724. }
  80725. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80726. if (index === -1) {
  80727. return;
  80728. }
  80729. _this._pointerPressed.splice(index, 1);
  80730. if (index != 0) {
  80731. return;
  80732. }
  80733. previousPosition = null;
  80734. _this._offsetX = null;
  80735. _this._offsetY = null;
  80736. }
  80737. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  80738. if (!noPreventDefault) {
  80739. evt.preventDefault();
  80740. }
  80741. if (!previousPosition) {
  80742. return;
  80743. }
  80744. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80745. if (index != 0) {
  80746. return;
  80747. }
  80748. _this._offsetX = evt.clientX - previousPosition.x;
  80749. _this._offsetY = -(evt.clientY - previousPosition.y);
  80750. }
  80751. };
  80752. }
  80753. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  80754. if (this._onLostFocus) {
  80755. element.addEventListener("blur", this._onLostFocus);
  80756. }
  80757. };
  80758. /**
  80759. * Detach the current controls from the specified dom element.
  80760. * @param element Defines the element to stop listening the inputs from
  80761. */
  80762. FreeCameraTouchInput.prototype.detachControl = function (element) {
  80763. if (this._pointerInput && element) {
  80764. if (this._observer) {
  80765. this.camera.getScene().onPointerObservable.remove(this._observer);
  80766. this._observer = null;
  80767. }
  80768. if (this._onLostFocus) {
  80769. element.removeEventListener("blur", this._onLostFocus);
  80770. this._onLostFocus = null;
  80771. }
  80772. this._pointerPressed = [];
  80773. this._offsetX = null;
  80774. this._offsetY = null;
  80775. }
  80776. };
  80777. /**
  80778. * Update the current camera state depending on the inputs that have been used this frame.
  80779. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80780. */
  80781. FreeCameraTouchInput.prototype.checkInputs = function () {
  80782. if (this._offsetX && this._offsetY) {
  80783. var camera = this.camera;
  80784. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  80785. if (this._pointerPressed.length > 1) {
  80786. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  80787. }
  80788. else {
  80789. var speed = camera._computeLocalCameraSpeed();
  80790. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  80791. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  80792. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  80793. }
  80794. }
  80795. };
  80796. /**
  80797. * Gets the class name of the current intput.
  80798. * @returns the class name
  80799. */
  80800. FreeCameraTouchInput.prototype.getClassName = function () {
  80801. return "FreeCameraTouchInput";
  80802. };
  80803. /**
  80804. * Get the friendly name associated with the input class.
  80805. * @returns the input friendly name
  80806. */
  80807. FreeCameraTouchInput.prototype.getSimpleName = function () {
  80808. return "touch";
  80809. };
  80810. __decorate([
  80811. BABYLON.serialize()
  80812. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  80813. __decorate([
  80814. BABYLON.serialize()
  80815. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  80816. return FreeCameraTouchInput;
  80817. }());
  80818. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  80819. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  80820. })(BABYLON || (BABYLON = {}));
  80821. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  80822. var BABYLON;
  80823. (function (BABYLON) {
  80824. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  80825. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  80826. });
  80827. /**
  80828. * This represents a FPS type of camera controlled by touch.
  80829. * This is like a universal camera minus the Gamepad controls.
  80830. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80831. */
  80832. var TouchCamera = /** @class */ (function (_super) {
  80833. __extends(TouchCamera, _super);
  80834. /**
  80835. * Instantiates a new touch camera.
  80836. * This represents a FPS type of camera controlled by touch.
  80837. * This is like a universal camera minus the Gamepad controls.
  80838. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80839. * @param name Define the name of the camera in the scene
  80840. * @param position Define the start position of the camera in the scene
  80841. * @param scene Define the scene the camera belongs to
  80842. */
  80843. function TouchCamera(name, position, scene) {
  80844. var _this = _super.call(this, name, position, scene) || this;
  80845. _this.inputs.addTouch();
  80846. _this._setupInputs();
  80847. return _this;
  80848. }
  80849. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  80850. /**
  80851. * Defines the touch sensibility for rotation.
  80852. * The higher the faster.
  80853. */
  80854. get: function () {
  80855. var touch = this.inputs.attached["touch"];
  80856. if (touch) {
  80857. return touch.touchAngularSensibility;
  80858. }
  80859. return 0;
  80860. },
  80861. set: function (value) {
  80862. var touch = this.inputs.attached["touch"];
  80863. if (touch) {
  80864. touch.touchAngularSensibility = value;
  80865. }
  80866. },
  80867. enumerable: true,
  80868. configurable: true
  80869. });
  80870. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  80871. /**
  80872. * Defines the touch sensibility for move.
  80873. * The higher the faster.
  80874. */
  80875. get: function () {
  80876. var touch = this.inputs.attached["touch"];
  80877. if (touch) {
  80878. return touch.touchMoveSensibility;
  80879. }
  80880. return 0;
  80881. },
  80882. set: function (value) {
  80883. var touch = this.inputs.attached["touch"];
  80884. if (touch) {
  80885. touch.touchMoveSensibility = value;
  80886. }
  80887. },
  80888. enumerable: true,
  80889. configurable: true
  80890. });
  80891. /**
  80892. * Gets the current object class name.
  80893. * @return the class name
  80894. */
  80895. TouchCamera.prototype.getClassName = function () {
  80896. return "TouchCamera";
  80897. };
  80898. /** @hidden */
  80899. TouchCamera.prototype._setupInputs = function () {
  80900. var mouse = this.inputs.attached["mouse"];
  80901. if (mouse) {
  80902. mouse.touchEnabled = false;
  80903. }
  80904. };
  80905. return TouchCamera;
  80906. }(BABYLON.FreeCamera));
  80907. BABYLON.TouchCamera = TouchCamera;
  80908. })(BABYLON || (BABYLON = {}));
  80909. //# sourceMappingURL=babylon.touchCamera.js.map
  80910. var BABYLON;
  80911. (function (BABYLON) {
  80912. /**
  80913. * 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.
  80914. * This is the base class of any Procedural texture and contains most of the shareable code.
  80915. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80916. */
  80917. var ProceduralTexture = /** @class */ (function (_super) {
  80918. __extends(ProceduralTexture, _super);
  80919. /**
  80920. * Instantiates a new procedural texture.
  80921. * 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.
  80922. * This is the base class of any Procedural texture and contains most of the shareable code.
  80923. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80924. * @param name Define the name of the texture
  80925. * @param size Define the size of the texture to create
  80926. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80927. * @param scene Define the scene the texture belongs to
  80928. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80929. * @param generateMipMaps Define if the texture should creates mip maps or not
  80930. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80931. */
  80932. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  80933. if (fallbackTexture === void 0) { fallbackTexture = null; }
  80934. if (generateMipMaps === void 0) { generateMipMaps = true; }
  80935. if (isCube === void 0) { isCube = false; }
  80936. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  80937. _this.isCube = isCube;
  80938. /**
  80939. * Define if the texture is enabled or not (disabled texture will not render)
  80940. */
  80941. _this.isEnabled = true;
  80942. /**
  80943. * Define if the texture must be cleared before rendering (default is true)
  80944. */
  80945. _this.autoClear = true;
  80946. /**
  80947. * Event raised when the texture is generated
  80948. */
  80949. _this.onGeneratedObservable = new BABYLON.Observable();
  80950. /** @hidden */
  80951. _this._textures = {};
  80952. _this._currentRefreshId = -1;
  80953. _this._refreshRate = 1;
  80954. _this._vertexBuffers = {};
  80955. _this._uniforms = new Array();
  80956. _this._samplers = new Array();
  80957. _this._floats = {};
  80958. _this._ints = {};
  80959. _this._floatsArrays = {};
  80960. _this._colors3 = {};
  80961. _this._colors4 = {};
  80962. _this._vectors2 = {};
  80963. _this._vectors3 = {};
  80964. _this._matrices = {};
  80965. _this._fallbackTextureUsed = false;
  80966. _this._cachedDefines = "";
  80967. _this._contentUpdateId = -1;
  80968. scene = _this.getScene();
  80969. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  80970. if (!component) {
  80971. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  80972. scene._addComponent(component);
  80973. }
  80974. scene.proceduralTextures.push(_this);
  80975. _this._engine = scene.getEngine();
  80976. _this.name = name;
  80977. _this.isRenderTarget = true;
  80978. _this._size = size;
  80979. _this._generateMipMaps = generateMipMaps;
  80980. _this.setFragment(fragment);
  80981. _this._fallbackTexture = fallbackTexture;
  80982. if (isCube) {
  80983. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80984. _this.setFloat("face", 0);
  80985. }
  80986. else {
  80987. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80988. }
  80989. // VBO
  80990. var vertices = [];
  80991. vertices.push(1, 1);
  80992. vertices.push(-1, 1);
  80993. vertices.push(-1, -1);
  80994. vertices.push(1, -1);
  80995. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  80996. _this._createIndexBuffer();
  80997. return _this;
  80998. }
  80999. /**
  81000. * The effect that is created when initializing the post process.
  81001. * @returns The created effect corrisponding the the postprocess.
  81002. */
  81003. ProceduralTexture.prototype.getEffect = function () {
  81004. return this._effect;
  81005. };
  81006. /**
  81007. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81008. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81009. */
  81010. ProceduralTexture.prototype.getContent = function () {
  81011. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  81012. return this._contentData;
  81013. }
  81014. this._contentData = this.readPixels(0, 0, this._contentData);
  81015. this._contentUpdateId = this._currentRefreshId;
  81016. return this._contentData;
  81017. };
  81018. ProceduralTexture.prototype._createIndexBuffer = function () {
  81019. var engine = this._engine;
  81020. // Indices
  81021. var indices = [];
  81022. indices.push(0);
  81023. indices.push(1);
  81024. indices.push(2);
  81025. indices.push(0);
  81026. indices.push(2);
  81027. indices.push(3);
  81028. this._indexBuffer = engine.createIndexBuffer(indices);
  81029. };
  81030. /** @hidden */
  81031. ProceduralTexture.prototype._rebuild = function () {
  81032. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81033. if (vb) {
  81034. vb._rebuild();
  81035. }
  81036. this._createIndexBuffer();
  81037. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  81038. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  81039. }
  81040. };
  81041. /**
  81042. * Resets the texture in order to recreate its associated resources.
  81043. * This can be called in case of context loss
  81044. */
  81045. ProceduralTexture.prototype.reset = function () {
  81046. if (this._effect === undefined) {
  81047. return;
  81048. }
  81049. var engine = this._engine;
  81050. engine._releaseEffect(this._effect);
  81051. };
  81052. ProceduralTexture.prototype._getDefines = function () {
  81053. return "";
  81054. };
  81055. /**
  81056. * Is the texture ready to be used ? (rendered at least once)
  81057. * @returns true if ready, otherwise, false.
  81058. */
  81059. ProceduralTexture.prototype.isReady = function () {
  81060. var _this = this;
  81061. var engine = this._engine;
  81062. var shaders;
  81063. if (!this._fragment) {
  81064. return false;
  81065. }
  81066. if (this._fallbackTextureUsed) {
  81067. return true;
  81068. }
  81069. var defines = this._getDefines();
  81070. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  81071. return true;
  81072. }
  81073. if (this._fragment.fragmentElement !== undefined) {
  81074. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  81075. }
  81076. else {
  81077. shaders = { vertex: "procedural", fragment: this._fragment };
  81078. }
  81079. this._cachedDefines = defines;
  81080. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  81081. _this.releaseInternalTexture();
  81082. if (_this._fallbackTexture) {
  81083. _this._texture = _this._fallbackTexture._texture;
  81084. if (_this._texture) {
  81085. _this._texture.incrementReferences();
  81086. }
  81087. }
  81088. _this._fallbackTextureUsed = true;
  81089. });
  81090. return this._effect.isReady();
  81091. };
  81092. /**
  81093. * Resets the refresh counter of the texture and start bak from scratch.
  81094. * Could be useful to regenerate the texture if it is setup to render only once.
  81095. */
  81096. ProceduralTexture.prototype.resetRefreshCounter = function () {
  81097. this._currentRefreshId = -1;
  81098. };
  81099. /**
  81100. * Set the fragment shader to use in order to render the texture.
  81101. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81102. */
  81103. ProceduralTexture.prototype.setFragment = function (fragment) {
  81104. this._fragment = fragment;
  81105. };
  81106. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  81107. /**
  81108. * Define the refresh rate of the texture or the rendering frequency.
  81109. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81110. */
  81111. get: function () {
  81112. return this._refreshRate;
  81113. },
  81114. set: function (value) {
  81115. this._refreshRate = value;
  81116. this.resetRefreshCounter();
  81117. },
  81118. enumerable: true,
  81119. configurable: true
  81120. });
  81121. /** @hidden */
  81122. ProceduralTexture.prototype._shouldRender = function () {
  81123. if (!this.isEnabled || !this.isReady() || !this._texture) {
  81124. if (this._texture) {
  81125. this._texture.isReady = false;
  81126. }
  81127. return false;
  81128. }
  81129. if (this._fallbackTextureUsed) {
  81130. return false;
  81131. }
  81132. if (this._currentRefreshId === -1) { // At least render once
  81133. this._currentRefreshId = 1;
  81134. return true;
  81135. }
  81136. if (this.refreshRate === this._currentRefreshId) {
  81137. this._currentRefreshId = 1;
  81138. return true;
  81139. }
  81140. this._currentRefreshId++;
  81141. return false;
  81142. };
  81143. /**
  81144. * Get the size the texture is rendering at.
  81145. * @returns the size (texture is always squared)
  81146. */
  81147. ProceduralTexture.prototype.getRenderSize = function () {
  81148. return this._size;
  81149. };
  81150. /**
  81151. * Resize the texture to new value.
  81152. * @param size Define the new size the texture should have
  81153. * @param generateMipMaps Define whether the new texture should create mip maps
  81154. */
  81155. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  81156. if (this._fallbackTextureUsed) {
  81157. return;
  81158. }
  81159. this.releaseInternalTexture();
  81160. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  81161. // Update properties
  81162. this._size = size;
  81163. this._generateMipMaps = generateMipMaps;
  81164. };
  81165. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  81166. if (this._uniforms.indexOf(uniformName) === -1) {
  81167. this._uniforms.push(uniformName);
  81168. }
  81169. };
  81170. /**
  81171. * Set a texture in the shader program used to render.
  81172. * @param name Define the name of the uniform samplers as defined in the shader
  81173. * @param texture Define the texture to bind to this sampler
  81174. * @return the texture itself allowing "fluent" like uniform updates
  81175. */
  81176. ProceduralTexture.prototype.setTexture = function (name, texture) {
  81177. if (this._samplers.indexOf(name) === -1) {
  81178. this._samplers.push(name);
  81179. }
  81180. this._textures[name] = texture;
  81181. return this;
  81182. };
  81183. /**
  81184. * Set a float in the shader.
  81185. * @param name Define the name of the uniform as defined in the shader
  81186. * @param value Define the value to give to the uniform
  81187. * @return the texture itself allowing "fluent" like uniform updates
  81188. */
  81189. ProceduralTexture.prototype.setFloat = function (name, value) {
  81190. this._checkUniform(name);
  81191. this._floats[name] = value;
  81192. return this;
  81193. };
  81194. /**
  81195. * Set a int in the shader.
  81196. * @param name Define the name of the uniform as defined in the shader
  81197. * @param value Define the value to give to the uniform
  81198. * @return the texture itself allowing "fluent" like uniform updates
  81199. */
  81200. ProceduralTexture.prototype.setInt = function (name, value) {
  81201. this._checkUniform(name);
  81202. this._ints[name] = value;
  81203. return this;
  81204. };
  81205. /**
  81206. * Set an array of floats in the shader.
  81207. * @param name Define the name of the uniform as defined in the shader
  81208. * @param value Define the value to give to the uniform
  81209. * @return the texture itself allowing "fluent" like uniform updates
  81210. */
  81211. ProceduralTexture.prototype.setFloats = function (name, value) {
  81212. this._checkUniform(name);
  81213. this._floatsArrays[name] = value;
  81214. return this;
  81215. };
  81216. /**
  81217. * Set a vec3 in the shader from a Color3.
  81218. * @param name Define the name of the uniform as defined in the shader
  81219. * @param value Define the value to give to the uniform
  81220. * @return the texture itself allowing "fluent" like uniform updates
  81221. */
  81222. ProceduralTexture.prototype.setColor3 = function (name, value) {
  81223. this._checkUniform(name);
  81224. this._colors3[name] = value;
  81225. return this;
  81226. };
  81227. /**
  81228. * Set a vec4 in the shader from a Color4.
  81229. * @param name Define the name of the uniform as defined in the shader
  81230. * @param value Define the value to give to the uniform
  81231. * @return the texture itself allowing "fluent" like uniform updates
  81232. */
  81233. ProceduralTexture.prototype.setColor4 = function (name, value) {
  81234. this._checkUniform(name);
  81235. this._colors4[name] = value;
  81236. return this;
  81237. };
  81238. /**
  81239. * Set a vec2 in the shader from a Vector2.
  81240. * @param name Define the name of the uniform as defined in the shader
  81241. * @param value Define the value to give to the uniform
  81242. * @return the texture itself allowing "fluent" like uniform updates
  81243. */
  81244. ProceduralTexture.prototype.setVector2 = function (name, value) {
  81245. this._checkUniform(name);
  81246. this._vectors2[name] = value;
  81247. return this;
  81248. };
  81249. /**
  81250. * Set a vec3 in the shader from a Vector3.
  81251. * @param name Define the name of the uniform as defined in the shader
  81252. * @param value Define the value to give to the uniform
  81253. * @return the texture itself allowing "fluent" like uniform updates
  81254. */
  81255. ProceduralTexture.prototype.setVector3 = function (name, value) {
  81256. this._checkUniform(name);
  81257. this._vectors3[name] = value;
  81258. return this;
  81259. };
  81260. /**
  81261. * Set a mat4 in the shader from a MAtrix.
  81262. * @param name Define the name of the uniform as defined in the shader
  81263. * @param value Define the value to give to the uniform
  81264. * @return the texture itself allowing "fluent" like uniform updates
  81265. */
  81266. ProceduralTexture.prototype.setMatrix = function (name, value) {
  81267. this._checkUniform(name);
  81268. this._matrices[name] = value;
  81269. return this;
  81270. };
  81271. /**
  81272. * Render the texture to its associated render target.
  81273. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81274. */
  81275. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81276. var scene = this.getScene();
  81277. if (!scene) {
  81278. return;
  81279. }
  81280. var engine = this._engine;
  81281. // Render
  81282. engine.enableEffect(this._effect);
  81283. engine.setState(false);
  81284. // Texture
  81285. for (var name in this._textures) {
  81286. this._effect.setTexture(name, this._textures[name]);
  81287. }
  81288. // Float
  81289. for (name in this._ints) {
  81290. this._effect.setInt(name, this._ints[name]);
  81291. }
  81292. // Float
  81293. for (name in this._floats) {
  81294. this._effect.setFloat(name, this._floats[name]);
  81295. }
  81296. // Floats
  81297. for (name in this._floatsArrays) {
  81298. this._effect.setArray(name, this._floatsArrays[name]);
  81299. }
  81300. // Color3
  81301. for (name in this._colors3) {
  81302. this._effect.setColor3(name, this._colors3[name]);
  81303. }
  81304. // Color4
  81305. for (name in this._colors4) {
  81306. var color = this._colors4[name];
  81307. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  81308. }
  81309. // Vector2
  81310. for (name in this._vectors2) {
  81311. this._effect.setVector2(name, this._vectors2[name]);
  81312. }
  81313. // Vector3
  81314. for (name in this._vectors3) {
  81315. this._effect.setVector3(name, this._vectors3[name]);
  81316. }
  81317. // Matrix
  81318. for (name in this._matrices) {
  81319. this._effect.setMatrix(name, this._matrices[name]);
  81320. }
  81321. if (!this._texture) {
  81322. return;
  81323. }
  81324. if (this.isCube) {
  81325. for (var face = 0; face < 6; face++) {
  81326. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  81327. // VBOs
  81328. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81329. this._effect.setFloat("face", face);
  81330. // Clear
  81331. if (this.autoClear) {
  81332. engine.clear(scene.clearColor, true, false, false);
  81333. }
  81334. // Draw order
  81335. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81336. // Mipmaps
  81337. if (face === 5) {
  81338. engine.generateMipMapsForCubemap(this._texture);
  81339. }
  81340. }
  81341. }
  81342. else {
  81343. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  81344. // VBOs
  81345. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81346. // Clear
  81347. if (this.autoClear) {
  81348. engine.clear(scene.clearColor, true, false, false);
  81349. }
  81350. // Draw order
  81351. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81352. }
  81353. // Unbind
  81354. engine.unBindFramebuffer(this._texture, this.isCube);
  81355. if (this.onGenerated) {
  81356. this.onGenerated();
  81357. }
  81358. this.onGeneratedObservable.notifyObservers(this);
  81359. };
  81360. /**
  81361. * Clone the texture.
  81362. * @returns the cloned texture
  81363. */
  81364. ProceduralTexture.prototype.clone = function () {
  81365. var textureSize = this.getSize();
  81366. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  81367. // Base texture
  81368. newTexture.hasAlpha = this.hasAlpha;
  81369. newTexture.level = this.level;
  81370. // RenderTarget Texture
  81371. newTexture.coordinatesMode = this.coordinatesMode;
  81372. return newTexture;
  81373. };
  81374. /**
  81375. * Dispose the texture and release its asoociated resources.
  81376. */
  81377. ProceduralTexture.prototype.dispose = function () {
  81378. var scene = this.getScene();
  81379. if (!scene) {
  81380. return;
  81381. }
  81382. var index = scene.proceduralTextures.indexOf(this);
  81383. if (index >= 0) {
  81384. scene.proceduralTextures.splice(index, 1);
  81385. }
  81386. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81387. if (vertexBuffer) {
  81388. vertexBuffer.dispose();
  81389. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81390. }
  81391. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81392. this._indexBuffer = null;
  81393. }
  81394. _super.prototype.dispose.call(this);
  81395. };
  81396. __decorate([
  81397. BABYLON.serialize()
  81398. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81399. __decorate([
  81400. BABYLON.serialize()
  81401. ], ProceduralTexture.prototype, "autoClear", void 0);
  81402. __decorate([
  81403. BABYLON.serialize()
  81404. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81405. __decorate([
  81406. BABYLON.serialize()
  81407. ], ProceduralTexture.prototype, "_size", void 0);
  81408. __decorate([
  81409. BABYLON.serialize()
  81410. ], ProceduralTexture.prototype, "refreshRate", null);
  81411. return ProceduralTexture;
  81412. }(BABYLON.Texture));
  81413. BABYLON.ProceduralTexture = ProceduralTexture;
  81414. })(BABYLON || (BABYLON = {}));
  81415. //# sourceMappingURL=babylon.proceduralTexture.js.map
  81416. var BABYLON;
  81417. (function (BABYLON) {
  81418. /**
  81419. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81420. * in a given scene.
  81421. */
  81422. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81423. /**
  81424. * Creates a new instance of the component for the given scene
  81425. * @param scene Defines the scene to register the component in
  81426. */
  81427. function ProceduralTextureSceneComponent(scene) {
  81428. /**
  81429. * The component name helpfull to identify the component in the list of scene components.
  81430. */
  81431. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81432. this.scene = scene;
  81433. this.scene.proceduralTextures = new Array();
  81434. scene.layers = new Array();
  81435. }
  81436. /**
  81437. * Registers the component in a given scene
  81438. */
  81439. ProceduralTextureSceneComponent.prototype.register = function () {
  81440. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81441. };
  81442. /**
  81443. * Rebuilds the elements related to this component in case of
  81444. * context lost for instance.
  81445. */
  81446. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81447. // Nothing to do here.
  81448. };
  81449. /**
  81450. * Disposes the component and the associated ressources.
  81451. */
  81452. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81453. // Nothing to do here.
  81454. };
  81455. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81456. if (this.scene.proceduralTexturesEnabled) {
  81457. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81458. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81459. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81460. if (proceduralTexture._shouldRender()) {
  81461. proceduralTexture.render();
  81462. }
  81463. }
  81464. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81465. }
  81466. };
  81467. return ProceduralTextureSceneComponent;
  81468. }());
  81469. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81470. })(BABYLON || (BABYLON = {}));
  81471. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  81472. var BABYLON;
  81473. (function (BABYLON) {
  81474. /**
  81475. * 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.
  81476. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81477. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81478. */
  81479. var CustomProceduralTexture = /** @class */ (function (_super) {
  81480. __extends(CustomProceduralTexture, _super);
  81481. /**
  81482. * Instantiates a new Custom Procedural Texture.
  81483. * 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.
  81484. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81485. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81486. * @param name Define the name of the texture
  81487. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81488. * @param size Define the size of the texture to create
  81489. * @param scene Define the scene the texture belongs to
  81490. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81491. * @param generateMipMaps Define if the texture should creates mip maps or not
  81492. */
  81493. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81494. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81495. _this._animate = true;
  81496. _this._time = 0;
  81497. _this._texturePath = texturePath;
  81498. //Try to load json
  81499. _this._loadJson(texturePath);
  81500. _this.refreshRate = 1;
  81501. return _this;
  81502. }
  81503. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81504. var _this = this;
  81505. var noConfigFile = function () {
  81506. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81507. try {
  81508. _this.setFragment(_this._texturePath);
  81509. }
  81510. catch (ex) {
  81511. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81512. }
  81513. };
  81514. var configFileUrl = jsonUrl + "/config.json";
  81515. var xhr = new XMLHttpRequest();
  81516. xhr.open("GET", configFileUrl, true);
  81517. xhr.addEventListener("load", function () {
  81518. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81519. try {
  81520. _this._config = JSON.parse(xhr.response);
  81521. _this.updateShaderUniforms();
  81522. _this.updateTextures();
  81523. _this.setFragment(_this._texturePath + "/custom");
  81524. _this._animate = _this._config.animate;
  81525. _this.refreshRate = _this._config.refreshrate;
  81526. }
  81527. catch (ex) {
  81528. noConfigFile();
  81529. }
  81530. }
  81531. else {
  81532. noConfigFile();
  81533. }
  81534. }, false);
  81535. xhr.addEventListener("error", function () {
  81536. noConfigFile();
  81537. }, false);
  81538. try {
  81539. if (BABYLON.Tools.UseCustomRequestHeaders) {
  81540. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  81541. }
  81542. xhr.send();
  81543. }
  81544. catch (ex) {
  81545. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81546. }
  81547. };
  81548. /**
  81549. * Is the texture ready to be used ? (rendered at least once)
  81550. * @returns true if ready, otherwise, false.
  81551. */
  81552. CustomProceduralTexture.prototype.isReady = function () {
  81553. if (!_super.prototype.isReady.call(this)) {
  81554. return false;
  81555. }
  81556. for (var name in this._textures) {
  81557. var texture = this._textures[name];
  81558. if (!texture.isReady()) {
  81559. return false;
  81560. }
  81561. }
  81562. return true;
  81563. };
  81564. /**
  81565. * Render the texture to its associated render target.
  81566. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81567. */
  81568. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81569. var scene = this.getScene();
  81570. if (this._animate && scene) {
  81571. this._time += scene.getAnimationRatio() * 0.03;
  81572. this.updateShaderUniforms();
  81573. }
  81574. _super.prototype.render.call(this, useCameraPostProcess);
  81575. };
  81576. /**
  81577. * Update the list of dependant textures samplers in the shader.
  81578. */
  81579. CustomProceduralTexture.prototype.updateTextures = function () {
  81580. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81581. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81582. }
  81583. };
  81584. /**
  81585. * Update the uniform values of the procedural texture in the shader.
  81586. */
  81587. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81588. if (this._config) {
  81589. for (var j = 0; j < this._config.uniforms.length; j++) {
  81590. var uniform = this._config.uniforms[j];
  81591. switch (uniform.type) {
  81592. case "float":
  81593. this.setFloat(uniform.name, uniform.value);
  81594. break;
  81595. case "color3":
  81596. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81597. break;
  81598. case "color4":
  81599. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81600. break;
  81601. case "vector2":
  81602. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81603. break;
  81604. case "vector3":
  81605. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  81606. break;
  81607. }
  81608. }
  81609. }
  81610. this.setFloat("time", this._time);
  81611. };
  81612. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  81613. /**
  81614. * Define if the texture animates or not.
  81615. */
  81616. get: function () {
  81617. return this._animate;
  81618. },
  81619. set: function (value) {
  81620. this._animate = value;
  81621. },
  81622. enumerable: true,
  81623. configurable: true
  81624. });
  81625. return CustomProceduralTexture;
  81626. }(BABYLON.ProceduralTexture));
  81627. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81628. })(BABYLON || (BABYLON = {}));
  81629. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  81630. var BABYLON;
  81631. (function (BABYLON) {
  81632. /**
  81633. * Manage the gamepad inputs to control a free camera.
  81634. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81635. */
  81636. var FreeCameraGamepadInput = /** @class */ (function () {
  81637. function FreeCameraGamepadInput() {
  81638. /**
  81639. * Defines the gamepad rotation sensiblity.
  81640. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81641. */
  81642. this.gamepadAngularSensibility = 200;
  81643. /**
  81644. * Defines the gamepad move sensiblity.
  81645. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81646. */
  81647. this.gamepadMoveSensibility = 40;
  81648. this._cameraTransform = BABYLON.Matrix.Identity();
  81649. this._deltaTransform = BABYLON.Vector3.Zero();
  81650. this._vector3 = BABYLON.Vector3.Zero();
  81651. this._vector2 = BABYLON.Vector2.Zero();
  81652. }
  81653. /**
  81654. * Attach the input controls to a specific dom element to get the input from.
  81655. * @param element Defines the element the controls should be listened from
  81656. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81657. */
  81658. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81659. var _this = this;
  81660. var manager = this.camera.getScene().gamepadManager;
  81661. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81662. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81663. // prioritize XBOX gamepads.
  81664. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81665. _this.gamepad = gamepad;
  81666. }
  81667. }
  81668. });
  81669. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81670. if (_this.gamepad === gamepad) {
  81671. _this.gamepad = null;
  81672. }
  81673. });
  81674. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81675. };
  81676. /**
  81677. * Detach the current controls from the specified dom element.
  81678. * @param element Defines the element to stop listening the inputs from
  81679. */
  81680. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81681. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81682. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81683. this.gamepad = null;
  81684. };
  81685. /**
  81686. * Update the current camera state depending on the inputs that have been used this frame.
  81687. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81688. */
  81689. FreeCameraGamepadInput.prototype.checkInputs = function () {
  81690. if (this.gamepad && this.gamepad.leftStick) {
  81691. var camera = this.camera;
  81692. var LSValues = this.gamepad.leftStick;
  81693. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  81694. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81695. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  81696. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  81697. var RSValues = this.gamepad.rightStick;
  81698. if (RSValues) {
  81699. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  81700. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  81701. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  81702. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  81703. }
  81704. else {
  81705. RSValues = { x: 0, y: 0 };
  81706. }
  81707. if (!camera.rotationQuaternion) {
  81708. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  81709. }
  81710. else {
  81711. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  81712. }
  81713. var speed = camera._computeLocalCameraSpeed() * 50.0;
  81714. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  81715. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  81716. camera.cameraDirection.addInPlace(this._deltaTransform);
  81717. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  81718. camera.cameraRotation.addInPlace(this._vector2);
  81719. }
  81720. };
  81721. /**
  81722. * Gets the class name of the current intput.
  81723. * @returns the class name
  81724. */
  81725. FreeCameraGamepadInput.prototype.getClassName = function () {
  81726. return "FreeCameraGamepadInput";
  81727. };
  81728. /**
  81729. * Get the friendly name associated with the input class.
  81730. * @returns the input friendly name
  81731. */
  81732. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  81733. return "gamepad";
  81734. };
  81735. __decorate([
  81736. BABYLON.serialize()
  81737. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  81738. __decorate([
  81739. BABYLON.serialize()
  81740. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81741. return FreeCameraGamepadInput;
  81742. }());
  81743. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  81744. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  81745. })(BABYLON || (BABYLON = {}));
  81746. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  81747. var BABYLON;
  81748. (function (BABYLON) {
  81749. /**
  81750. * Manage the gamepad inputs to control an arc rotate camera.
  81751. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81752. */
  81753. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  81754. function ArcRotateCameraGamepadInput() {
  81755. /**
  81756. * Defines the gamepad rotation sensiblity.
  81757. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81758. */
  81759. this.gamepadRotationSensibility = 80;
  81760. /**
  81761. * Defines the gamepad move sensiblity.
  81762. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81763. */
  81764. this.gamepadMoveSensibility = 40;
  81765. }
  81766. /**
  81767. * Attach the input controls to a specific dom element to get the input from.
  81768. * @param element Defines the element the controls should be listened from
  81769. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81770. */
  81771. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81772. var _this = this;
  81773. var manager = this.camera.getScene().gamepadManager;
  81774. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81775. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81776. // prioritize XBOX gamepads.
  81777. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81778. _this.gamepad = gamepad;
  81779. }
  81780. }
  81781. });
  81782. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81783. if (_this.gamepad === gamepad) {
  81784. _this.gamepad = null;
  81785. }
  81786. });
  81787. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81788. };
  81789. /**
  81790. * Detach the current controls from the specified dom element.
  81791. * @param element Defines the element to stop listening the inputs from
  81792. */
  81793. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  81794. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81795. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81796. this.gamepad = null;
  81797. };
  81798. /**
  81799. * Update the current camera state depending on the inputs that have been used this frame.
  81800. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81801. */
  81802. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  81803. if (this.gamepad) {
  81804. var camera = this.camera;
  81805. var RSValues = this.gamepad.rightStick;
  81806. if (RSValues) {
  81807. if (RSValues.x != 0) {
  81808. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  81809. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  81810. camera.inertialAlphaOffset += normalizedRX;
  81811. }
  81812. }
  81813. if (RSValues.y != 0) {
  81814. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  81815. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  81816. camera.inertialBetaOffset += normalizedRY;
  81817. }
  81818. }
  81819. }
  81820. var LSValues = this.gamepad.leftStick;
  81821. if (LSValues && LSValues.y != 0) {
  81822. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81823. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  81824. this.camera.inertialRadiusOffset -= normalizedLY;
  81825. }
  81826. }
  81827. }
  81828. };
  81829. /**
  81830. * Gets the class name of the current intput.
  81831. * @returns the class name
  81832. */
  81833. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  81834. return "ArcRotateCameraGamepadInput";
  81835. };
  81836. /**
  81837. * Get the friendly name associated with the input class.
  81838. * @returns the input friendly name
  81839. */
  81840. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  81841. return "gamepad";
  81842. };
  81843. __decorate([
  81844. BABYLON.serialize()
  81845. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  81846. __decorate([
  81847. BABYLON.serialize()
  81848. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81849. return ArcRotateCameraGamepadInput;
  81850. }());
  81851. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  81852. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  81853. })(BABYLON || (BABYLON = {}));
  81854. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  81855. var BABYLON;
  81856. (function (BABYLON) {
  81857. /**
  81858. * Manager for handling gamepads
  81859. */
  81860. var GamepadManager = /** @class */ (function () {
  81861. /**
  81862. * Initializes the gamepad manager
  81863. * @param _scene BabylonJS scene
  81864. */
  81865. function GamepadManager(_scene) {
  81866. var _this = this;
  81867. this._scene = _scene;
  81868. this._babylonGamepads = [];
  81869. this._oneGamepadConnected = false;
  81870. /** @hidden */
  81871. this._isMonitoring = false;
  81872. /**
  81873. * observable to be triggered when the gamepad controller has been disconnected
  81874. */
  81875. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  81876. if (!BABYLON.Tools.IsWindowObjectExist()) {
  81877. this._gamepadEventSupported = false;
  81878. }
  81879. else {
  81880. this._gamepadEventSupported = 'GamepadEvent' in window;
  81881. this._gamepadSupport = (navigator.getGamepads ||
  81882. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  81883. }
  81884. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  81885. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  81886. for (var i in _this._babylonGamepads) {
  81887. var gamepad = _this._babylonGamepads[i];
  81888. if (gamepad && gamepad._isConnected) {
  81889. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  81890. }
  81891. }
  81892. });
  81893. this._onGamepadConnectedEvent = function (evt) {
  81894. var gamepad = evt.gamepad;
  81895. if (gamepad.index in _this._babylonGamepads) {
  81896. if (_this._babylonGamepads[gamepad.index].isConnected) {
  81897. return;
  81898. }
  81899. }
  81900. var newGamepad;
  81901. if (_this._babylonGamepads[gamepad.index]) {
  81902. newGamepad = _this._babylonGamepads[gamepad.index];
  81903. newGamepad.browserGamepad = gamepad;
  81904. newGamepad._isConnected = true;
  81905. }
  81906. else {
  81907. newGamepad = _this._addNewGamepad(gamepad);
  81908. }
  81909. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81910. _this._startMonitoringGamepads();
  81911. };
  81912. this._onGamepadDisconnectedEvent = function (evt) {
  81913. var gamepad = evt.gamepad;
  81914. // Remove the gamepad from the list of gamepads to monitor.
  81915. for (var i in _this._babylonGamepads) {
  81916. if (_this._babylonGamepads[i].index === gamepad.index) {
  81917. var disconnectedGamepad = _this._babylonGamepads[i];
  81918. disconnectedGamepad._isConnected = false;
  81919. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  81920. break;
  81921. }
  81922. }
  81923. };
  81924. if (this._gamepadSupport) {
  81925. //first add already-connected gamepads
  81926. this._updateGamepadObjects();
  81927. if (this._babylonGamepads.length) {
  81928. this._startMonitoringGamepads();
  81929. }
  81930. // Checking if the gamepad connected event is supported (like in Firefox)
  81931. if (this._gamepadEventSupported) {
  81932. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  81933. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  81934. }
  81935. else {
  81936. this._startMonitoringGamepads();
  81937. }
  81938. }
  81939. }
  81940. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  81941. /**
  81942. * The gamepads in the game pad manager
  81943. */
  81944. get: function () {
  81945. return this._babylonGamepads;
  81946. },
  81947. enumerable: true,
  81948. configurable: true
  81949. });
  81950. /**
  81951. * Get the gamepad controllers based on type
  81952. * @param type The type of gamepad controller
  81953. * @returns Nullable gamepad
  81954. */
  81955. GamepadManager.prototype.getGamepadByType = function (type) {
  81956. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  81957. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  81958. var gamepad = _a[_i];
  81959. if (gamepad && gamepad.type === type) {
  81960. return gamepad;
  81961. }
  81962. }
  81963. return null;
  81964. };
  81965. /**
  81966. * Disposes the gamepad manager
  81967. */
  81968. GamepadManager.prototype.dispose = function () {
  81969. if (this._gamepadEventSupported) {
  81970. if (this._onGamepadConnectedEvent) {
  81971. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  81972. }
  81973. if (this._onGamepadDisconnectedEvent) {
  81974. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  81975. }
  81976. this._onGamepadConnectedEvent = null;
  81977. this._onGamepadDisconnectedEvent = null;
  81978. }
  81979. this._babylonGamepads.forEach(function (gamepad) {
  81980. gamepad.dispose();
  81981. });
  81982. this.onGamepadConnectedObservable.clear();
  81983. this.onGamepadDisconnectedObservable.clear();
  81984. this._oneGamepadConnected = false;
  81985. this._stopMonitoringGamepads();
  81986. this._babylonGamepads = [];
  81987. };
  81988. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  81989. if (!this._oneGamepadConnected) {
  81990. this._oneGamepadConnected = true;
  81991. }
  81992. var newGamepad;
  81993. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  81994. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  81995. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  81996. }
  81997. // if pose is supported, use the (WebVR) pose enabled controller
  81998. else if (gamepad.pose) {
  81999. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  82000. }
  82001. else {
  82002. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  82003. }
  82004. this._babylonGamepads[newGamepad.index] = newGamepad;
  82005. return newGamepad;
  82006. };
  82007. GamepadManager.prototype._startMonitoringGamepads = function () {
  82008. if (!this._isMonitoring) {
  82009. this._isMonitoring = true;
  82010. //back-comp
  82011. if (!this._scene) {
  82012. this._checkGamepadsStatus();
  82013. }
  82014. }
  82015. };
  82016. GamepadManager.prototype._stopMonitoringGamepads = function () {
  82017. this._isMonitoring = false;
  82018. };
  82019. /** @hidden */
  82020. GamepadManager.prototype._checkGamepadsStatus = function () {
  82021. var _this = this;
  82022. // Hack to be compatible Chrome
  82023. this._updateGamepadObjects();
  82024. for (var i in this._babylonGamepads) {
  82025. var gamepad = this._babylonGamepads[i];
  82026. if (!gamepad || !gamepad.isConnected) {
  82027. continue;
  82028. }
  82029. gamepad.update();
  82030. }
  82031. if (this._isMonitoring && !this._scene) {
  82032. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  82033. }
  82034. };
  82035. // This function is called only on Chrome, which does not properly support
  82036. // connection/disconnection events and forces you to recopy again the gamepad object
  82037. GamepadManager.prototype._updateGamepadObjects = function () {
  82038. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  82039. for (var i = 0; i < gamepads.length; i++) {
  82040. var gamepad = gamepads[i];
  82041. if (gamepad) {
  82042. if (!this._babylonGamepads[gamepad.index]) {
  82043. var newGamepad = this._addNewGamepad(gamepad);
  82044. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82045. }
  82046. else {
  82047. // Forced to copy again this object for Chrome for unknown reason
  82048. this._babylonGamepads[i].browserGamepad = gamepad;
  82049. if (!this._babylonGamepads[i].isConnected) {
  82050. this._babylonGamepads[i]._isConnected = true;
  82051. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  82052. }
  82053. }
  82054. }
  82055. }
  82056. };
  82057. return GamepadManager;
  82058. }());
  82059. BABYLON.GamepadManager = GamepadManager;
  82060. })(BABYLON || (BABYLON = {}));
  82061. //# sourceMappingURL=babylon.gamepadManager.js.map
  82062. var BABYLON;
  82063. (function (BABYLON) {
  82064. /**
  82065. * Represents a gamepad control stick position
  82066. */
  82067. var StickValues = /** @class */ (function () {
  82068. /**
  82069. * Initializes the gamepad x and y control stick values
  82070. * @param x The x component of the gamepad control stick value
  82071. * @param y The y component of the gamepad control stick value
  82072. */
  82073. function StickValues(
  82074. /**
  82075. * The x component of the control stick
  82076. */
  82077. x,
  82078. /**
  82079. * The y component of the control stick
  82080. */
  82081. y) {
  82082. this.x = x;
  82083. this.y = y;
  82084. }
  82085. return StickValues;
  82086. }());
  82087. BABYLON.StickValues = StickValues;
  82088. /**
  82089. * Represents a gamepad
  82090. */
  82091. var Gamepad = /** @class */ (function () {
  82092. /**
  82093. * Initializes the gamepad
  82094. * @param id The id of the gamepad
  82095. * @param index The index of the gamepad
  82096. * @param browserGamepad The browser gamepad
  82097. * @param leftStickX The x component of the left joystick
  82098. * @param leftStickY The y component of the left joystick
  82099. * @param rightStickX The x component of the right joystick
  82100. * @param rightStickY The y component of the right joystick
  82101. */
  82102. function Gamepad(
  82103. /**
  82104. * The id of the gamepad
  82105. */
  82106. id,
  82107. /**
  82108. * The index of the gamepad
  82109. */
  82110. index,
  82111. /**
  82112. * The browser gamepad
  82113. */
  82114. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  82115. if (leftStickX === void 0) { leftStickX = 0; }
  82116. if (leftStickY === void 0) { leftStickY = 1; }
  82117. if (rightStickX === void 0) { rightStickX = 2; }
  82118. if (rightStickY === void 0) { rightStickY = 3; }
  82119. this.id = id;
  82120. this.index = index;
  82121. this.browserGamepad = browserGamepad;
  82122. this._leftStick = { x: 0, y: 0 };
  82123. this._rightStick = { x: 0, y: 0 };
  82124. /** @hidden */
  82125. this._isConnected = true;
  82126. /**
  82127. * Specifies whether the left control stick should be Y-inverted
  82128. */
  82129. this._invertLeftStickY = false;
  82130. this.type = Gamepad.GAMEPAD;
  82131. this._leftStickAxisX = leftStickX;
  82132. this._leftStickAxisY = leftStickY;
  82133. this._rightStickAxisX = rightStickX;
  82134. this._rightStickAxisY = rightStickY;
  82135. if (this.browserGamepad.axes.length >= 2) {
  82136. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82137. }
  82138. if (this.browserGamepad.axes.length >= 4) {
  82139. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82140. }
  82141. }
  82142. Object.defineProperty(Gamepad.prototype, "isConnected", {
  82143. /**
  82144. * Specifies if the gamepad has been connected
  82145. */
  82146. get: function () {
  82147. return this._isConnected;
  82148. },
  82149. enumerable: true,
  82150. configurable: true
  82151. });
  82152. /**
  82153. * Callback triggered when the left joystick has changed
  82154. * @param callback
  82155. */
  82156. Gamepad.prototype.onleftstickchanged = function (callback) {
  82157. this._onleftstickchanged = callback;
  82158. };
  82159. /**
  82160. * Callback triggered when the right joystick has changed
  82161. * @param callback
  82162. */
  82163. Gamepad.prototype.onrightstickchanged = function (callback) {
  82164. this._onrightstickchanged = callback;
  82165. };
  82166. Object.defineProperty(Gamepad.prototype, "leftStick", {
  82167. /**
  82168. * Gets the left joystick
  82169. */
  82170. get: function () {
  82171. return this._leftStick;
  82172. },
  82173. /**
  82174. * Sets the left joystick values
  82175. */
  82176. set: function (newValues) {
  82177. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  82178. this._onleftstickchanged(newValues);
  82179. }
  82180. this._leftStick = newValues;
  82181. },
  82182. enumerable: true,
  82183. configurable: true
  82184. });
  82185. Object.defineProperty(Gamepad.prototype, "rightStick", {
  82186. /**
  82187. * Gets the right joystick
  82188. */
  82189. get: function () {
  82190. return this._rightStick;
  82191. },
  82192. /**
  82193. * Sets the right joystick value
  82194. */
  82195. set: function (newValues) {
  82196. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  82197. this._onrightstickchanged(newValues);
  82198. }
  82199. this._rightStick = newValues;
  82200. },
  82201. enumerable: true,
  82202. configurable: true
  82203. });
  82204. /**
  82205. * Updates the gamepad joystick positions
  82206. */
  82207. Gamepad.prototype.update = function () {
  82208. if (this._leftStick) {
  82209. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82210. if (this._invertLeftStickY) {
  82211. this.leftStick.y *= -1;
  82212. }
  82213. }
  82214. if (this._rightStick) {
  82215. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82216. }
  82217. };
  82218. /**
  82219. * Disposes the gamepad
  82220. */
  82221. Gamepad.prototype.dispose = function () {
  82222. };
  82223. /**
  82224. * Represents a gamepad controller
  82225. */
  82226. Gamepad.GAMEPAD = 0;
  82227. /**
  82228. * Represents a generic controller
  82229. */
  82230. Gamepad.GENERIC = 1;
  82231. /**
  82232. * Represents an XBox controller
  82233. */
  82234. Gamepad.XBOX = 2;
  82235. /**
  82236. * Represents a pose-enabled controller
  82237. */
  82238. Gamepad.POSE_ENABLED = 3;
  82239. return Gamepad;
  82240. }());
  82241. BABYLON.Gamepad = Gamepad;
  82242. /**
  82243. * Represents a generic gamepad
  82244. */
  82245. var GenericPad = /** @class */ (function (_super) {
  82246. __extends(GenericPad, _super);
  82247. /**
  82248. * Initializes the generic gamepad
  82249. * @param id The id of the generic gamepad
  82250. * @param index The index of the generic gamepad
  82251. * @param browserGamepad The browser gamepad
  82252. */
  82253. function GenericPad(id, index, browserGamepad) {
  82254. var _this = _super.call(this, id, index, browserGamepad) || this;
  82255. /**
  82256. * Observable triggered when a button has been pressed
  82257. */
  82258. _this.onButtonDownObservable = new BABYLON.Observable();
  82259. /**
  82260. * Observable triggered when a button has been released
  82261. */
  82262. _this.onButtonUpObservable = new BABYLON.Observable();
  82263. _this.type = Gamepad.GENERIC;
  82264. _this._buttons = new Array(browserGamepad.buttons.length);
  82265. return _this;
  82266. }
  82267. /**
  82268. * Callback triggered when a button has been pressed
  82269. * @param callback Called when a button has been pressed
  82270. */
  82271. GenericPad.prototype.onbuttondown = function (callback) {
  82272. this._onbuttondown = callback;
  82273. };
  82274. /**
  82275. * Callback triggered when a button has been released
  82276. * @param callback Called when a button has been released
  82277. */
  82278. GenericPad.prototype.onbuttonup = function (callback) {
  82279. this._onbuttonup = callback;
  82280. };
  82281. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  82282. if (newValue !== currentValue) {
  82283. if (newValue === 1) {
  82284. if (this._onbuttondown) {
  82285. this._onbuttondown(buttonIndex);
  82286. }
  82287. this.onButtonDownObservable.notifyObservers(buttonIndex);
  82288. }
  82289. if (newValue === 0) {
  82290. if (this._onbuttonup) {
  82291. this._onbuttonup(buttonIndex);
  82292. }
  82293. this.onButtonUpObservable.notifyObservers(buttonIndex);
  82294. }
  82295. }
  82296. return newValue;
  82297. };
  82298. /**
  82299. * Updates the generic gamepad
  82300. */
  82301. GenericPad.prototype.update = function () {
  82302. _super.prototype.update.call(this);
  82303. for (var index = 0; index < this._buttons.length; index++) {
  82304. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  82305. }
  82306. };
  82307. /**
  82308. * Disposes the generic gamepad
  82309. */
  82310. GenericPad.prototype.dispose = function () {
  82311. _super.prototype.dispose.call(this);
  82312. this.onButtonDownObservable.clear();
  82313. this.onButtonUpObservable.clear();
  82314. };
  82315. return GenericPad;
  82316. }(Gamepad));
  82317. BABYLON.GenericPad = GenericPad;
  82318. })(BABYLON || (BABYLON = {}));
  82319. //# sourceMappingURL=babylon.gamepad.js.map
  82320. var BABYLON;
  82321. (function (BABYLON) {
  82322. /**
  82323. * Defines supported buttons for XBox360 compatible gamepads
  82324. */
  82325. var Xbox360Button;
  82326. (function (Xbox360Button) {
  82327. /** A */
  82328. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  82329. /** B */
  82330. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  82331. /** X */
  82332. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  82333. /** Y */
  82334. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  82335. /** Start */
  82336. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  82337. /** Back */
  82338. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  82339. /** Left button */
  82340. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  82341. /** Right button */
  82342. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  82343. /** Left stick */
  82344. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  82345. /** Right stick */
  82346. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  82347. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  82348. /** Defines values for XBox360 DPad */
  82349. var Xbox360Dpad;
  82350. (function (Xbox360Dpad) {
  82351. /** Up */
  82352. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  82353. /** Down */
  82354. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  82355. /** Left */
  82356. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  82357. /** Right */
  82358. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  82359. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  82360. /**
  82361. * Defines a XBox360 gamepad
  82362. */
  82363. var Xbox360Pad = /** @class */ (function (_super) {
  82364. __extends(Xbox360Pad, _super);
  82365. /**
  82366. * Creates a new XBox360 gamepad object
  82367. * @param id defines the id of this gamepad
  82368. * @param index defines its index
  82369. * @param gamepad defines the internal HTML gamepad object
  82370. * @param xboxOne defines if it is a XBox One gamepad
  82371. */
  82372. function Xbox360Pad(id, index, gamepad, xboxOne) {
  82373. if (xboxOne === void 0) { xboxOne = false; }
  82374. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  82375. _this._leftTrigger = 0;
  82376. _this._rightTrigger = 0;
  82377. /** Observable raised when a button is pressed */
  82378. _this.onButtonDownObservable = new BABYLON.Observable();
  82379. /** Observable raised when a button is released */
  82380. _this.onButtonUpObservable = new BABYLON.Observable();
  82381. /** Observable raised when a pad is pressed */
  82382. _this.onPadDownObservable = new BABYLON.Observable();
  82383. /** Observable raised when a pad is released */
  82384. _this.onPadUpObservable = new BABYLON.Observable();
  82385. _this._buttonA = 0;
  82386. _this._buttonB = 0;
  82387. _this._buttonX = 0;
  82388. _this._buttonY = 0;
  82389. _this._buttonBack = 0;
  82390. _this._buttonStart = 0;
  82391. _this._buttonLB = 0;
  82392. _this._buttonRB = 0;
  82393. _this._buttonLeftStick = 0;
  82394. _this._buttonRightStick = 0;
  82395. _this._dPadUp = 0;
  82396. _this._dPadDown = 0;
  82397. _this._dPadLeft = 0;
  82398. _this._dPadRight = 0;
  82399. _this._isXboxOnePad = false;
  82400. _this.type = BABYLON.Gamepad.XBOX;
  82401. _this._isXboxOnePad = xboxOne;
  82402. return _this;
  82403. }
  82404. /**
  82405. * Defines the callback to call when left trigger is pressed
  82406. * @param callback defines the callback to use
  82407. */
  82408. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82409. this._onlefttriggerchanged = callback;
  82410. };
  82411. /**
  82412. * Defines the callback to call when right trigger is pressed
  82413. * @param callback defines the callback to use
  82414. */
  82415. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82416. this._onrighttriggerchanged = callback;
  82417. };
  82418. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82419. /**
  82420. * Gets the left trigger value
  82421. */
  82422. get: function () {
  82423. return this._leftTrigger;
  82424. },
  82425. /**
  82426. * Sets the left trigger value
  82427. */
  82428. set: function (newValue) {
  82429. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82430. this._onlefttriggerchanged(newValue);
  82431. }
  82432. this._leftTrigger = newValue;
  82433. },
  82434. enumerable: true,
  82435. configurable: true
  82436. });
  82437. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82438. /**
  82439. * Gets the right trigger value
  82440. */
  82441. get: function () {
  82442. return this._rightTrigger;
  82443. },
  82444. /**
  82445. * Sets the right trigger value
  82446. */
  82447. set: function (newValue) {
  82448. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82449. this._onrighttriggerchanged(newValue);
  82450. }
  82451. this._rightTrigger = newValue;
  82452. },
  82453. enumerable: true,
  82454. configurable: true
  82455. });
  82456. /**
  82457. * Defines the callback to call when a button is pressed
  82458. * @param callback defines the callback to use
  82459. */
  82460. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82461. this._onbuttondown = callback;
  82462. };
  82463. /**
  82464. * Defines the callback to call when a button is released
  82465. * @param callback defines the callback to use
  82466. */
  82467. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82468. this._onbuttonup = callback;
  82469. };
  82470. /**
  82471. * Defines the callback to call when a pad is pressed
  82472. * @param callback defines the callback to use
  82473. */
  82474. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82475. this._ondpaddown = callback;
  82476. };
  82477. /**
  82478. * Defines the callback to call when a pad is released
  82479. * @param callback defines the callback to use
  82480. */
  82481. Xbox360Pad.prototype.ondpadup = function (callback) {
  82482. this._ondpadup = callback;
  82483. };
  82484. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82485. if (newValue !== currentValue) {
  82486. if (newValue === 1) {
  82487. if (this._onbuttondown) {
  82488. this._onbuttondown(buttonType);
  82489. }
  82490. this.onButtonDownObservable.notifyObservers(buttonType);
  82491. }
  82492. if (newValue === 0) {
  82493. if (this._onbuttonup) {
  82494. this._onbuttonup(buttonType);
  82495. }
  82496. this.onButtonUpObservable.notifyObservers(buttonType);
  82497. }
  82498. }
  82499. return newValue;
  82500. };
  82501. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82502. if (newValue !== currentValue) {
  82503. if (newValue === 1) {
  82504. if (this._ondpaddown) {
  82505. this._ondpaddown(buttonType);
  82506. }
  82507. this.onPadDownObservable.notifyObservers(buttonType);
  82508. }
  82509. if (newValue === 0) {
  82510. if (this._ondpadup) {
  82511. this._ondpadup(buttonType);
  82512. }
  82513. this.onPadUpObservable.notifyObservers(buttonType);
  82514. }
  82515. }
  82516. return newValue;
  82517. };
  82518. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82519. /**
  82520. * Gets the value of the `A` button
  82521. */
  82522. get: function () {
  82523. return this._buttonA;
  82524. },
  82525. /**
  82526. * Sets the value of the `A` button
  82527. */
  82528. set: function (value) {
  82529. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82530. },
  82531. enumerable: true,
  82532. configurable: true
  82533. });
  82534. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82535. /**
  82536. * Gets the value of the `B` button
  82537. */
  82538. get: function () {
  82539. return this._buttonB;
  82540. },
  82541. /**
  82542. * Sets the value of the `B` button
  82543. */
  82544. set: function (value) {
  82545. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82546. },
  82547. enumerable: true,
  82548. configurable: true
  82549. });
  82550. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82551. /**
  82552. * Gets the value of the `X` button
  82553. */
  82554. get: function () {
  82555. return this._buttonX;
  82556. },
  82557. /**
  82558. * Sets the value of the `X` button
  82559. */
  82560. set: function (value) {
  82561. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82562. },
  82563. enumerable: true,
  82564. configurable: true
  82565. });
  82566. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82567. /**
  82568. * Gets the value of the `Y` button
  82569. */
  82570. get: function () {
  82571. return this._buttonY;
  82572. },
  82573. /**
  82574. * Sets the value of the `Y` button
  82575. */
  82576. set: function (value) {
  82577. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82578. },
  82579. enumerable: true,
  82580. configurable: true
  82581. });
  82582. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82583. /**
  82584. * Gets the value of the `Start` button
  82585. */
  82586. get: function () {
  82587. return this._buttonStart;
  82588. },
  82589. /**
  82590. * Sets the value of the `Start` button
  82591. */
  82592. set: function (value) {
  82593. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82594. },
  82595. enumerable: true,
  82596. configurable: true
  82597. });
  82598. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82599. /**
  82600. * Gets the value of the `Back` button
  82601. */
  82602. get: function () {
  82603. return this._buttonBack;
  82604. },
  82605. /**
  82606. * Sets the value of the `Back` button
  82607. */
  82608. set: function (value) {
  82609. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  82610. },
  82611. enumerable: true,
  82612. configurable: true
  82613. });
  82614. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  82615. /**
  82616. * Gets the value of the `Left` button
  82617. */
  82618. get: function () {
  82619. return this._buttonLB;
  82620. },
  82621. /**
  82622. * Sets the value of the `Left` button
  82623. */
  82624. set: function (value) {
  82625. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82626. },
  82627. enumerable: true,
  82628. configurable: true
  82629. });
  82630. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82631. /**
  82632. * Gets the value of the `Right` button
  82633. */
  82634. get: function () {
  82635. return this._buttonRB;
  82636. },
  82637. /**
  82638. * Sets the value of the `Right` button
  82639. */
  82640. set: function (value) {
  82641. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82642. },
  82643. enumerable: true,
  82644. configurable: true
  82645. });
  82646. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82647. /**
  82648. * Gets the value of the Left joystick
  82649. */
  82650. get: function () {
  82651. return this._buttonLeftStick;
  82652. },
  82653. /**
  82654. * Sets the value of the Left joystick
  82655. */
  82656. set: function (value) {
  82657. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82658. },
  82659. enumerable: true,
  82660. configurable: true
  82661. });
  82662. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82663. /**
  82664. * Gets the value of the Right joystick
  82665. */
  82666. get: function () {
  82667. return this._buttonRightStick;
  82668. },
  82669. /**
  82670. * Sets the value of the Right joystick
  82671. */
  82672. set: function (value) {
  82673. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82674. },
  82675. enumerable: true,
  82676. configurable: true
  82677. });
  82678. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82679. /**
  82680. * Gets the value of D-pad up
  82681. */
  82682. get: function () {
  82683. return this._dPadUp;
  82684. },
  82685. /**
  82686. * Sets the value of D-pad up
  82687. */
  82688. set: function (value) {
  82689. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  82690. },
  82691. enumerable: true,
  82692. configurable: true
  82693. });
  82694. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  82695. /**
  82696. * Gets the value of D-pad down
  82697. */
  82698. get: function () {
  82699. return this._dPadDown;
  82700. },
  82701. /**
  82702. * Sets the value of D-pad down
  82703. */
  82704. set: function (value) {
  82705. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  82706. },
  82707. enumerable: true,
  82708. configurable: true
  82709. });
  82710. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  82711. /**
  82712. * Gets the value of D-pad left
  82713. */
  82714. get: function () {
  82715. return this._dPadLeft;
  82716. },
  82717. /**
  82718. * Sets the value of D-pad left
  82719. */
  82720. set: function (value) {
  82721. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  82722. },
  82723. enumerable: true,
  82724. configurable: true
  82725. });
  82726. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  82727. /**
  82728. * Gets the value of D-pad right
  82729. */
  82730. get: function () {
  82731. return this._dPadRight;
  82732. },
  82733. /**
  82734. * Sets the value of D-pad right
  82735. */
  82736. set: function (value) {
  82737. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  82738. },
  82739. enumerable: true,
  82740. configurable: true
  82741. });
  82742. /**
  82743. * Force the gamepad to synchronize with device values
  82744. */
  82745. Xbox360Pad.prototype.update = function () {
  82746. _super.prototype.update.call(this);
  82747. if (this._isXboxOnePad) {
  82748. this.buttonA = this.browserGamepad.buttons[0].value;
  82749. this.buttonB = this.browserGamepad.buttons[1].value;
  82750. this.buttonX = this.browserGamepad.buttons[2].value;
  82751. this.buttonY = this.browserGamepad.buttons[3].value;
  82752. this.buttonLB = this.browserGamepad.buttons[4].value;
  82753. this.buttonRB = this.browserGamepad.buttons[5].value;
  82754. this.leftTrigger = this.browserGamepad.axes[2];
  82755. this.rightTrigger = this.browserGamepad.axes[5];
  82756. this.buttonBack = this.browserGamepad.buttons[9].value;
  82757. this.buttonStart = this.browserGamepad.buttons[8].value;
  82758. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  82759. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  82760. this.dPadUp = this.browserGamepad.buttons[11].value;
  82761. this.dPadDown = this.browserGamepad.buttons[12].value;
  82762. this.dPadLeft = this.browserGamepad.buttons[13].value;
  82763. this.dPadRight = this.browserGamepad.buttons[14].value;
  82764. }
  82765. else {
  82766. this.buttonA = this.browserGamepad.buttons[0].value;
  82767. this.buttonB = this.browserGamepad.buttons[1].value;
  82768. this.buttonX = this.browserGamepad.buttons[2].value;
  82769. this.buttonY = this.browserGamepad.buttons[3].value;
  82770. this.buttonLB = this.browserGamepad.buttons[4].value;
  82771. this.buttonRB = this.browserGamepad.buttons[5].value;
  82772. this.leftTrigger = this.browserGamepad.buttons[6].value;
  82773. this.rightTrigger = this.browserGamepad.buttons[7].value;
  82774. this.buttonBack = this.browserGamepad.buttons[8].value;
  82775. this.buttonStart = this.browserGamepad.buttons[9].value;
  82776. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  82777. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  82778. this.dPadUp = this.browserGamepad.buttons[12].value;
  82779. this.dPadDown = this.browserGamepad.buttons[13].value;
  82780. this.dPadLeft = this.browserGamepad.buttons[14].value;
  82781. this.dPadRight = this.browserGamepad.buttons[15].value;
  82782. }
  82783. };
  82784. /**
  82785. * Disposes the gamepad
  82786. */
  82787. Xbox360Pad.prototype.dispose = function () {
  82788. _super.prototype.dispose.call(this);
  82789. this.onButtonDownObservable.clear();
  82790. this.onButtonUpObservable.clear();
  82791. this.onPadDownObservable.clear();
  82792. this.onPadUpObservable.clear();
  82793. };
  82794. return Xbox360Pad;
  82795. }(BABYLON.Gamepad));
  82796. BABYLON.Xbox360Pad = Xbox360Pad;
  82797. })(BABYLON || (BABYLON = {}));
  82798. //# sourceMappingURL=babylon.xboxGamepad.js.map
  82799. var BABYLON;
  82800. (function (BABYLON) {
  82801. /**
  82802. * Defines the types of pose enabled controllers that are supported
  82803. */
  82804. var PoseEnabledControllerType;
  82805. (function (PoseEnabledControllerType) {
  82806. /**
  82807. * HTC Vive
  82808. */
  82809. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  82810. /**
  82811. * Oculus Rift
  82812. */
  82813. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  82814. /**
  82815. * Windows mixed reality
  82816. */
  82817. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  82818. /**
  82819. * Samsung gear VR
  82820. */
  82821. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  82822. /**
  82823. * Google Daydream
  82824. */
  82825. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  82826. /**
  82827. * Generic
  82828. */
  82829. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  82830. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  82831. /**
  82832. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82833. */
  82834. var PoseEnabledControllerHelper = /** @class */ (function () {
  82835. function PoseEnabledControllerHelper() {
  82836. }
  82837. /**
  82838. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82839. * @param vrGamepad the gamepad to initialized
  82840. * @returns a vr controller of the type the gamepad identified as
  82841. */
  82842. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  82843. // Oculus Touch
  82844. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  82845. return new BABYLON.OculusTouchController(vrGamepad);
  82846. }
  82847. // Windows Mixed Reality controllers
  82848. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  82849. return new BABYLON.WindowsMotionController(vrGamepad);
  82850. }
  82851. // HTC Vive
  82852. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  82853. return new BABYLON.ViveController(vrGamepad);
  82854. }
  82855. // Samsung/Oculus Gear VR or Oculus Go
  82856. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  82857. return new BABYLON.GearVRController(vrGamepad);
  82858. }
  82859. // Google Daydream
  82860. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  82861. return new BABYLON.DaydreamController(vrGamepad);
  82862. }
  82863. // Generic
  82864. else {
  82865. return new BABYLON.GenericController(vrGamepad);
  82866. }
  82867. };
  82868. return PoseEnabledControllerHelper;
  82869. }());
  82870. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  82871. /**
  82872. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82873. */
  82874. var PoseEnabledController = /** @class */ (function (_super) {
  82875. __extends(PoseEnabledController, _super);
  82876. /**
  82877. * Creates a new PoseEnabledController from a gamepad
  82878. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82879. */
  82880. function PoseEnabledController(browserGamepad) {
  82881. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  82882. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  82883. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  82884. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  82885. /**
  82886. * The device position in babylon space
  82887. */
  82888. _this.devicePosition = BABYLON.Vector3.Zero();
  82889. /**
  82890. * The device rotation in babylon space
  82891. */
  82892. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  82893. /**
  82894. * The scale factor of the device in babylon space
  82895. */
  82896. _this.deviceScaleFactor = 1;
  82897. // Used to convert 6dof controllers to 3dof
  82898. _this._trackPosition = true;
  82899. _this._maxRotationDistFromHeadset = Math.PI / 5;
  82900. _this._draggedRoomRotation = 0;
  82901. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  82902. /**
  82903. * Internal, matrix used to convert room space to babylon space
  82904. * @hidden
  82905. */
  82906. _this._deviceToWorld = BABYLON.Matrix.Identity();
  82907. /**
  82908. * Node to be used when casting a ray from the controller
  82909. * @hidden
  82910. */
  82911. _this._pointingPoseNode = null;
  82912. _this._workingMatrix = BABYLON.Matrix.Identity();
  82913. /**
  82914. * @hidden
  82915. */
  82916. _this._meshAttachedObservable = new BABYLON.Observable();
  82917. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  82918. _this.controllerType = PoseEnabledControllerType.GENERIC;
  82919. _this.position = BABYLON.Vector3.Zero();
  82920. _this.rotationQuaternion = new BABYLON.Quaternion();
  82921. _this._calculatedPosition = BABYLON.Vector3.Zero();
  82922. _this._calculatedRotation = new BABYLON.Quaternion();
  82923. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  82924. return _this;
  82925. }
  82926. /**
  82927. * @hidden
  82928. */
  82929. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  82930. if (this._trackPosition) {
  82931. this._calculatedPosition.copyFrom(fixedPosition);
  82932. this._trackPosition = false;
  82933. }
  82934. };
  82935. /**
  82936. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82937. */
  82938. PoseEnabledController.prototype.update = function () {
  82939. _super.prototype.update.call(this);
  82940. this._updatePoseAndMesh();
  82941. };
  82942. /**
  82943. * Updates only the pose device and mesh without doing any button event checking
  82944. */
  82945. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  82946. var pose = this.browserGamepad.pose;
  82947. this.updateFromDevice(pose);
  82948. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  82949. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  82950. camera._computeDevicePosition();
  82951. this._deviceToWorld.setTranslation(camera.devicePosition);
  82952. if (camera.deviceRotationQuaternion) {
  82953. var camera = camera;
  82954. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  82955. // Find the radian distance away that the headset is from the controllers rotation
  82956. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  82957. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  82958. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  82959. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  82960. this._draggedRoomRotation += rotationAmount;
  82961. // Rotate controller around headset
  82962. var sin = Math.sin(-rotationAmount);
  82963. var cos = Math.cos(-rotationAmount);
  82964. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  82965. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  82966. }
  82967. }
  82968. }
  82969. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  82970. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  82971. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  82972. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  82973. if (this._mesh) {
  82974. this._mesh.position.copyFrom(this.devicePosition);
  82975. if (this._mesh.rotationQuaternion) {
  82976. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  82977. }
  82978. }
  82979. };
  82980. /**
  82981. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82982. * @param poseData raw pose fromthe device
  82983. */
  82984. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  82985. if (poseData) {
  82986. this.rawPose = poseData;
  82987. if (poseData.position) {
  82988. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  82989. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  82990. this._deviceRoomPosition.z *= -1;
  82991. }
  82992. if (this._trackPosition) {
  82993. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  82994. }
  82995. this._calculatedPosition.addInPlace(this.position);
  82996. }
  82997. var pose = this.rawPose;
  82998. if (poseData.orientation && pose.orientation) {
  82999. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  83000. if (this._mesh) {
  83001. if (this._mesh.getScene().useRightHandedSystem) {
  83002. this._deviceRoomRotationQuaternion.z *= -1;
  83003. this._deviceRoomRotationQuaternion.w *= -1;
  83004. }
  83005. else {
  83006. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  83007. }
  83008. }
  83009. // if the camera is set, rotate to the camera's rotation
  83010. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  83011. }
  83012. }
  83013. };
  83014. /**
  83015. * Attaches a mesh to the controller
  83016. * @param mesh the mesh to be attached
  83017. */
  83018. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  83019. if (this._mesh) {
  83020. this._mesh.parent = null;
  83021. }
  83022. this._mesh = mesh;
  83023. if (this._poseControlledCamera) {
  83024. this._mesh.parent = this._poseControlledCamera;
  83025. }
  83026. if (!this._mesh.rotationQuaternion) {
  83027. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  83028. }
  83029. // 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
  83030. this._updatePoseAndMesh();
  83031. if (this._pointingPoseNode) {
  83032. var parents = [];
  83033. var obj = this._pointingPoseNode;
  83034. while (obj.parent) {
  83035. parents.push(obj.parent);
  83036. obj = obj.parent;
  83037. }
  83038. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  83039. }
  83040. this._meshAttachedObservable.notifyObservers(mesh);
  83041. };
  83042. /**
  83043. * Attaches the controllers mesh to a camera
  83044. * @param camera the camera the mesh should be attached to
  83045. */
  83046. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  83047. this._poseControlledCamera = camera;
  83048. if (this._mesh) {
  83049. this._mesh.parent = this._poseControlledCamera;
  83050. }
  83051. };
  83052. /**
  83053. * Disposes of the controller
  83054. */
  83055. PoseEnabledController.prototype.dispose = function () {
  83056. if (this._mesh) {
  83057. this._mesh.dispose();
  83058. }
  83059. this._mesh = null;
  83060. _super.prototype.dispose.call(this);
  83061. };
  83062. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  83063. /**
  83064. * The mesh that is attached to the controller
  83065. */
  83066. get: function () {
  83067. return this._mesh;
  83068. },
  83069. enumerable: true,
  83070. configurable: true
  83071. });
  83072. /**
  83073. * Gets the ray of the controller in the direction the controller is pointing
  83074. * @param length the length the resulting ray should be
  83075. * @returns a ray in the direction the controller is pointing
  83076. */
  83077. PoseEnabledController.prototype.getForwardRay = function (length) {
  83078. if (length === void 0) { length = 100; }
  83079. if (!this.mesh) {
  83080. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  83081. }
  83082. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  83083. var origin = m.getTranslation();
  83084. var forward = new BABYLON.Vector3(0, 0, -1);
  83085. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83086. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83087. return new BABYLON.Ray(origin, direction, length);
  83088. };
  83089. /**
  83090. * Name of the child mesh that can be used to cast a ray from the controller
  83091. */
  83092. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  83093. return PoseEnabledController;
  83094. }(BABYLON.Gamepad));
  83095. BABYLON.PoseEnabledController = PoseEnabledController;
  83096. })(BABYLON || (BABYLON = {}));
  83097. //# sourceMappingURL=babylon.poseEnabledController.js.map
  83098. var BABYLON;
  83099. (function (BABYLON) {
  83100. /**
  83101. * Defines the WebVRController object that represents controllers tracked in 3D space
  83102. */
  83103. var WebVRController = /** @class */ (function (_super) {
  83104. __extends(WebVRController, _super);
  83105. /**
  83106. * Creates a new WebVRController from a gamepad
  83107. * @param vrGamepad the gamepad that the WebVRController should be created from
  83108. */
  83109. function WebVRController(vrGamepad) {
  83110. var _this = _super.call(this, vrGamepad) || this;
  83111. // Observables
  83112. /**
  83113. * Fired when the trigger state has changed
  83114. */
  83115. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  83116. /**
  83117. * Fired when the main button state has changed
  83118. */
  83119. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  83120. /**
  83121. * Fired when the secondary button state has changed
  83122. */
  83123. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  83124. /**
  83125. * Fired when the pad state has changed
  83126. */
  83127. _this.onPadStateChangedObservable = new BABYLON.Observable();
  83128. /**
  83129. * Fired when controllers stick values have changed
  83130. */
  83131. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  83132. /**
  83133. * X and Y axis corrisponding to the controllers joystick
  83134. */
  83135. _this.pad = { x: 0, y: 0 };
  83136. // avoid GC, store state in a tmp object
  83137. _this._changes = {
  83138. pressChanged: false,
  83139. touchChanged: false,
  83140. valueChanged: false,
  83141. changed: false
  83142. };
  83143. _this._buttons = new Array(vrGamepad.buttons.length);
  83144. _this.hand = vrGamepad.hand;
  83145. return _this;
  83146. }
  83147. /**
  83148. * Fired when a controller button's state has changed
  83149. * @param callback the callback containing the button that was modified
  83150. */
  83151. WebVRController.prototype.onButtonStateChange = function (callback) {
  83152. this._onButtonStateChange = callback;
  83153. };
  83154. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  83155. /**
  83156. * The default controller model for the controller
  83157. */
  83158. get: function () {
  83159. return this._defaultModel;
  83160. },
  83161. enumerable: true,
  83162. configurable: true
  83163. });
  83164. /**
  83165. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83166. */
  83167. WebVRController.prototype.update = function () {
  83168. _super.prototype.update.call(this);
  83169. for (var index = 0; index < this._buttons.length; index++) {
  83170. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  83171. }
  83172. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  83173. this.pad.x = this.leftStick.x;
  83174. this.pad.y = this.leftStick.y;
  83175. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  83176. }
  83177. };
  83178. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  83179. if (!newState) {
  83180. newState = {
  83181. pressed: false,
  83182. touched: false,
  83183. value: 0
  83184. };
  83185. }
  83186. if (!currentState) {
  83187. this._buttons[buttonIndex] = {
  83188. pressed: newState.pressed,
  83189. touched: newState.touched,
  83190. value: newState.value
  83191. };
  83192. return;
  83193. }
  83194. this._checkChanges(newState, currentState);
  83195. if (this._changes.changed) {
  83196. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  83197. this._handleButtonChange(buttonIndex, newState, this._changes);
  83198. }
  83199. this._buttons[buttonIndex].pressed = newState.pressed;
  83200. this._buttons[buttonIndex].touched = newState.touched;
  83201. // oculus triggers are never 0, thou not touched.
  83202. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  83203. };
  83204. WebVRController.prototype._checkChanges = function (newState, currentState) {
  83205. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  83206. this._changes.touchChanged = newState.touched !== currentState.touched;
  83207. this._changes.valueChanged = newState.value !== currentState.value;
  83208. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  83209. return this._changes;
  83210. };
  83211. /**
  83212. * Disposes of th webVRCOntroller
  83213. */
  83214. WebVRController.prototype.dispose = function () {
  83215. _super.prototype.dispose.call(this);
  83216. this.onTriggerStateChangedObservable.clear();
  83217. this.onMainButtonStateChangedObservable.clear();
  83218. this.onSecondaryButtonStateChangedObservable.clear();
  83219. this.onPadStateChangedObservable.clear();
  83220. this.onPadValuesChangedObservable.clear();
  83221. };
  83222. return WebVRController;
  83223. }(BABYLON.PoseEnabledController));
  83224. BABYLON.WebVRController = WebVRController;
  83225. })(BABYLON || (BABYLON = {}));
  83226. //# sourceMappingURL=babylon.webVRController.js.map
  83227. var BABYLON;
  83228. (function (BABYLON) {
  83229. /**
  83230. * Oculus Touch Controller
  83231. */
  83232. var OculusTouchController = /** @class */ (function (_super) {
  83233. __extends(OculusTouchController, _super);
  83234. /**
  83235. * Creates a new OculusTouchController from a gamepad
  83236. * @param vrGamepad the gamepad that the controller should be created from
  83237. */
  83238. function OculusTouchController(vrGamepad) {
  83239. var _this = _super.call(this, vrGamepad) || this;
  83240. /**
  83241. * Fired when the secondary trigger on this controller is modified
  83242. */
  83243. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  83244. /**
  83245. * Fired when the thumb rest on this controller is modified
  83246. */
  83247. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  83248. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  83249. return _this;
  83250. }
  83251. /**
  83252. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83253. * @param scene scene in which to add meshes
  83254. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83255. */
  83256. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83257. var _this = this;
  83258. var meshName;
  83259. // Hand
  83260. if (this.hand === 'left') {
  83261. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  83262. }
  83263. else { // Right is the default if no hand is specified
  83264. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  83265. }
  83266. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  83267. /*
  83268. Parent Mesh name: oculus_touch_left
  83269. - body
  83270. - trigger
  83271. - thumbstick
  83272. - grip
  83273. - button_y
  83274. - button_x
  83275. - button_enter
  83276. */
  83277. _this._defaultModel = newMeshes[1];
  83278. _this.attachToMesh(_this._defaultModel);
  83279. if (meshLoaded) {
  83280. meshLoaded(_this._defaultModel);
  83281. }
  83282. });
  83283. };
  83284. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  83285. /**
  83286. * Fired when the A button on this controller is modified
  83287. */
  83288. get: function () {
  83289. if (this.hand === 'right') {
  83290. return this.onMainButtonStateChangedObservable;
  83291. }
  83292. else {
  83293. throw new Error('No A button on left hand');
  83294. }
  83295. },
  83296. enumerable: true,
  83297. configurable: true
  83298. });
  83299. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  83300. /**
  83301. * Fired when the B button on this controller is modified
  83302. */
  83303. get: function () {
  83304. if (this.hand === 'right') {
  83305. return this.onSecondaryButtonStateChangedObservable;
  83306. }
  83307. else {
  83308. throw new Error('No B button on left hand');
  83309. }
  83310. },
  83311. enumerable: true,
  83312. configurable: true
  83313. });
  83314. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  83315. /**
  83316. * Fired when the X button on this controller is modified
  83317. */
  83318. get: function () {
  83319. if (this.hand === 'left') {
  83320. return this.onMainButtonStateChangedObservable;
  83321. }
  83322. else {
  83323. throw new Error('No X button on right hand');
  83324. }
  83325. },
  83326. enumerable: true,
  83327. configurable: true
  83328. });
  83329. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  83330. /**
  83331. * Fired when the Y button on this controller is modified
  83332. */
  83333. get: function () {
  83334. if (this.hand === 'left') {
  83335. return this.onSecondaryButtonStateChangedObservable;
  83336. }
  83337. else {
  83338. throw new Error('No Y button on right hand');
  83339. }
  83340. },
  83341. enumerable: true,
  83342. configurable: true
  83343. });
  83344. /**
  83345. * Called once for each button that changed state since the last frame
  83346. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  83347. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  83348. * 2) secondary trigger (same)
  83349. * 3) A (right) X (left), touch, pressed = value
  83350. * 4) B / Y
  83351. * 5) thumb rest
  83352. * @param buttonIdx Which button index changed
  83353. * @param state New state of the button
  83354. * @param changes Which properties on the state changed since last frame
  83355. */
  83356. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83357. var notifyObject = state; //{ state: state, changes: changes };
  83358. var triggerDirection = this.hand === 'right' ? -1 : 1;
  83359. switch (buttonIdx) {
  83360. case 0:
  83361. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83362. return;
  83363. case 1: // index trigger
  83364. if (this._defaultModel) {
  83365. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  83366. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  83367. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  83368. }
  83369. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83370. return;
  83371. case 2: // secondary trigger
  83372. if (this._defaultModel) {
  83373. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  83374. }
  83375. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  83376. return;
  83377. case 3:
  83378. if (this._defaultModel) {
  83379. if (notifyObject.pressed) {
  83380. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  83381. }
  83382. else {
  83383. (this._defaultModel.getChildren()[1]).position.y = 0;
  83384. }
  83385. }
  83386. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83387. return;
  83388. case 4:
  83389. if (this._defaultModel) {
  83390. if (notifyObject.pressed) {
  83391. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83392. }
  83393. else {
  83394. (this._defaultModel.getChildren()[2]).position.y = 0;
  83395. }
  83396. }
  83397. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83398. return;
  83399. case 5:
  83400. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83401. return;
  83402. }
  83403. };
  83404. /**
  83405. * Base Url for the controller model.
  83406. */
  83407. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83408. /**
  83409. * File name for the left controller model.
  83410. */
  83411. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83412. /**
  83413. * File name for the right controller model.
  83414. */
  83415. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83416. return OculusTouchController;
  83417. }(BABYLON.WebVRController));
  83418. BABYLON.OculusTouchController = OculusTouchController;
  83419. })(BABYLON || (BABYLON = {}));
  83420. //# sourceMappingURL=babylon.oculusTouchController.js.map
  83421. var BABYLON;
  83422. (function (BABYLON) {
  83423. /**
  83424. * Vive Controller
  83425. */
  83426. var ViveController = /** @class */ (function (_super) {
  83427. __extends(ViveController, _super);
  83428. /**
  83429. * Creates a new ViveController from a gamepad
  83430. * @param vrGamepad the gamepad that the controller should be created from
  83431. */
  83432. function ViveController(vrGamepad) {
  83433. var _this = _super.call(this, vrGamepad) || this;
  83434. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83435. _this._invertLeftStickY = true;
  83436. return _this;
  83437. }
  83438. /**
  83439. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83440. * @param scene scene in which to add meshes
  83441. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83442. */
  83443. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83444. var _this = this;
  83445. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83446. /*
  83447. Parent Mesh name: ViveWand
  83448. - body
  83449. - r_gripper
  83450. - l_gripper
  83451. - menu_button
  83452. - system_button
  83453. - trackpad
  83454. - trigger
  83455. - LED
  83456. */
  83457. _this._defaultModel = newMeshes[1];
  83458. _this.attachToMesh(_this._defaultModel);
  83459. if (meshLoaded) {
  83460. meshLoaded(_this._defaultModel);
  83461. }
  83462. });
  83463. };
  83464. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83465. /**
  83466. * Fired when the left button on this controller is modified
  83467. */
  83468. get: function () {
  83469. return this.onMainButtonStateChangedObservable;
  83470. },
  83471. enumerable: true,
  83472. configurable: true
  83473. });
  83474. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83475. /**
  83476. * Fired when the right button on this controller is modified
  83477. */
  83478. get: function () {
  83479. return this.onMainButtonStateChangedObservable;
  83480. },
  83481. enumerable: true,
  83482. configurable: true
  83483. });
  83484. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83485. /**
  83486. * Fired when the menu button on this controller is modified
  83487. */
  83488. get: function () {
  83489. return this.onSecondaryButtonStateChangedObservable;
  83490. },
  83491. enumerable: true,
  83492. configurable: true
  83493. });
  83494. /**
  83495. * Called once for each button that changed state since the last frame
  83496. * Vive mapping:
  83497. * 0: touchpad
  83498. * 1: trigger
  83499. * 2: left AND right buttons
  83500. * 3: menu button
  83501. * @param buttonIdx Which button index changed
  83502. * @param state New state of the button
  83503. * @param changes Which properties on the state changed since last frame
  83504. */
  83505. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83506. var notifyObject = state; //{ state: state, changes: changes };
  83507. switch (buttonIdx) {
  83508. case 0:
  83509. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83510. return;
  83511. case 1: // index trigger
  83512. if (this._defaultModel) {
  83513. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83514. }
  83515. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83516. return;
  83517. case 2: // left AND right button
  83518. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83519. return;
  83520. case 3:
  83521. if (this._defaultModel) {
  83522. if (notifyObject.pressed) {
  83523. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83524. }
  83525. else {
  83526. (this._defaultModel.getChildren()[2]).position.y = 0;
  83527. }
  83528. }
  83529. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83530. return;
  83531. }
  83532. };
  83533. /**
  83534. * Base Url for the controller model.
  83535. */
  83536. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83537. /**
  83538. * File name for the controller model.
  83539. */
  83540. ViveController.MODEL_FILENAME = 'wand.babylon';
  83541. return ViveController;
  83542. }(BABYLON.WebVRController));
  83543. BABYLON.ViveController = ViveController;
  83544. })(BABYLON || (BABYLON = {}));
  83545. //# sourceMappingURL=babylon.viveController.js.map
  83546. var BABYLON;
  83547. (function (BABYLON) {
  83548. /**
  83549. * Generic Controller
  83550. */
  83551. var GenericController = /** @class */ (function (_super) {
  83552. __extends(GenericController, _super);
  83553. /**
  83554. * Creates a new GenericController from a gamepad
  83555. * @param vrGamepad the gamepad that the controller should be created from
  83556. */
  83557. function GenericController(vrGamepad) {
  83558. return _super.call(this, vrGamepad) || this;
  83559. }
  83560. /**
  83561. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83562. * @param scene scene in which to add meshes
  83563. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83564. */
  83565. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83566. var _this = this;
  83567. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83568. _this._defaultModel = newMeshes[1];
  83569. _this.attachToMesh(_this._defaultModel);
  83570. if (meshLoaded) {
  83571. meshLoaded(_this._defaultModel);
  83572. }
  83573. });
  83574. };
  83575. /**
  83576. * Called once for each button that changed state since the last frame
  83577. * @param buttonIdx Which button index changed
  83578. * @param state New state of the button
  83579. * @param changes Which properties on the state changed since last frame
  83580. */
  83581. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83582. console.log("Button id: " + buttonIdx + "state: ");
  83583. console.dir(state);
  83584. };
  83585. /**
  83586. * Base Url for the controller model.
  83587. */
  83588. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83589. /**
  83590. * File name for the controller model.
  83591. */
  83592. GenericController.MODEL_FILENAME = 'generic.babylon';
  83593. return GenericController;
  83594. }(BABYLON.WebVRController));
  83595. BABYLON.GenericController = GenericController;
  83596. })(BABYLON || (BABYLON = {}));
  83597. //# sourceMappingURL=babylon.genericController.js.map
  83598. var BABYLON;
  83599. (function (BABYLON) {
  83600. /**
  83601. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83602. */
  83603. var LoadedMeshInfo = /** @class */ (function () {
  83604. function LoadedMeshInfo() {
  83605. /**
  83606. * Map of the button meshes contained in the controller
  83607. */
  83608. this.buttonMeshes = {};
  83609. /**
  83610. * Map of the axis meshes contained in the controller
  83611. */
  83612. this.axisMeshes = {};
  83613. }
  83614. return LoadedMeshInfo;
  83615. }());
  83616. /**
  83617. * Defines the WindowsMotionController object that the state of the windows motion controller
  83618. */
  83619. var WindowsMotionController = /** @class */ (function (_super) {
  83620. __extends(WindowsMotionController, _super);
  83621. /**
  83622. * Creates a new WindowsMotionController from a gamepad
  83623. * @param vrGamepad the gamepad that the controller should be created from
  83624. */
  83625. function WindowsMotionController(vrGamepad) {
  83626. var _this = _super.call(this, vrGamepad) || this;
  83627. _this._mapping = {
  83628. // Semantic button names
  83629. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83630. // A mapping of the button name to glTF model node name
  83631. // that should be transformed by button value.
  83632. buttonMeshNames: {
  83633. 'trigger': 'SELECT',
  83634. 'menu': 'MENU',
  83635. 'grip': 'GRASP',
  83636. 'thumbstick': 'THUMBSTICK_PRESS',
  83637. 'trackpad': 'TOUCHPAD_PRESS'
  83638. },
  83639. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83640. buttonObservableNames: {
  83641. 'trigger': 'onTriggerStateChangedObservable',
  83642. 'menu': 'onSecondaryButtonStateChangedObservable',
  83643. 'grip': 'onMainButtonStateChangedObservable',
  83644. 'thumbstick': 'onPadStateChangedObservable',
  83645. 'trackpad': 'onTrackpadChangedObservable'
  83646. },
  83647. // A mapping of the axis name to glTF model node name
  83648. // that should be transformed by axis value.
  83649. // This array mirrors the browserGamepad.axes array, such that
  83650. // the mesh corresponding to axis 0 is in this array index 0.
  83651. axisMeshNames: [
  83652. 'THUMBSTICK_X',
  83653. 'THUMBSTICK_Y',
  83654. 'TOUCHPAD_TOUCH_X',
  83655. 'TOUCHPAD_TOUCH_Y'
  83656. ],
  83657. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83658. };
  83659. /**
  83660. * Fired when the trackpad on this controller is clicked
  83661. */
  83662. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83663. /**
  83664. * Fired when the trackpad on this controller is modified
  83665. */
  83666. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83667. /**
  83668. * The current x and y values of this controller's trackpad
  83669. */
  83670. _this.trackpad = { x: 0, y: 0 };
  83671. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83672. _this._loadedMeshInfo = null;
  83673. return _this;
  83674. }
  83675. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83676. /**
  83677. * Fired when the trigger on this controller is modified
  83678. */
  83679. get: function () {
  83680. return this.onTriggerStateChangedObservable;
  83681. },
  83682. enumerable: true,
  83683. configurable: true
  83684. });
  83685. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83686. /**
  83687. * Fired when the menu button on this controller is modified
  83688. */
  83689. get: function () {
  83690. return this.onSecondaryButtonStateChangedObservable;
  83691. },
  83692. enumerable: true,
  83693. configurable: true
  83694. });
  83695. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  83696. /**
  83697. * Fired when the grip button on this controller is modified
  83698. */
  83699. get: function () {
  83700. return this.onMainButtonStateChangedObservable;
  83701. },
  83702. enumerable: true,
  83703. configurable: true
  83704. });
  83705. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  83706. /**
  83707. * Fired when the thumbstick button on this controller is modified
  83708. */
  83709. get: function () {
  83710. return this.onPadStateChangedObservable;
  83711. },
  83712. enumerable: true,
  83713. configurable: true
  83714. });
  83715. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  83716. /**
  83717. * Fired when the touchpad button on this controller is modified
  83718. */
  83719. get: function () {
  83720. return this.onTrackpadChangedObservable;
  83721. },
  83722. enumerable: true,
  83723. configurable: true
  83724. });
  83725. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  83726. /**
  83727. * Fired when the touchpad values on this controller are modified
  83728. */
  83729. get: function () {
  83730. return this.onTrackpadValuesChangedObservable;
  83731. },
  83732. enumerable: true,
  83733. configurable: true
  83734. });
  83735. WindowsMotionController.prototype._updateTrackpad = function () {
  83736. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  83737. this.trackpad.x = this.browserGamepad["axes"][2];
  83738. this.trackpad.y = this.browserGamepad["axes"][3];
  83739. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  83740. }
  83741. };
  83742. /**
  83743. * Called once per frame by the engine.
  83744. */
  83745. WindowsMotionController.prototype.update = function () {
  83746. _super.prototype.update.call(this);
  83747. if (this.browserGamepad.axes) {
  83748. this._updateTrackpad();
  83749. // Only need to animate axes if there is a loaded mesh
  83750. if (this._loadedMeshInfo) {
  83751. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  83752. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  83753. }
  83754. }
  83755. }
  83756. };
  83757. /**
  83758. * Called once for each button that changed state since the last frame
  83759. * @param buttonIdx Which button index changed
  83760. * @param state New state of the button
  83761. * @param changes Which properties on the state changed since last frame
  83762. */
  83763. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83764. var buttonName = this._mapping.buttons[buttonIdx];
  83765. if (!buttonName) {
  83766. return;
  83767. }
  83768. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  83769. this._updateTrackpad();
  83770. // Only emit events for buttons that we know how to map from index to name
  83771. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  83772. if (observable) {
  83773. observable.notifyObservers(state);
  83774. }
  83775. this._lerpButtonTransform(buttonName, state.value);
  83776. };
  83777. /**
  83778. * Moves the buttons on the controller mesh based on their current state
  83779. * @param buttonName the name of the button to move
  83780. * @param buttonValue the value of the button which determines the buttons new position
  83781. */
  83782. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  83783. // If there is no loaded mesh, there is nothing to transform.
  83784. if (!this._loadedMeshInfo) {
  83785. return;
  83786. }
  83787. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  83788. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83789. return;
  83790. }
  83791. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  83792. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  83793. };
  83794. /**
  83795. * Moves the axis on the controller mesh based on its current state
  83796. * @param axis the index of the axis
  83797. * @param axisValue the value of the axis which determines the meshes new position
  83798. * @hidden
  83799. */
  83800. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  83801. if (!this._loadedMeshInfo) {
  83802. return;
  83803. }
  83804. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  83805. if (!meshInfo) {
  83806. return;
  83807. }
  83808. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83809. return;
  83810. }
  83811. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  83812. var lerpValue = axisValue * 0.5 + 0.5;
  83813. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  83814. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  83815. };
  83816. /**
  83817. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83818. * @param scene scene in which to add meshes
  83819. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83820. */
  83821. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  83822. var _this = this;
  83823. if (forceDefault === void 0) { forceDefault = false; }
  83824. var path;
  83825. var filename;
  83826. // Checking if GLB loader is present
  83827. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  83828. // Determine the device specific folder based on the ID suffix
  83829. var device = 'default';
  83830. if (this.id && !forceDefault) {
  83831. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  83832. device = ((match && match[0]) || device);
  83833. }
  83834. // Hand
  83835. if (this.hand === 'left') {
  83836. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  83837. }
  83838. else { // Right is the default if no hand is specified
  83839. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  83840. }
  83841. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  83842. }
  83843. else {
  83844. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  83845. path = BABYLON.GenericController.MODEL_BASE_URL;
  83846. filename = BABYLON.GenericController.MODEL_FILENAME;
  83847. }
  83848. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  83849. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  83850. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  83851. if (!_this._loadedMeshInfo) {
  83852. return;
  83853. }
  83854. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  83855. _this.attachToMesh(_this._defaultModel);
  83856. if (meshLoaded) {
  83857. meshLoaded(_this._defaultModel);
  83858. }
  83859. }, null, function (scene, message) {
  83860. BABYLON.Tools.Log(message);
  83861. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  83862. if (!forceDefault) {
  83863. _this.initControllerMesh(scene, meshLoaded, true);
  83864. }
  83865. });
  83866. };
  83867. /**
  83868. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  83869. * can be transformed by button presses and axes values, based on this._mapping.
  83870. *
  83871. * @param scene scene in which the meshes exist
  83872. * @param meshes list of meshes that make up the controller model to process
  83873. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  83874. */
  83875. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  83876. var loadedMeshInfo = null;
  83877. // Create a new mesh to contain the glTF hierarchy
  83878. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  83879. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  83880. var childMesh = null;
  83881. for (var i = 0; i < meshes.length; i++) {
  83882. var mesh = meshes[i];
  83883. if (!mesh.parent) {
  83884. // Exclude controller meshes from picking results
  83885. mesh.isPickable = false;
  83886. // Handle root node, attach to the new parentMesh
  83887. childMesh = mesh;
  83888. break;
  83889. }
  83890. }
  83891. if (childMesh) {
  83892. childMesh.setParent(parentMesh);
  83893. // Create our mesh info. Note that this method will always return non-null.
  83894. loadedMeshInfo = this.createMeshInfo(parentMesh);
  83895. }
  83896. else {
  83897. BABYLON.Tools.Warn('Could not find root node in model file.');
  83898. }
  83899. return loadedMeshInfo;
  83900. };
  83901. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  83902. var loadedMeshInfo = new LoadedMeshInfo();
  83903. var i;
  83904. loadedMeshInfo.rootNode = rootNode;
  83905. // Reset the caches
  83906. loadedMeshInfo.buttonMeshes = {};
  83907. loadedMeshInfo.axisMeshes = {};
  83908. // Button Meshes
  83909. for (i = 0; i < this._mapping.buttons.length; i++) {
  83910. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  83911. if (!buttonMeshName) {
  83912. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  83913. continue;
  83914. }
  83915. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  83916. if (!buttonMesh) {
  83917. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  83918. continue;
  83919. }
  83920. var buttonMeshInfo = {
  83921. index: i,
  83922. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  83923. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  83924. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  83925. };
  83926. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  83927. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  83928. }
  83929. else {
  83930. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  83931. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  83932. '(VALUE: ' + !!buttonMeshInfo.value +
  83933. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  83934. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  83935. ')');
  83936. }
  83937. }
  83938. // Axis Meshes
  83939. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  83940. var axisMeshName = this._mapping.axisMeshNames[i];
  83941. if (!axisMeshName) {
  83942. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  83943. continue;
  83944. }
  83945. var axisMesh = getChildByName(rootNode, axisMeshName);
  83946. if (!axisMesh) {
  83947. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  83948. continue;
  83949. }
  83950. var axisMeshInfo = {
  83951. index: i,
  83952. value: getImmediateChildByName(axisMesh, 'VALUE'),
  83953. min: getImmediateChildByName(axisMesh, 'MIN'),
  83954. max: getImmediateChildByName(axisMesh, 'MAX')
  83955. };
  83956. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  83957. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  83958. }
  83959. else {
  83960. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  83961. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  83962. '(VALUE: ' + !!axisMeshInfo.value +
  83963. ', MIN: ' + !!axisMeshInfo.min +
  83964. ', MAX:' + !!axisMeshInfo.max +
  83965. ')');
  83966. }
  83967. }
  83968. // Pointing Ray
  83969. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  83970. if (!loadedMeshInfo.pointingPoseNode) {
  83971. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  83972. }
  83973. else {
  83974. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  83975. }
  83976. return loadedMeshInfo;
  83977. // Look through all children recursively. This will return null if no mesh exists with the given name.
  83978. function getChildByName(node, name) {
  83979. return node.getChildren(function (n) { return n.name === name; }, false)[0];
  83980. }
  83981. // Look through only immediate children. This will return null if no mesh exists with the given name.
  83982. function getImmediateChildByName(node, name) {
  83983. return node.getChildren(function (n) { return n.name == name; }, true)[0];
  83984. }
  83985. };
  83986. /**
  83987. * Gets the ray of the controller in the direction the controller is pointing
  83988. * @param length the length the resulting ray should be
  83989. * @returns a ray in the direction the controller is pointing
  83990. */
  83991. WindowsMotionController.prototype.getForwardRay = function (length) {
  83992. if (length === void 0) { length = 100; }
  83993. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  83994. return _super.prototype.getForwardRay.call(this, length);
  83995. }
  83996. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  83997. var origin = m.getTranslation();
  83998. var forward = new BABYLON.Vector3(0, 0, -1);
  83999. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  84000. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  84001. return new BABYLON.Ray(origin, direction, length);
  84002. };
  84003. /**
  84004. * Disposes of the controller
  84005. */
  84006. WindowsMotionController.prototype.dispose = function () {
  84007. _super.prototype.dispose.call(this);
  84008. this.onTrackpadChangedObservable.clear();
  84009. };
  84010. /**
  84011. * The base url used to load the left and right controller models
  84012. */
  84013. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  84014. /**
  84015. * The name of the left controller model file
  84016. */
  84017. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  84018. /**
  84019. * The name of the right controller model file
  84020. */
  84021. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  84022. /**
  84023. * The controller name prefix for this controller type
  84024. */
  84025. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  84026. /**
  84027. * The controller id pattern for this controller type
  84028. */
  84029. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  84030. return WindowsMotionController;
  84031. }(BABYLON.WebVRController));
  84032. BABYLON.WindowsMotionController = WindowsMotionController;
  84033. })(BABYLON || (BABYLON = {}));
  84034. //# sourceMappingURL=babylon.windowsMotionController.js.map
  84035. var BABYLON;
  84036. (function (BABYLON) {
  84037. /**
  84038. * Gear VR Controller
  84039. */
  84040. var GearVRController = /** @class */ (function (_super) {
  84041. __extends(GearVRController, _super);
  84042. /**
  84043. * Creates a new GearVRController from a gamepad
  84044. * @param vrGamepad the gamepad that the controller should be created from
  84045. */
  84046. function GearVRController(vrGamepad) {
  84047. var _this = _super.call(this, vrGamepad) || this;
  84048. _this._buttonIndexToObservableNameMap = [
  84049. 'onTrackpadChangedObservable',
  84050. 'onTriggerStateChangedObservable' // Trigger
  84051. ];
  84052. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  84053. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  84054. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  84055. _this._disableTrackPosition(_this._calculatedPosition);
  84056. return _this;
  84057. }
  84058. /**
  84059. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84060. * @param scene scene in which to add meshes
  84061. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84062. */
  84063. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84064. var _this = this;
  84065. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  84066. // Offset the controller so it will rotate around the users wrist
  84067. var mesh = new BABYLON.Mesh("", scene);
  84068. newMeshes[1].parent = mesh;
  84069. newMeshes[1].position.z = -0.15;
  84070. _this._defaultModel = mesh;
  84071. _this.attachToMesh(_this._defaultModel);
  84072. if (meshLoaded) {
  84073. meshLoaded(_this._defaultModel);
  84074. }
  84075. });
  84076. };
  84077. /**
  84078. * Called once for each button that changed state since the last frame
  84079. * @param buttonIdx Which button index changed
  84080. * @param state New state of the button
  84081. * @param changes Which properties on the state changed since last frame
  84082. */
  84083. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84084. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  84085. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  84086. // Only emit events for buttons that we know how to map from index to observable
  84087. var observable = this[observableName];
  84088. if (observable) {
  84089. observable.notifyObservers(state);
  84090. }
  84091. }
  84092. };
  84093. /**
  84094. * Base Url for the controller model.
  84095. */
  84096. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84097. /**
  84098. * File name for the controller model.
  84099. */
  84100. GearVRController.MODEL_FILENAME = 'generic.babylon';
  84101. /**
  84102. * Gamepad Id prefix used to identify this controller.
  84103. */
  84104. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  84105. return GearVRController;
  84106. }(BABYLON.WebVRController));
  84107. BABYLON.GearVRController = GearVRController;
  84108. })(BABYLON || (BABYLON = {}));
  84109. //# sourceMappingURL=babylon.gearVRController.js.map
  84110. var BABYLON;
  84111. (function (BABYLON) {
  84112. /**
  84113. * Google Daydream controller
  84114. */
  84115. var DaydreamController = /** @class */ (function (_super) {
  84116. __extends(DaydreamController, _super);
  84117. /**
  84118. * Creates a new DaydreamController from a gamepad
  84119. * @param vrGamepad the gamepad that the controller should be created from
  84120. */
  84121. function DaydreamController(vrGamepad) {
  84122. var _this = _super.call(this, vrGamepad) || this;
  84123. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  84124. return _this;
  84125. }
  84126. /**
  84127. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84128. * @param scene scene in which to add meshes
  84129. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84130. */
  84131. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84132. var _this = this;
  84133. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  84134. _this._defaultModel = newMeshes[1];
  84135. _this.attachToMesh(_this._defaultModel);
  84136. if (meshLoaded) {
  84137. meshLoaded(_this._defaultModel);
  84138. }
  84139. });
  84140. };
  84141. /**
  84142. * Called once for each button that changed state since the last frame
  84143. * @param buttonIdx Which button index changed
  84144. * @param state New state of the button
  84145. * @param changes Which properties on the state changed since last frame
  84146. */
  84147. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84148. // Daydream controller only has 1 GamepadButton (on the trackpad).
  84149. if (buttonIdx === 0) {
  84150. var observable = this.onTriggerStateChangedObservable;
  84151. if (observable) {
  84152. observable.notifyObservers(state);
  84153. }
  84154. }
  84155. else {
  84156. // If the app or home buttons are ever made available
  84157. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  84158. }
  84159. };
  84160. /**
  84161. * Base Url for the controller model.
  84162. */
  84163. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84164. /**
  84165. * File name for the controller model.
  84166. */
  84167. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  84168. /**
  84169. * Gamepad Id prefix used to identify Daydream Controller.
  84170. */
  84171. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  84172. return DaydreamController;
  84173. }(BABYLON.WebVRController));
  84174. BABYLON.DaydreamController = DaydreamController;
  84175. })(BABYLON || (BABYLON = {}));
  84176. //# sourceMappingURL=babylon.daydreamController.js.map
  84177. var BABYLON;
  84178. (function (BABYLON) {
  84179. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  84180. get: function () {
  84181. if (!this._gamepadManager) {
  84182. this._gamepadManager = new BABYLON.GamepadManager(this);
  84183. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  84184. if (!component) {
  84185. component = new GamepadSystemSceneComponent(this);
  84186. this._addComponent(component);
  84187. }
  84188. }
  84189. return this._gamepadManager;
  84190. },
  84191. enumerable: true,
  84192. configurable: true
  84193. });
  84194. /**
  84195. * Adds a gamepad to the free camera inputs manager
  84196. */
  84197. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  84198. this.add(new BABYLON.FreeCameraGamepadInput());
  84199. return this;
  84200. };
  84201. /**
  84202. * Adds a gamepad to the arc rotate camera inputs manager
  84203. */
  84204. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  84205. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  84206. return this;
  84207. };
  84208. /**
  84209. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  84210. */
  84211. var GamepadSystemSceneComponent = /** @class */ (function () {
  84212. /**
  84213. * Creates a new instance of the component for the given scene
  84214. * @param scene Defines the scene to register the component in
  84215. */
  84216. function GamepadSystemSceneComponent(scene) {
  84217. /**
  84218. * The component name helpfull to identify the component in the list of scene components.
  84219. */
  84220. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  84221. this.scene = scene;
  84222. }
  84223. /**
  84224. * Registers the component in a given scene
  84225. */
  84226. GamepadSystemSceneComponent.prototype.register = function () {
  84227. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  84228. };
  84229. /**
  84230. * Rebuilds the elements related to this component in case of
  84231. * context lost for instance.
  84232. */
  84233. GamepadSystemSceneComponent.prototype.rebuild = function () {
  84234. // Nothing to do for gamepads
  84235. };
  84236. /**
  84237. * Disposes the component and the associated ressources
  84238. */
  84239. GamepadSystemSceneComponent.prototype.dispose = function () {
  84240. var gamepadManager = this.scene._gamepadManager;
  84241. if (gamepadManager) {
  84242. gamepadManager.dispose();
  84243. this.scene._gamepadManager = null;
  84244. }
  84245. };
  84246. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  84247. var gamepadManager = this.scene._gamepadManager;
  84248. if (gamepadManager && gamepadManager._isMonitoring) {
  84249. gamepadManager._checkGamepadsStatus();
  84250. }
  84251. };
  84252. return GamepadSystemSceneComponent;
  84253. }());
  84254. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  84255. })(BABYLON || (BABYLON = {}));
  84256. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  84257. var BABYLON;
  84258. (function (BABYLON) {
  84259. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  84260. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  84261. });
  84262. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  84263. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  84264. });
  84265. /**
  84266. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  84267. * an arc rotate version arcFollowCamera are available.
  84268. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84269. */
  84270. var FollowCamera = /** @class */ (function (_super) {
  84271. __extends(FollowCamera, _super);
  84272. /**
  84273. * Instantiates the follow camera.
  84274. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84275. * @param name Define the name of the camera in the scene
  84276. * @param position Define the position of the camera
  84277. * @param scene Define the scene the camera belong to
  84278. * @param lockedTarget Define the target of the camera
  84279. */
  84280. function FollowCamera(name, position, scene, lockedTarget) {
  84281. if (lockedTarget === void 0) { lockedTarget = null; }
  84282. var _this = _super.call(this, name, position, scene) || this;
  84283. /**
  84284. * Distance the follow camera should follow an object at
  84285. */
  84286. _this.radius = 12;
  84287. /**
  84288. * Define a rotation offset between the camera and the object it follows
  84289. */
  84290. _this.rotationOffset = 0;
  84291. /**
  84292. * Define a height offset between the camera and the object it follows.
  84293. * It can help following an object from the top (like a car chaing a plane)
  84294. */
  84295. _this.heightOffset = 4;
  84296. /**
  84297. * Define how fast the camera can accelerate to follow it s target.
  84298. */
  84299. _this.cameraAcceleration = 0.05;
  84300. /**
  84301. * Define the speed limit of the camera following an object.
  84302. */
  84303. _this.maxCameraSpeed = 20;
  84304. _this.lockedTarget = lockedTarget;
  84305. return _this;
  84306. }
  84307. FollowCamera.prototype._follow = function (cameraTarget) {
  84308. if (!cameraTarget) {
  84309. return;
  84310. }
  84311. var yRotation;
  84312. if (cameraTarget.rotationQuaternion) {
  84313. var rotMatrix = new BABYLON.Matrix();
  84314. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  84315. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  84316. }
  84317. else {
  84318. yRotation = cameraTarget.rotation.y;
  84319. }
  84320. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  84321. var targetPosition = cameraTarget.getAbsolutePosition();
  84322. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  84323. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  84324. var dx = targetX - this.position.x;
  84325. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  84326. var dz = (targetZ) - this.position.z;
  84327. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  84328. var vy = dy * this.cameraAcceleration;
  84329. var vz = dz * this.cameraAcceleration * 2;
  84330. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  84331. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84332. }
  84333. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  84334. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84335. }
  84336. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  84337. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84338. }
  84339. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  84340. this.setTarget(targetPosition);
  84341. };
  84342. /** @hidden */
  84343. FollowCamera.prototype._checkInputs = function () {
  84344. _super.prototype._checkInputs.call(this);
  84345. if (this.lockedTarget) {
  84346. this._follow(this.lockedTarget);
  84347. }
  84348. };
  84349. /**
  84350. * Gets the camera class name.
  84351. * @returns the class name
  84352. */
  84353. FollowCamera.prototype.getClassName = function () {
  84354. return "FollowCamera";
  84355. };
  84356. __decorate([
  84357. BABYLON.serialize()
  84358. ], FollowCamera.prototype, "radius", void 0);
  84359. __decorate([
  84360. BABYLON.serialize()
  84361. ], FollowCamera.prototype, "rotationOffset", void 0);
  84362. __decorate([
  84363. BABYLON.serialize()
  84364. ], FollowCamera.prototype, "heightOffset", void 0);
  84365. __decorate([
  84366. BABYLON.serialize()
  84367. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  84368. __decorate([
  84369. BABYLON.serialize()
  84370. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  84371. __decorate([
  84372. BABYLON.serializeAsMeshReference("lockedTargetId")
  84373. ], FollowCamera.prototype, "lockedTarget", void 0);
  84374. return FollowCamera;
  84375. }(BABYLON.TargetCamera));
  84376. BABYLON.FollowCamera = FollowCamera;
  84377. /**
  84378. * Arc Rotate version of the follow camera.
  84379. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  84380. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84381. */
  84382. var ArcFollowCamera = /** @class */ (function (_super) {
  84383. __extends(ArcFollowCamera, _super);
  84384. /**
  84385. * Instantiates a new ArcFollowCamera
  84386. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84387. * @param name Define the name of the camera
  84388. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84389. * @param beta Define the rotation angle of the camera around the elevation axis
  84390. * @param radius Define the radius of the camera from its target point
  84391. * @param target Define the target of the camera
  84392. * @param scene Define the scene the camera belongs to
  84393. */
  84394. function ArcFollowCamera(name,
  84395. /** The longitudinal angle of the camera */
  84396. alpha,
  84397. /** The latitudinal angle of the camera */
  84398. beta,
  84399. /** The radius of the camera from its target */
  84400. radius,
  84401. /** Define the camera target (the messh it should follow) */
  84402. target, scene) {
  84403. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84404. _this.alpha = alpha;
  84405. _this.beta = beta;
  84406. _this.radius = radius;
  84407. _this.target = target;
  84408. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84409. _this._follow();
  84410. return _this;
  84411. }
  84412. ArcFollowCamera.prototype._follow = function () {
  84413. if (!this.target) {
  84414. return;
  84415. }
  84416. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84417. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84418. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84419. var targetPosition = this.target.getAbsolutePosition();
  84420. this.position = targetPosition.add(this._cartesianCoordinates);
  84421. this.setTarget(targetPosition);
  84422. };
  84423. /** @hidden */
  84424. ArcFollowCamera.prototype._checkInputs = function () {
  84425. _super.prototype._checkInputs.call(this);
  84426. this._follow();
  84427. };
  84428. /**
  84429. * Returns the class name of the object.
  84430. * It is mostly used internally for serialization purposes.
  84431. */
  84432. ArcFollowCamera.prototype.getClassName = function () {
  84433. return "ArcFollowCamera";
  84434. };
  84435. return ArcFollowCamera;
  84436. }(BABYLON.TargetCamera));
  84437. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84438. })(BABYLON || (BABYLON = {}));
  84439. //# sourceMappingURL=babylon.followCamera.js.map
  84440. var BABYLON;
  84441. (function (BABYLON) {
  84442. /**
  84443. * 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,
  84444. * which still works and will still be found in many Playgrounds.
  84445. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84446. */
  84447. var UniversalCamera = /** @class */ (function (_super) {
  84448. __extends(UniversalCamera, _super);
  84449. /**
  84450. * 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,
  84451. * which still works and will still be found in many Playgrounds.
  84452. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84453. * @param name Define the name of the camera in the scene
  84454. * @param position Define the start position of the camera in the scene
  84455. * @param scene Define the scene the camera belongs to
  84456. */
  84457. function UniversalCamera(name, position, scene) {
  84458. var _this = _super.call(this, name, position, scene) || this;
  84459. _this.inputs.addGamepad();
  84460. return _this;
  84461. }
  84462. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84463. /**
  84464. * Defines the gamepad rotation sensiblity.
  84465. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84466. */
  84467. get: function () {
  84468. var gamepad = this.inputs.attached["gamepad"];
  84469. if (gamepad) {
  84470. return gamepad.gamepadAngularSensibility;
  84471. }
  84472. return 0;
  84473. },
  84474. set: function (value) {
  84475. var gamepad = this.inputs.attached["gamepad"];
  84476. if (gamepad) {
  84477. gamepad.gamepadAngularSensibility = value;
  84478. }
  84479. },
  84480. enumerable: true,
  84481. configurable: true
  84482. });
  84483. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84484. /**
  84485. * Defines the gamepad move sensiblity.
  84486. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84487. */
  84488. get: function () {
  84489. var gamepad = this.inputs.attached["gamepad"];
  84490. if (gamepad) {
  84491. return gamepad.gamepadMoveSensibility;
  84492. }
  84493. return 0;
  84494. },
  84495. set: function (value) {
  84496. var gamepad = this.inputs.attached["gamepad"];
  84497. if (gamepad) {
  84498. gamepad.gamepadMoveSensibility = value;
  84499. }
  84500. },
  84501. enumerable: true,
  84502. configurable: true
  84503. });
  84504. /**
  84505. * Gets the current object class name.
  84506. * @return the class name
  84507. */
  84508. UniversalCamera.prototype.getClassName = function () {
  84509. return "UniversalCamera";
  84510. };
  84511. return UniversalCamera;
  84512. }(BABYLON.TouchCamera));
  84513. BABYLON.UniversalCamera = UniversalCamera;
  84514. })(BABYLON || (BABYLON = {}));
  84515. //# sourceMappingURL=babylon.universalCamera.js.map
  84516. var BABYLON;
  84517. (function (BABYLON) {
  84518. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84519. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84520. });
  84521. /**
  84522. * This represents a FPS type of camera. This is only here for back compat purpose.
  84523. * Please use the UniversalCamera instead as both are identical.
  84524. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84525. */
  84526. var GamepadCamera = /** @class */ (function (_super) {
  84527. __extends(GamepadCamera, _super);
  84528. /**
  84529. * Instantiates a new Gamepad Camera
  84530. * This represents a FPS type of camera. This is only here for back compat purpose.
  84531. * Please use the UniversalCamera instead as both are identical.
  84532. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84533. * @param name Define the name of the camera in the scene
  84534. * @param position Define the start position of the camera in the scene
  84535. * @param scene Define the scene the camera belongs to
  84536. */
  84537. function GamepadCamera(name, position, scene) {
  84538. return _super.call(this, name, position, scene) || this;
  84539. }
  84540. /**
  84541. * Gets the current object class name.
  84542. * @return the class name
  84543. */
  84544. GamepadCamera.prototype.getClassName = function () {
  84545. return "GamepadCamera";
  84546. };
  84547. return GamepadCamera;
  84548. }(BABYLON.UniversalCamera));
  84549. BABYLON.GamepadCamera = GamepadCamera;
  84550. })(BABYLON || (BABYLON = {}));
  84551. //# sourceMappingURL=babylon.gamepadCamera.js.map
  84552. var BABYLON;
  84553. (function (BABYLON) {
  84554. /**
  84555. * PostProcessRenderPipelineManager class
  84556. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84557. */
  84558. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84559. /**
  84560. * Initializes a PostProcessRenderPipelineManager
  84561. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84562. */
  84563. function PostProcessRenderPipelineManager() {
  84564. this._renderPipelines = {};
  84565. }
  84566. /**
  84567. * Adds a pipeline to the manager
  84568. * @param renderPipeline The pipeline to add
  84569. */
  84570. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84571. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84572. };
  84573. /**
  84574. * Attaches a camera to the pipeline
  84575. * @param renderPipelineName The name of the pipeline to attach to
  84576. * @param cameras the camera to attach
  84577. * @param unique if the camera can be attached multiple times to the pipeline
  84578. */
  84579. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84580. if (unique === void 0) { unique = false; }
  84581. var renderPipeline = this._renderPipelines[renderPipelineName];
  84582. if (!renderPipeline) {
  84583. return;
  84584. }
  84585. renderPipeline._attachCameras(cameras, unique);
  84586. };
  84587. /**
  84588. * Detaches a camera from the pipeline
  84589. * @param renderPipelineName The name of the pipeline to detach from
  84590. * @param cameras the camera to detach
  84591. */
  84592. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84593. var renderPipeline = this._renderPipelines[renderPipelineName];
  84594. if (!renderPipeline) {
  84595. return;
  84596. }
  84597. renderPipeline._detachCameras(cameras);
  84598. };
  84599. /**
  84600. * Enables an effect by name on a pipeline
  84601. * @param renderPipelineName the name of the pipeline to enable the effect in
  84602. * @param renderEffectName the name of the effect to enable
  84603. * @param cameras the cameras that the effect should be enabled on
  84604. */
  84605. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84606. var renderPipeline = this._renderPipelines[renderPipelineName];
  84607. if (!renderPipeline) {
  84608. return;
  84609. }
  84610. renderPipeline._enableEffect(renderEffectName, cameras);
  84611. };
  84612. /**
  84613. * Disables an effect by name on a pipeline
  84614. * @param renderPipelineName the name of the pipeline to disable the effect in
  84615. * @param renderEffectName the name of the effect to disable
  84616. * @param cameras the cameras that the effect should be disabled on
  84617. */
  84618. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84619. var renderPipeline = this._renderPipelines[renderPipelineName];
  84620. if (!renderPipeline) {
  84621. return;
  84622. }
  84623. renderPipeline._disableEffect(renderEffectName, cameras);
  84624. };
  84625. /**
  84626. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84627. */
  84628. PostProcessRenderPipelineManager.prototype.update = function () {
  84629. for (var renderPipelineName in this._renderPipelines) {
  84630. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84631. var pipeline = this._renderPipelines[renderPipelineName];
  84632. if (!pipeline.isSupported) {
  84633. pipeline.dispose();
  84634. delete this._renderPipelines[renderPipelineName];
  84635. }
  84636. else {
  84637. pipeline._update();
  84638. }
  84639. }
  84640. }
  84641. };
  84642. /** @hidden */
  84643. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84644. for (var renderPipelineName in this._renderPipelines) {
  84645. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84646. var pipeline = this._renderPipelines[renderPipelineName];
  84647. pipeline._rebuild();
  84648. }
  84649. }
  84650. };
  84651. /**
  84652. * Disposes of the manager and pipelines
  84653. */
  84654. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84655. for (var renderPipelineName in this._renderPipelines) {
  84656. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84657. var pipeline = this._renderPipelines[renderPipelineName];
  84658. pipeline.dispose();
  84659. }
  84660. }
  84661. };
  84662. return PostProcessRenderPipelineManager;
  84663. }());
  84664. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84665. })(BABYLON || (BABYLON = {}));
  84666. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  84667. var BABYLON;
  84668. (function (BABYLON) {
  84669. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84670. get: function () {
  84671. if (!this._postProcessRenderPipelineManager) {
  84672. // Register the G Buffer component to the scene.
  84673. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84674. if (!component) {
  84675. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84676. this._addComponent(component);
  84677. }
  84678. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84679. }
  84680. return this._postProcessRenderPipelineManager;
  84681. },
  84682. enumerable: true,
  84683. configurable: true
  84684. });
  84685. /**
  84686. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84687. */
  84688. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84689. /**
  84690. * Creates a new instance of the component for the given scene
  84691. * @param scene Defines the scene to register the component in
  84692. */
  84693. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  84694. /**
  84695. * The component name helpfull to identify the component in the list of scene components.
  84696. */
  84697. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  84698. this.scene = scene;
  84699. }
  84700. /**
  84701. * Registers the component in a given scene
  84702. */
  84703. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  84704. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  84705. };
  84706. /**
  84707. * Rebuilds the elements related to this component in case of
  84708. * context lost for instance.
  84709. */
  84710. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  84711. if (this.scene._postProcessRenderPipelineManager) {
  84712. this.scene._postProcessRenderPipelineManager._rebuild();
  84713. }
  84714. };
  84715. /**
  84716. * Disposes the component and the associated ressources
  84717. */
  84718. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  84719. if (this.scene._postProcessRenderPipelineManager) {
  84720. this.scene._postProcessRenderPipelineManager.dispose();
  84721. }
  84722. };
  84723. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84724. if (this.scene._postProcessRenderPipelineManager) {
  84725. this.scene._postProcessRenderPipelineManager.update();
  84726. }
  84727. };
  84728. return PostProcessRenderPipelineManagerSceneComponent;
  84729. }());
  84730. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  84731. })(BABYLON || (BABYLON = {}));
  84732. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  84733. var BABYLON;
  84734. (function (BABYLON) {
  84735. /**
  84736. * This represents a set of one or more post processes in Babylon.
  84737. * A post process can be used to apply a shader to a texture after it is rendered.
  84738. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84739. */
  84740. var PostProcessRenderEffect = /** @class */ (function () {
  84741. /**
  84742. * Instantiates a post process render effect.
  84743. * A post process can be used to apply a shader to a texture after it is rendered.
  84744. * @param engine The engine the effect is tied to
  84745. * @param name The name of the effect
  84746. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  84747. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  84748. */
  84749. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  84750. this._name = name;
  84751. this._singleInstance = singleInstance || true;
  84752. this._getPostProcesses = getPostProcesses;
  84753. this._cameras = {};
  84754. this._indicesForCamera = {};
  84755. this._postProcesses = {};
  84756. }
  84757. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  84758. /**
  84759. * Checks if all the post processes in the effect are supported.
  84760. */
  84761. get: function () {
  84762. for (var index in this._postProcesses) {
  84763. if (this._postProcesses.hasOwnProperty(index)) {
  84764. var pps = this._postProcesses[index];
  84765. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  84766. if (!pps[ppIndex].isSupported) {
  84767. return false;
  84768. }
  84769. }
  84770. }
  84771. }
  84772. return true;
  84773. },
  84774. enumerable: true,
  84775. configurable: true
  84776. });
  84777. /**
  84778. * Updates the current state of the effect
  84779. * @hidden
  84780. */
  84781. PostProcessRenderEffect.prototype._update = function () {
  84782. };
  84783. /**
  84784. * Attaches the effect on cameras
  84785. * @param cameras The camera to attach to.
  84786. * @hidden
  84787. */
  84788. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  84789. var _this = this;
  84790. var cameraKey;
  84791. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84792. if (!cams) {
  84793. return;
  84794. }
  84795. for (var i = 0; i < cams.length; i++) {
  84796. var camera = cams[i];
  84797. var cameraName = camera.name;
  84798. if (this._singleInstance) {
  84799. cameraKey = 0;
  84800. }
  84801. else {
  84802. cameraKey = cameraName;
  84803. }
  84804. if (!this._postProcesses[cameraKey]) {
  84805. var postProcess = this._getPostProcesses();
  84806. if (postProcess) {
  84807. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  84808. }
  84809. }
  84810. if (!this._indicesForCamera[cameraName]) {
  84811. this._indicesForCamera[cameraName] = [];
  84812. }
  84813. this._postProcesses[cameraKey].forEach(function (postProcess) {
  84814. var index = camera.attachPostProcess(postProcess);
  84815. _this._indicesForCamera[cameraName].push(index);
  84816. });
  84817. if (!this._cameras[cameraName]) {
  84818. this._cameras[cameraName] = camera;
  84819. }
  84820. }
  84821. };
  84822. /**
  84823. * Detatches the effect on cameras
  84824. * @param cameras The camera to detatch from.
  84825. * @hidden
  84826. */
  84827. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  84828. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84829. if (!cams) {
  84830. return;
  84831. }
  84832. for (var i = 0; i < cams.length; i++) {
  84833. var camera = cams[i];
  84834. var cameraName = camera.name;
  84835. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  84836. if (postProcesses) {
  84837. postProcesses.forEach(function (postProcess) {
  84838. camera.detachPostProcess(postProcess);
  84839. });
  84840. }
  84841. if (this._cameras[cameraName]) {
  84842. this._cameras[cameraName] = null;
  84843. }
  84844. }
  84845. };
  84846. /**
  84847. * Enables the effect on given cameras
  84848. * @param cameras The camera to enable.
  84849. * @hidden
  84850. */
  84851. PostProcessRenderEffect.prototype._enable = function (cameras) {
  84852. var _this = this;
  84853. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84854. if (!cams) {
  84855. return;
  84856. }
  84857. for (var i = 0; i < cams.length; i++) {
  84858. var camera = cams[i];
  84859. var cameraName = camera.name;
  84860. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  84861. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  84862. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84863. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  84864. });
  84865. }
  84866. }
  84867. }
  84868. };
  84869. /**
  84870. * Disables the effect on the given cameras
  84871. * @param cameras The camera to disable.
  84872. * @hidden
  84873. */
  84874. PostProcessRenderEffect.prototype._disable = function (cameras) {
  84875. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84876. if (!cams) {
  84877. return;
  84878. }
  84879. for (var i = 0; i < cams.length; i++) {
  84880. var camera = cams[i];
  84881. var cameraName = camera.name;
  84882. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84883. camera.detachPostProcess(postProcess);
  84884. });
  84885. }
  84886. };
  84887. /**
  84888. * Gets a list of the post processes contained in the effect.
  84889. * @param camera The camera to get the post processes on.
  84890. * @returns The list of the post processes in the effect.
  84891. */
  84892. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  84893. if (this._singleInstance) {
  84894. return this._postProcesses[0];
  84895. }
  84896. else {
  84897. if (!camera) {
  84898. return null;
  84899. }
  84900. return this._postProcesses[camera.name];
  84901. }
  84902. };
  84903. return PostProcessRenderEffect;
  84904. }());
  84905. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  84906. })(BABYLON || (BABYLON = {}));
  84907. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  84908. var BABYLON;
  84909. (function (BABYLON) {
  84910. /**
  84911. * PostProcessRenderPipeline
  84912. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84913. */
  84914. var PostProcessRenderPipeline = /** @class */ (function () {
  84915. /**
  84916. * Initializes a PostProcessRenderPipeline
  84917. * @param engine engine to add the pipeline to
  84918. * @param name name of the pipeline
  84919. */
  84920. function PostProcessRenderPipeline(engine, name) {
  84921. this.engine = engine;
  84922. this._name = name;
  84923. this._renderEffects = {};
  84924. this._renderEffectsForIsolatedPass = new Array();
  84925. this._cameras = [];
  84926. }
  84927. /**
  84928. * "PostProcessRenderPipeline"
  84929. * @returns "PostProcessRenderPipeline"
  84930. */
  84931. PostProcessRenderPipeline.prototype.getClassName = function () {
  84932. return "PostProcessRenderPipeline";
  84933. };
  84934. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  84935. /**
  84936. * If all the render effects in the pipeline are support
  84937. */
  84938. get: function () {
  84939. for (var renderEffectName in this._renderEffects) {
  84940. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84941. if (!this._renderEffects[renderEffectName].isSupported) {
  84942. return false;
  84943. }
  84944. }
  84945. }
  84946. return true;
  84947. },
  84948. enumerable: true,
  84949. configurable: true
  84950. });
  84951. /**
  84952. * Adds an effect to the pipeline
  84953. * @param renderEffect the effect to add
  84954. */
  84955. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  84956. this._renderEffects[renderEffect._name] = renderEffect;
  84957. };
  84958. // private
  84959. /** @hidden */
  84960. PostProcessRenderPipeline.prototype._rebuild = function () {
  84961. };
  84962. /** @hidden */
  84963. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  84964. var renderEffects = this._renderEffects[renderEffectName];
  84965. if (!renderEffects) {
  84966. return;
  84967. }
  84968. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84969. };
  84970. /** @hidden */
  84971. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  84972. var renderEffects = this._renderEffects[renderEffectName];
  84973. if (!renderEffects) {
  84974. return;
  84975. }
  84976. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84977. };
  84978. /** @hidden */
  84979. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  84980. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84981. if (!cams) {
  84982. return;
  84983. }
  84984. var indicesToDelete = [];
  84985. var i;
  84986. for (i = 0; i < cams.length; i++) {
  84987. var camera = cams[i];
  84988. var cameraName = camera.name;
  84989. if (this._cameras.indexOf(camera) === -1) {
  84990. this._cameras[cameraName] = camera;
  84991. }
  84992. else if (unique) {
  84993. indicesToDelete.push(i);
  84994. }
  84995. }
  84996. for (i = 0; i < indicesToDelete.length; i++) {
  84997. cameras.splice(indicesToDelete[i], 1);
  84998. }
  84999. for (var renderEffectName in this._renderEffects) {
  85000. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85001. this._renderEffects[renderEffectName]._attachCameras(cams);
  85002. }
  85003. }
  85004. };
  85005. /** @hidden */
  85006. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  85007. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85008. if (!cams) {
  85009. return;
  85010. }
  85011. for (var renderEffectName in this._renderEffects) {
  85012. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85013. this._renderEffects[renderEffectName]._detachCameras(cams);
  85014. }
  85015. }
  85016. for (var i = 0; i < cams.length; i++) {
  85017. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  85018. }
  85019. };
  85020. /** @hidden */
  85021. PostProcessRenderPipeline.prototype._update = function () {
  85022. for (var renderEffectName in this._renderEffects) {
  85023. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85024. this._renderEffects[renderEffectName]._update();
  85025. }
  85026. }
  85027. for (var i = 0; i < this._cameras.length; i++) {
  85028. var cameraName = this._cameras[i].name;
  85029. if (this._renderEffectsForIsolatedPass[cameraName]) {
  85030. this._renderEffectsForIsolatedPass[cameraName]._update();
  85031. }
  85032. }
  85033. };
  85034. /** @hidden */
  85035. PostProcessRenderPipeline.prototype._reset = function () {
  85036. this._renderEffects = {};
  85037. this._renderEffectsForIsolatedPass = new Array();
  85038. };
  85039. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  85040. // 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)
  85041. var effectKeys = Object.keys(this._renderEffects);
  85042. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  85043. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  85044. if (postProcesses) {
  85045. postProcesses[0].samples = sampleCount;
  85046. return true;
  85047. }
  85048. }
  85049. return false;
  85050. };
  85051. /**
  85052. * Disposes of the pipeline
  85053. */
  85054. PostProcessRenderPipeline.prototype.dispose = function () {
  85055. // Must be implemented by children
  85056. };
  85057. __decorate([
  85058. BABYLON.serialize()
  85059. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  85060. return PostProcessRenderPipeline;
  85061. }());
  85062. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  85063. })(BABYLON || (BABYLON = {}));
  85064. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  85065. var BABYLON;
  85066. (function (BABYLON) {
  85067. /**
  85068. * This represents a depth renderer in Babylon.
  85069. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  85070. */
  85071. var DepthRenderer = /** @class */ (function () {
  85072. /**
  85073. * Instantiates a depth renderer
  85074. * @param scene The scene the renderer belongs to
  85075. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  85076. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  85077. */
  85078. function DepthRenderer(scene, type, camera) {
  85079. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  85080. if (camera === void 0) { camera = null; }
  85081. var _this = this;
  85082. /**
  85083. * Specifiess that the depth renderer will only be used within
  85084. * the camera it is created for.
  85085. * This can help forcing its rendering during the camera processing.
  85086. */
  85087. this.useOnlyInActiveCamera = false;
  85088. this._scene = scene;
  85089. // Register the G Buffer component to the scene.
  85090. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  85091. if (!component) {
  85092. component = new BABYLON.DepthRendererSceneComponent(scene);
  85093. scene._addComponent(component);
  85094. }
  85095. this._camera = camera;
  85096. var engine = scene.getEngine();
  85097. // Render target
  85098. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  85099. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85100. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85101. this._depthMap.refreshRate = 1;
  85102. this._depthMap.renderParticles = false;
  85103. this._depthMap.renderList = null;
  85104. // Camera to get depth map from to support multiple concurrent cameras
  85105. this._depthMap.activeCamera = this._camera;
  85106. this._depthMap.ignoreCameraViewport = true;
  85107. this._depthMap.useCameraPostProcesses = false;
  85108. // set default depth value to 1.0 (far away)
  85109. this._depthMap.onClearObservable.add(function (engine) {
  85110. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  85111. });
  85112. // Custom render function
  85113. var renderSubMesh = function (subMesh) {
  85114. var mesh = subMesh.getRenderingMesh();
  85115. var scene = _this._scene;
  85116. var engine = scene.getEngine();
  85117. var material = subMesh.getMaterial();
  85118. if (!material) {
  85119. return;
  85120. }
  85121. // Culling and reverse (right handed system)
  85122. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85123. // Managing instances
  85124. var batch = mesh._getInstancesRenderList(subMesh._id);
  85125. if (batch.mustReturn) {
  85126. return;
  85127. }
  85128. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85129. var camera = _this._camera || scene.activeCamera;
  85130. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  85131. engine.enableEffect(_this._effect);
  85132. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85133. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85134. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  85135. // Alpha test
  85136. if (material && material.needAlphaTesting()) {
  85137. var alphaTexture = material.getAlphaTestTexture();
  85138. if (alphaTexture) {
  85139. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85140. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85141. }
  85142. }
  85143. // Bones
  85144. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85145. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85146. }
  85147. // Draw
  85148. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85149. }
  85150. };
  85151. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85152. var index;
  85153. if (depthOnlySubMeshes.length) {
  85154. engine.setColorWrite(false);
  85155. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85156. renderSubMesh(depthOnlySubMeshes.data[index]);
  85157. }
  85158. engine.setColorWrite(true);
  85159. }
  85160. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85161. renderSubMesh(opaqueSubMeshes.data[index]);
  85162. }
  85163. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85164. renderSubMesh(alphaTestSubMeshes.data[index]);
  85165. }
  85166. };
  85167. }
  85168. /**
  85169. * Creates the depth rendering effect and checks if the effect is ready.
  85170. * @param subMesh The submesh to be used to render the depth map of
  85171. * @param useInstances If multiple world instances should be used
  85172. * @returns if the depth renderer is ready to render the depth map
  85173. */
  85174. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  85175. var material = subMesh.getMaterial();
  85176. if (material.disableDepthWrite) {
  85177. return false;
  85178. }
  85179. var defines = [];
  85180. var attribs = [BABYLON.VertexBuffer.PositionKind];
  85181. var mesh = subMesh.getMesh();
  85182. // Alpha test
  85183. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  85184. defines.push("#define ALPHATEST");
  85185. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85186. attribs.push(BABYLON.VertexBuffer.UVKind);
  85187. defines.push("#define UV1");
  85188. }
  85189. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85190. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85191. defines.push("#define UV2");
  85192. }
  85193. }
  85194. // Bones
  85195. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85196. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85197. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85198. if (mesh.numBoneInfluencers > 4) {
  85199. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85200. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85201. }
  85202. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85203. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85204. }
  85205. else {
  85206. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85207. }
  85208. // Instances
  85209. if (useInstances) {
  85210. defines.push("#define INSTANCES");
  85211. attribs.push("world0");
  85212. attribs.push("world1");
  85213. attribs.push("world2");
  85214. attribs.push("world3");
  85215. }
  85216. // Get correct effect
  85217. var join = defines.join("\n");
  85218. if (this._cachedDefines !== join) {
  85219. this._cachedDefines = join;
  85220. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  85221. }
  85222. return this._effect.isReady();
  85223. };
  85224. /**
  85225. * Gets the texture which the depth map will be written to.
  85226. * @returns The depth map texture
  85227. */
  85228. DepthRenderer.prototype.getDepthMap = function () {
  85229. return this._depthMap;
  85230. };
  85231. /**
  85232. * Disposes of the depth renderer.
  85233. */
  85234. DepthRenderer.prototype.dispose = function () {
  85235. this._depthMap.dispose();
  85236. };
  85237. return DepthRenderer;
  85238. }());
  85239. BABYLON.DepthRenderer = DepthRenderer;
  85240. })(BABYLON || (BABYLON = {}));
  85241. //# sourceMappingURL=babylon.depthRenderer.js.map
  85242. var BABYLON;
  85243. (function (BABYLON) {
  85244. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  85245. camera = camera || this.activeCamera;
  85246. if (!camera) {
  85247. throw "No camera available to enable depth renderer";
  85248. }
  85249. if (!this._depthRenderer) {
  85250. this._depthRenderer = {};
  85251. }
  85252. if (!this._depthRenderer[camera.id]) {
  85253. var textureType = 0;
  85254. if (this.getEngine().getCaps().textureHalfFloatRender) {
  85255. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  85256. }
  85257. else if (this.getEngine().getCaps().textureFloatRender) {
  85258. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  85259. }
  85260. else {
  85261. throw "Depth renderer does not support int texture type";
  85262. }
  85263. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  85264. }
  85265. return this._depthRenderer[camera.id];
  85266. };
  85267. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  85268. camera = camera || this.activeCamera;
  85269. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  85270. return;
  85271. }
  85272. this._depthRenderer[camera.id].dispose();
  85273. delete this._depthRenderer[camera.id];
  85274. };
  85275. /**
  85276. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  85277. * in several rendering techniques.
  85278. */
  85279. var DepthRendererSceneComponent = /** @class */ (function () {
  85280. /**
  85281. * Creates a new instance of the component for the given scene
  85282. * @param scene Defines the scene to register the component in
  85283. */
  85284. function DepthRendererSceneComponent(scene) {
  85285. /**
  85286. * The component name helpfull to identify the component in the list of scene components.
  85287. */
  85288. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  85289. this.scene = scene;
  85290. }
  85291. /**
  85292. * Registers the component in a given scene
  85293. */
  85294. DepthRendererSceneComponent.prototype.register = function () {
  85295. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  85296. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  85297. };
  85298. /**
  85299. * Rebuilds the elements related to this component in case of
  85300. * context lost for instance.
  85301. */
  85302. DepthRendererSceneComponent.prototype.rebuild = function () {
  85303. // Nothing to do for this component
  85304. };
  85305. /**
  85306. * Disposes the component and the associated ressources
  85307. */
  85308. DepthRendererSceneComponent.prototype.dispose = function () {
  85309. for (var key in this.scene._depthRenderer) {
  85310. this.scene._depthRenderer[key].dispose();
  85311. }
  85312. };
  85313. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85314. if (this.scene._depthRenderer) {
  85315. for (var key in this.scene._depthRenderer) {
  85316. var depthRenderer = this.scene._depthRenderer[key];
  85317. if (!depthRenderer.useOnlyInActiveCamera) {
  85318. renderTargets.push(depthRenderer.getDepthMap());
  85319. }
  85320. }
  85321. }
  85322. };
  85323. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  85324. if (this.scene._depthRenderer) {
  85325. for (var key in this.scene._depthRenderer) {
  85326. var depthRenderer = this.scene._depthRenderer[key];
  85327. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  85328. renderTargets.push(depthRenderer.getDepthMap());
  85329. }
  85330. }
  85331. }
  85332. };
  85333. return DepthRendererSceneComponent;
  85334. }());
  85335. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  85336. })(BABYLON || (BABYLON = {}));
  85337. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  85338. var BABYLON;
  85339. (function (BABYLON) {
  85340. /**
  85341. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  85342. */
  85343. var GeometryBufferRenderer = /** @class */ (function () {
  85344. /**
  85345. * Creates a new G Buffer for the scene
  85346. * @param scene The scene the buffer belongs to
  85347. * @param ratio How big is the buffer related to the main canvas.
  85348. */
  85349. function GeometryBufferRenderer(scene, ratio) {
  85350. if (ratio === void 0) { ratio = 1; }
  85351. /**
  85352. * Dictionary used to store the previous transformation matrices of each rendered mesh
  85353. * in order to compute objects velocities when enableVelocity is set to "true"
  85354. * @hidden
  85355. */
  85356. this._previousTransformationMatrices = {};
  85357. this._enablePosition = false;
  85358. this._enableVelocity = false;
  85359. this._positionIndex = -1;
  85360. this._velocityIndex = -1;
  85361. this._scene = scene;
  85362. this._ratio = ratio;
  85363. // Register the G Buffer component to the scene.
  85364. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  85365. if (!component) {
  85366. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  85367. scene._addComponent(component);
  85368. }
  85369. // Render target
  85370. this._createRenderTargets();
  85371. }
  85372. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  85373. /**
  85374. * Set the render list (meshes to be rendered) used in the G buffer.
  85375. */
  85376. set: function (meshes) {
  85377. this._multiRenderTarget.renderList = meshes;
  85378. },
  85379. enumerable: true,
  85380. configurable: true
  85381. });
  85382. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  85383. /**
  85384. * Gets wether or not G buffer are supported by the running hardware.
  85385. * This requires draw buffer supports
  85386. */
  85387. get: function () {
  85388. return this._multiRenderTarget.isSupported;
  85389. },
  85390. enumerable: true,
  85391. configurable: true
  85392. });
  85393. /**
  85394. * Returns the index of the given texture type in the G-Buffer textures array
  85395. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85396. * @returns the index of the given texture type in the G-Buffer textures array
  85397. */
  85398. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85399. switch (textureType) {
  85400. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85401. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85402. default: return -1;
  85403. }
  85404. };
  85405. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85406. /**
  85407. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85408. */
  85409. get: function () {
  85410. return this._enablePosition;
  85411. },
  85412. /**
  85413. * Sets whether or not objects positions are enabled for the G buffer.
  85414. */
  85415. set: function (enable) {
  85416. this._enablePosition = enable;
  85417. this.dispose();
  85418. this._createRenderTargets();
  85419. },
  85420. enumerable: true,
  85421. configurable: true
  85422. });
  85423. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85424. /**
  85425. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85426. */
  85427. get: function () {
  85428. return this._enableVelocity;
  85429. },
  85430. /**
  85431. * Sets wether or not objects velocities are enabled for the G buffer.
  85432. */
  85433. set: function (enable) {
  85434. this._enableVelocity = enable;
  85435. this.dispose();
  85436. this._createRenderTargets();
  85437. },
  85438. enumerable: true,
  85439. configurable: true
  85440. });
  85441. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85442. /**
  85443. * Gets the scene associated with the buffer.
  85444. */
  85445. get: function () {
  85446. return this._scene;
  85447. },
  85448. enumerable: true,
  85449. configurable: true
  85450. });
  85451. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85452. /**
  85453. * Gets the ratio used by the buffer during its creation.
  85454. * How big is the buffer related to the main canvas.
  85455. */
  85456. get: function () {
  85457. return this._ratio;
  85458. },
  85459. enumerable: true,
  85460. configurable: true
  85461. });
  85462. /**
  85463. * Checks wether everything is ready to render a submesh to the G buffer.
  85464. * @param subMesh the submesh to check readiness for
  85465. * @param useInstances is the mesh drawn using instance or not
  85466. * @returns true if ready otherwise false
  85467. */
  85468. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85469. var material = subMesh.getMaterial();
  85470. if (material && material.disableDepthWrite) {
  85471. return false;
  85472. }
  85473. var defines = [];
  85474. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85475. var mesh = subMesh.getMesh();
  85476. // Alpha test
  85477. if (material && material.needAlphaTesting()) {
  85478. defines.push("#define ALPHATEST");
  85479. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85480. attribs.push(BABYLON.VertexBuffer.UVKind);
  85481. defines.push("#define UV1");
  85482. }
  85483. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85484. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85485. defines.push("#define UV2");
  85486. }
  85487. }
  85488. // Buffers
  85489. if (this._enablePosition) {
  85490. defines.push("#define POSITION");
  85491. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85492. }
  85493. if (this._enableVelocity) {
  85494. defines.push("#define VELOCITY");
  85495. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85496. }
  85497. // Bones
  85498. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85499. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85500. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85501. if (mesh.numBoneInfluencers > 4) {
  85502. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85503. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85504. }
  85505. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85506. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85507. }
  85508. else {
  85509. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85510. }
  85511. // Instances
  85512. if (useInstances) {
  85513. defines.push("#define INSTANCES");
  85514. attribs.push("world0");
  85515. attribs.push("world1");
  85516. attribs.push("world2");
  85517. attribs.push("world3");
  85518. }
  85519. // Setup textures count
  85520. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85521. // Get correct effect
  85522. var join = defines.join("\n");
  85523. if (this._cachedDefines !== join) {
  85524. this._cachedDefines = join;
  85525. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85526. }
  85527. return this._effect.isReady();
  85528. };
  85529. /**
  85530. * Gets the current underlying G Buffer.
  85531. * @returns the buffer
  85532. */
  85533. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85534. return this._multiRenderTarget;
  85535. };
  85536. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85537. /**
  85538. * Gets the number of samples used to render the buffer (anti aliasing).
  85539. */
  85540. get: function () {
  85541. return this._multiRenderTarget.samples;
  85542. },
  85543. /**
  85544. * Sets the number of samples used to render the buffer (anti aliasing).
  85545. */
  85546. set: function (value) {
  85547. this._multiRenderTarget.samples = value;
  85548. },
  85549. enumerable: true,
  85550. configurable: true
  85551. });
  85552. /**
  85553. * Disposes the renderer and frees up associated resources.
  85554. */
  85555. GeometryBufferRenderer.prototype.dispose = function () {
  85556. this.getGBuffer().dispose();
  85557. };
  85558. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85559. var _this = this;
  85560. var engine = this._scene.getEngine();
  85561. var count = 2;
  85562. if (this._enablePosition) {
  85563. this._positionIndex = count;
  85564. count++;
  85565. }
  85566. if (this._enableVelocity) {
  85567. this._velocityIndex = count;
  85568. count++;
  85569. }
  85570. 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 });
  85571. if (!this.isSupported) {
  85572. return;
  85573. }
  85574. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85575. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85576. this._multiRenderTarget.refreshRate = 1;
  85577. this._multiRenderTarget.renderParticles = false;
  85578. this._multiRenderTarget.renderList = null;
  85579. // set default depth value to 1.0 (far away)
  85580. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85581. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85582. });
  85583. // Custom render function
  85584. var renderSubMesh = function (subMesh) {
  85585. var mesh = subMesh.getRenderingMesh();
  85586. var scene = _this._scene;
  85587. var engine = scene.getEngine();
  85588. var material = subMesh.getMaterial();
  85589. if (!material) {
  85590. return;
  85591. }
  85592. // Velocity
  85593. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85594. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85595. }
  85596. // Culling
  85597. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85598. // Managing instances
  85599. var batch = mesh._getInstancesRenderList(subMesh._id);
  85600. if (batch.mustReturn) {
  85601. return;
  85602. }
  85603. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85604. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  85605. engine.enableEffect(_this._effect);
  85606. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85607. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85608. _this._effect.setMatrix("view", scene.getViewMatrix());
  85609. // Alpha test
  85610. if (material && material.needAlphaTesting()) {
  85611. var alphaTexture = material.getAlphaTestTexture();
  85612. if (alphaTexture) {
  85613. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85614. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85615. }
  85616. }
  85617. // Bones
  85618. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85619. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85620. }
  85621. // Velocity
  85622. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85623. // Draw
  85624. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85625. }
  85626. // Velocity
  85627. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85628. };
  85629. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85630. var index;
  85631. if (depthOnlySubMeshes.length) {
  85632. engine.setColorWrite(false);
  85633. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85634. renderSubMesh(depthOnlySubMeshes.data[index]);
  85635. }
  85636. engine.setColorWrite(true);
  85637. }
  85638. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85639. renderSubMesh(opaqueSubMeshes.data[index]);
  85640. }
  85641. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85642. renderSubMesh(alphaTestSubMeshes.data[index]);
  85643. }
  85644. };
  85645. };
  85646. /**
  85647. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85648. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85649. */
  85650. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85651. /**
  85652. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85653. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85654. */
  85655. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85656. return GeometryBufferRenderer;
  85657. }());
  85658. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85659. })(BABYLON || (BABYLON = {}));
  85660. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  85661. var BABYLON;
  85662. (function (BABYLON) {
  85663. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85664. get: function () {
  85665. this._geometryBufferRenderer;
  85666. },
  85667. set: function (value) {
  85668. if (value && value.isSupported) {
  85669. this._geometryBufferRenderer = value;
  85670. }
  85671. },
  85672. enumerable: true,
  85673. configurable: true
  85674. });
  85675. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85676. if (ratio === void 0) { ratio = 1; }
  85677. if (this._geometryBufferRenderer) {
  85678. return this._geometryBufferRenderer;
  85679. }
  85680. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85681. if (!this._geometryBufferRenderer.isSupported) {
  85682. this._geometryBufferRenderer = null;
  85683. }
  85684. return this._geometryBufferRenderer;
  85685. };
  85686. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85687. if (!this._geometryBufferRenderer) {
  85688. return;
  85689. }
  85690. this._geometryBufferRenderer.dispose();
  85691. this._geometryBufferRenderer = null;
  85692. };
  85693. /**
  85694. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  85695. * in several rendering techniques.
  85696. */
  85697. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  85698. /**
  85699. * Creates a new instance of the component for the given scene
  85700. * @param scene Defines the scene to register the component in
  85701. */
  85702. function GeometryBufferRendererSceneComponent(scene) {
  85703. /**
  85704. * The component name helpful to identify the component in the list of scene components.
  85705. */
  85706. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  85707. this.scene = scene;
  85708. }
  85709. /**
  85710. * Registers the component in a given scene
  85711. */
  85712. GeometryBufferRendererSceneComponent.prototype.register = function () {
  85713. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  85714. };
  85715. /**
  85716. * Rebuilds the elements related to this component in case of
  85717. * context lost for instance.
  85718. */
  85719. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  85720. // Nothing to do for this component
  85721. };
  85722. /**
  85723. * Disposes the component and the associated ressources
  85724. */
  85725. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  85726. // Nothing to do for this component
  85727. };
  85728. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85729. if (this.scene._geometryBufferRenderer) {
  85730. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  85731. }
  85732. };
  85733. return GeometryBufferRendererSceneComponent;
  85734. }());
  85735. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  85736. })(BABYLON || (BABYLON = {}));
  85737. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  85738. var BABYLON;
  85739. (function (BABYLON) {
  85740. /**
  85741. * Render pipeline to produce ssao effect
  85742. */
  85743. var SSAORenderingPipeline = /** @class */ (function (_super) {
  85744. __extends(SSAORenderingPipeline, _super);
  85745. /**
  85746. * @constructor
  85747. * @param name - The rendering pipeline name
  85748. * @param scene - The scene linked to this pipeline
  85749. * @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 }
  85750. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  85751. */
  85752. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  85753. var _this = _super.call(this, scene.getEngine(), name) || this;
  85754. // Members
  85755. /**
  85756. * @ignore
  85757. * The PassPostProcess id in the pipeline that contains the original scene color
  85758. */
  85759. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85760. /**
  85761. * @ignore
  85762. * The SSAO PostProcess id in the pipeline
  85763. */
  85764. _this.SSAORenderEffect = "SSAORenderEffect";
  85765. /**
  85766. * @ignore
  85767. * The horizontal blur PostProcess id in the pipeline
  85768. */
  85769. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85770. /**
  85771. * @ignore
  85772. * The vertical blur PostProcess id in the pipeline
  85773. */
  85774. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85775. /**
  85776. * @ignore
  85777. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85778. */
  85779. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85780. /**
  85781. * The output strength of the SSAO post-process. Default value is 1.0.
  85782. */
  85783. _this.totalStrength = 1.0;
  85784. /**
  85785. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  85786. */
  85787. _this.radius = 0.0001;
  85788. /**
  85789. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  85790. * Must not be equal to fallOff and superior to fallOff.
  85791. * Default value is 0.975
  85792. */
  85793. _this.area = 0.0075;
  85794. /**
  85795. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  85796. * Must not be equal to area and inferior to area.
  85797. * Default value is 0.0
  85798. */
  85799. _this.fallOff = 0.000001;
  85800. /**
  85801. * The base color of the SSAO post-process
  85802. * The final result is "base + ssao" between [0, 1]
  85803. */
  85804. _this.base = 0.5;
  85805. _this._firstUpdate = true;
  85806. _this._scene = scene;
  85807. // Set up assets
  85808. _this._createRandomTexture();
  85809. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85810. var ssaoRatio = ratio.ssaoRatio || ratio;
  85811. var combineRatio = ratio.combineRatio || ratio;
  85812. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85813. _this._createSSAOPostProcess(ssaoRatio);
  85814. _this._createBlurPostProcess(ssaoRatio);
  85815. _this._createSSAOCombinePostProcess(combineRatio);
  85816. // Set up pipeline
  85817. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85818. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85819. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85820. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85821. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85822. // Finish
  85823. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85824. if (cameras) {
  85825. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85826. }
  85827. return _this;
  85828. }
  85829. // Public Methods
  85830. /**
  85831. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85832. */
  85833. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85834. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85835. for (var i = 0; i < this._scene.cameras.length; i++) {
  85836. var camera = this._scene.cameras[i];
  85837. this._originalColorPostProcess.dispose(camera);
  85838. this._ssaoPostProcess.dispose(camera);
  85839. this._blurHPostProcess.dispose(camera);
  85840. this._blurVPostProcess.dispose(camera);
  85841. this._ssaoCombinePostProcess.dispose(camera);
  85842. }
  85843. this._randomTexture.dispose();
  85844. if (disableDepthRender) {
  85845. this._scene.disableDepthRenderer();
  85846. }
  85847. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85848. _super.prototype.dispose.call(this);
  85849. };
  85850. // Private Methods
  85851. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  85852. var _this = this;
  85853. var size = 16;
  85854. 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);
  85855. 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);
  85856. this._blurHPostProcess.onActivateObservable.add(function () {
  85857. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  85858. _this._blurHPostProcess.kernel = size * dw;
  85859. });
  85860. this._blurVPostProcess.onActivateObservable.add(function () {
  85861. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  85862. _this._blurVPostProcess.kernel = size * dw;
  85863. });
  85864. };
  85865. /** @hidden */
  85866. SSAORenderingPipeline.prototype._rebuild = function () {
  85867. this._firstUpdate = true;
  85868. _super.prototype._rebuild.call(this);
  85869. };
  85870. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85871. var _this = this;
  85872. var numSamples = 16;
  85873. var sampleSphere = [
  85874. 0.5381, 0.1856, -0.4319,
  85875. 0.1379, 0.2486, 0.4430,
  85876. 0.3371, 0.5679, -0.0057,
  85877. -0.6999, -0.0451, -0.0019,
  85878. 0.0689, -0.1598, -0.8547,
  85879. 0.0560, 0.0069, -0.1843,
  85880. -0.0146, 0.1402, 0.0762,
  85881. 0.0100, -0.1924, -0.0344,
  85882. -0.3577, -0.5301, -0.4358,
  85883. -0.3169, 0.1063, 0.0158,
  85884. 0.0103, -0.5869, 0.0046,
  85885. -0.0897, -0.4940, 0.3287,
  85886. 0.7119, -0.0154, -0.0918,
  85887. -0.0533, 0.0596, -0.5411,
  85888. 0.0352, -0.0631, 0.5460,
  85889. -0.4776, 0.2847, -0.0271
  85890. ];
  85891. var samplesFactor = 1.0 / numSamples;
  85892. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  85893. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85894. "area", "fallOff", "base", "range", "viewport"
  85895. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85896. this._ssaoPostProcess.onApply = function (effect) {
  85897. if (_this._firstUpdate) {
  85898. effect.setArray3("sampleSphere", sampleSphere);
  85899. effect.setFloat("samplesFactor", samplesFactor);
  85900. effect.setFloat("randTextureTiles", 4.0);
  85901. }
  85902. effect.setFloat("totalStrength", _this.totalStrength);
  85903. effect.setFloat("radius", _this.radius);
  85904. effect.setFloat("area", _this.area);
  85905. effect.setFloat("fallOff", _this.fallOff);
  85906. effect.setFloat("base", _this.base);
  85907. effect.setTexture("textureSampler", _this._depthTexture);
  85908. effect.setTexture("randomSampler", _this._randomTexture);
  85909. };
  85910. };
  85911. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85912. var _this = this;
  85913. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85914. this._ssaoCombinePostProcess.onApply = function (effect) {
  85915. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  85916. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85917. };
  85918. };
  85919. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  85920. var size = 512;
  85921. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85922. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85923. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85924. var context = this._randomTexture.getContext();
  85925. var rand = function (min, max) {
  85926. return Math.random() * (max - min) + min;
  85927. };
  85928. var randVector = BABYLON.Vector3.Zero();
  85929. for (var x = 0; x < size; x++) {
  85930. for (var y = 0; y < size; y++) {
  85931. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  85932. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  85933. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  85934. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85935. context.fillRect(x, y, 1, 1);
  85936. }
  85937. }
  85938. this._randomTexture.update(false);
  85939. };
  85940. __decorate([
  85941. BABYLON.serialize()
  85942. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  85943. __decorate([
  85944. BABYLON.serialize()
  85945. ], SSAORenderingPipeline.prototype, "radius", void 0);
  85946. __decorate([
  85947. BABYLON.serialize()
  85948. ], SSAORenderingPipeline.prototype, "area", void 0);
  85949. __decorate([
  85950. BABYLON.serialize()
  85951. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  85952. __decorate([
  85953. BABYLON.serialize()
  85954. ], SSAORenderingPipeline.prototype, "base", void 0);
  85955. return SSAORenderingPipeline;
  85956. }(BABYLON.PostProcessRenderPipeline));
  85957. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  85958. })(BABYLON || (BABYLON = {}));
  85959. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  85960. var BABYLON;
  85961. (function (BABYLON) {
  85962. /**
  85963. * Render pipeline to produce ssao effect
  85964. */
  85965. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  85966. __extends(SSAO2RenderingPipeline, _super);
  85967. /**
  85968. * @constructor
  85969. * @param name The rendering pipeline name
  85970. * @param scene The scene linked to this pipeline
  85971. * @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 }
  85972. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85973. */
  85974. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  85975. var _this = _super.call(this, scene.getEngine(), name) || this;
  85976. // Members
  85977. /**
  85978. * @ignore
  85979. * The PassPostProcess id in the pipeline that contains the original scene color
  85980. */
  85981. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85982. /**
  85983. * @ignore
  85984. * The SSAO PostProcess id in the pipeline
  85985. */
  85986. _this.SSAORenderEffect = "SSAORenderEffect";
  85987. /**
  85988. * @ignore
  85989. * The horizontal blur PostProcess id in the pipeline
  85990. */
  85991. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85992. /**
  85993. * @ignore
  85994. * The vertical blur PostProcess id in the pipeline
  85995. */
  85996. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85997. /**
  85998. * @ignore
  85999. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86000. */
  86001. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86002. /**
  86003. * The output strength of the SSAO post-process. Default value is 1.0.
  86004. */
  86005. _this.totalStrength = 1.0;
  86006. /**
  86007. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  86008. */
  86009. _this.maxZ = 100.0;
  86010. /**
  86011. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  86012. */
  86013. _this.minZAspect = 0.2;
  86014. _this._samples = 8;
  86015. _this._textureSamples = 1;
  86016. _this._expensiveBlur = true;
  86017. /**
  86018. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  86019. */
  86020. _this.radius = 2.0;
  86021. /**
  86022. * The base color of the SSAO post-process
  86023. * The final result is "base + ssao" between [0, 1]
  86024. */
  86025. _this.base = 0;
  86026. _this._firstUpdate = true;
  86027. _this._bits = new Uint32Array(1);
  86028. _this._scene = scene;
  86029. _this._ratio = ratio;
  86030. if (!_this.isSupported) {
  86031. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  86032. return _this;
  86033. }
  86034. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  86035. var blurRatio = _this._ratio.blurRatio || ratio;
  86036. // Set up assets
  86037. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  86038. _this._createRandomTexture();
  86039. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  86040. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  86041. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86042. _this._originalColorPostProcess.samples = _this.textureSamples;
  86043. _this._createSSAOPostProcess(1.0);
  86044. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  86045. _this._createSSAOCombinePostProcess(blurRatio);
  86046. // Set up pipeline
  86047. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86048. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86049. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86050. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86051. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86052. // Finish
  86053. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86054. if (cameras) {
  86055. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86056. }
  86057. return _this;
  86058. }
  86059. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  86060. get: function () {
  86061. return this._samples;
  86062. },
  86063. /**
  86064. * Number of samples used for the SSAO calculations. Default value is 8
  86065. */
  86066. set: function (n) {
  86067. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  86068. this._samples = n;
  86069. this._sampleSphere = this._generateHemisphere();
  86070. this._firstUpdate = true;
  86071. },
  86072. enumerable: true,
  86073. configurable: true
  86074. });
  86075. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  86076. get: function () {
  86077. return this._textureSamples;
  86078. },
  86079. /**
  86080. * Number of samples to use for antialiasing
  86081. */
  86082. set: function (n) {
  86083. this._textureSamples = n;
  86084. this._originalColorPostProcess.samples = n;
  86085. this._blurHPostProcess.samples = n;
  86086. this._blurVPostProcess.samples = n;
  86087. this._ssaoPostProcess.samples = n;
  86088. this._ssaoCombinePostProcess.samples = n;
  86089. },
  86090. enumerable: true,
  86091. configurable: true
  86092. });
  86093. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  86094. get: function () {
  86095. return this._expensiveBlur;
  86096. },
  86097. /**
  86098. * If bilateral blur should be used
  86099. */
  86100. set: function (b) {
  86101. 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"]);
  86102. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  86103. this._expensiveBlur = b;
  86104. this._firstUpdate = true;
  86105. },
  86106. enumerable: true,
  86107. configurable: true
  86108. });
  86109. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  86110. /**
  86111. * Support test.
  86112. */
  86113. get: function () {
  86114. var engine = BABYLON.Engine.LastCreatedEngine;
  86115. if (!engine) {
  86116. return false;
  86117. }
  86118. return engine.getCaps().drawBuffersExtension;
  86119. },
  86120. enumerable: true,
  86121. configurable: true
  86122. });
  86123. // Public Methods
  86124. /**
  86125. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86126. */
  86127. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  86128. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  86129. for (var i = 0; i < this._scene.cameras.length; i++) {
  86130. var camera = this._scene.cameras[i];
  86131. this._originalColorPostProcess.dispose(camera);
  86132. this._ssaoPostProcess.dispose(camera);
  86133. this._blurHPostProcess.dispose(camera);
  86134. this._blurVPostProcess.dispose(camera);
  86135. this._ssaoCombinePostProcess.dispose(camera);
  86136. }
  86137. this._randomTexture.dispose();
  86138. if (disableGeometryBufferRenderer) {
  86139. this._scene.disableGeometryBufferRenderer();
  86140. }
  86141. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86142. _super.prototype.dispose.call(this);
  86143. };
  86144. // Private Methods
  86145. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  86146. var _this = this;
  86147. this._samplerOffsets = [];
  86148. var expensive = this.expensiveBlur;
  86149. for (var i = -8; i < 8; i++) {
  86150. this._samplerOffsets.push(i * 2 + 0.5);
  86151. }
  86152. 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");
  86153. this._blurHPostProcess.onApply = function (effect) {
  86154. if (!_this._scene.activeCamera) {
  86155. return;
  86156. }
  86157. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  86158. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86159. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86160. effect.setFloat("radius", _this.radius);
  86161. effect.setTexture("depthSampler", _this._depthTexture);
  86162. if (_this._firstUpdate) {
  86163. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86164. }
  86165. };
  86166. 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");
  86167. this._blurVPostProcess.onApply = function (effect) {
  86168. if (!_this._scene.activeCamera) {
  86169. return;
  86170. }
  86171. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  86172. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86173. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86174. effect.setFloat("radius", _this.radius);
  86175. effect.setTexture("depthSampler", _this._depthTexture);
  86176. if (_this._firstUpdate) {
  86177. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86178. _this._firstUpdate = false;
  86179. }
  86180. };
  86181. this._blurHPostProcess.samples = this.textureSamples;
  86182. this._blurVPostProcess.samples = this.textureSamples;
  86183. };
  86184. /** @hidden */
  86185. SSAO2RenderingPipeline.prototype._rebuild = function () {
  86186. this._firstUpdate = true;
  86187. _super.prototype._rebuild.call(this);
  86188. };
  86189. //Van der Corput radical inverse
  86190. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  86191. this._bits[0] = i;
  86192. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  86193. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  86194. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  86195. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  86196. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  86197. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  86198. };
  86199. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  86200. return [i / n, this._radicalInverse_VdC(i)];
  86201. };
  86202. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  86203. var phi = v * 2.0 * Math.PI;
  86204. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  86205. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  86206. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  86207. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  86208. };
  86209. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  86210. var numSamples = this.samples;
  86211. var result = [];
  86212. var vector;
  86213. var i = 0;
  86214. while (i < numSamples) {
  86215. if (numSamples < 16) {
  86216. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  86217. }
  86218. else {
  86219. var rand = this._hammersley(i, numSamples);
  86220. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  86221. }
  86222. result.push(vector.x, vector.y, vector.z);
  86223. i++;
  86224. }
  86225. return result;
  86226. };
  86227. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86228. var _this = this;
  86229. var numSamples = this.samples;
  86230. this._sampleSphere = this._generateHemisphere();
  86231. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  86232. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86233. "base", "range", "projection", "near", "far", "texelSize",
  86234. "xViewport", "yViewport", "maxZ", "minZAspect"
  86235. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86236. this._ssaoPostProcess.onApply = function (effect) {
  86237. if (_this._firstUpdate) {
  86238. effect.setArray3("sampleSphere", _this._sampleSphere);
  86239. effect.setFloat("randTextureTiles", 32.0);
  86240. }
  86241. if (!_this._scene.activeCamera) {
  86242. return;
  86243. }
  86244. effect.setFloat("samplesFactor", 1 / _this.samples);
  86245. effect.setFloat("totalStrength", _this.totalStrength);
  86246. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  86247. effect.setFloat("radius", _this.radius);
  86248. effect.setFloat("maxZ", _this.maxZ);
  86249. effect.setFloat("minZAspect", _this.minZAspect);
  86250. effect.setFloat("base", _this.base);
  86251. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86252. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86253. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  86254. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  86255. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  86256. effect.setTexture("textureSampler", _this._depthTexture);
  86257. effect.setTexture("normalSampler", _this._normalTexture);
  86258. effect.setTexture("randomSampler", _this._randomTexture);
  86259. };
  86260. this._ssaoPostProcess.samples = this.textureSamples;
  86261. };
  86262. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86263. var _this = this;
  86264. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86265. this._ssaoCombinePostProcess.onApply = function (effect) {
  86266. var viewport = _this._scene.activeCamera.viewport;
  86267. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  86268. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86269. };
  86270. this._ssaoCombinePostProcess.samples = this.textureSamples;
  86271. };
  86272. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  86273. var size = 128;
  86274. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86275. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86276. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86277. var context = this._randomTexture.getContext();
  86278. var rand = function (min, max) {
  86279. return Math.random() * (max - min) + min;
  86280. };
  86281. var randVector = BABYLON.Vector3.Zero();
  86282. for (var x = 0; x < size; x++) {
  86283. for (var y = 0; y < size; y++) {
  86284. randVector.x = rand(0.0, 1.0);
  86285. randVector.y = rand(0.0, 1.0);
  86286. randVector.z = 0.0;
  86287. randVector.normalize();
  86288. randVector.scaleInPlace(255);
  86289. randVector.x = Math.floor(randVector.x);
  86290. randVector.y = Math.floor(randVector.y);
  86291. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86292. context.fillRect(x, y, 1, 1);
  86293. }
  86294. }
  86295. this._randomTexture.update(false);
  86296. };
  86297. /**
  86298. * Serialize the rendering pipeline (Used when exporting)
  86299. * @returns the serialized object
  86300. */
  86301. SSAO2RenderingPipeline.prototype.serialize = function () {
  86302. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86303. serializationObject.customType = "SSAO2RenderingPipeline";
  86304. return serializationObject;
  86305. };
  86306. /**
  86307. * Parse the serialized pipeline
  86308. * @param source Source pipeline.
  86309. * @param scene The scene to load the pipeline to.
  86310. * @param rootUrl The URL of the serialized pipeline.
  86311. * @returns An instantiated pipeline from the serialized object.
  86312. */
  86313. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  86314. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86315. };
  86316. __decorate([
  86317. BABYLON.serialize()
  86318. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  86319. __decorate([
  86320. BABYLON.serialize()
  86321. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  86322. __decorate([
  86323. BABYLON.serialize()
  86324. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  86325. __decorate([
  86326. BABYLON.serialize("samples")
  86327. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  86328. __decorate([
  86329. BABYLON.serialize("textureSamples")
  86330. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  86331. __decorate([
  86332. BABYLON.serialize()
  86333. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  86334. __decorate([
  86335. BABYLON.serialize("expensiveBlur")
  86336. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  86337. __decorate([
  86338. BABYLON.serialize()
  86339. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  86340. __decorate([
  86341. BABYLON.serialize()
  86342. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  86343. return SSAO2RenderingPipeline;
  86344. }(BABYLON.PostProcessRenderPipeline));
  86345. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  86346. })(BABYLON || (BABYLON = {}));
  86347. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  86348. var BABYLON;
  86349. (function (BABYLON) {
  86350. /**
  86351. * BABYLON.JS Chromatic Aberration GLSL Shader
  86352. * Author: Olivier Guyot
  86353. * Separates very slightly R, G and B colors on the edges of the screen
  86354. * Inspired by Francois Tarlier & Martins Upitis
  86355. */
  86356. var LensRenderingPipeline = /** @class */ (function (_super) {
  86357. __extends(LensRenderingPipeline, _super);
  86358. /**
  86359. * @constructor
  86360. *
  86361. * Effect parameters are as follow:
  86362. * {
  86363. * chromatic_aberration: number; // from 0 to x (1 for realism)
  86364. * edge_blur: number; // from 0 to x (1 for realism)
  86365. * distortion: number; // from 0 to x (1 for realism)
  86366. * grain_amount: number; // from 0 to 1
  86367. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  86368. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  86369. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  86370. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  86371. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  86372. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  86373. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  86374. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  86375. * }
  86376. * Note: if an effect parameter is unset, effect is disabled
  86377. *
  86378. * @param name The rendering pipeline name
  86379. * @param parameters - An object containing all parameters (see above)
  86380. * @param scene The scene linked to this pipeline
  86381. * @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)
  86382. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86383. */
  86384. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86385. if (ratio === void 0) { ratio = 1.0; }
  86386. var _this = _super.call(this, scene.getEngine(), name) || this;
  86387. // Lens effects can be of the following:
  86388. // - chromatic aberration (slight shift of RGB colors)
  86389. // - blur on the edge of the lens
  86390. // - lens distortion
  86391. // - depth-of-field blur & highlights enhancing
  86392. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86393. // - grain effect (noise or custom texture)
  86394. // Two additional texture samplers are needed:
  86395. // - depth map (for depth-of-field)
  86396. // - grain texture
  86397. /**
  86398. * @ignore
  86399. * The chromatic aberration PostProcess id in the pipeline
  86400. */
  86401. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86402. /**
  86403. * @ignore
  86404. * The highlights enhancing PostProcess id in the pipeline
  86405. */
  86406. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86407. /**
  86408. * @ignore
  86409. * The depth-of-field PostProcess id in the pipeline
  86410. */
  86411. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86412. _this._scene = scene;
  86413. // Fetch texture samplers
  86414. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86415. if (parameters.grain_texture) {
  86416. _this._grainTexture = parameters.grain_texture;
  86417. }
  86418. else {
  86419. _this._createGrainTexture();
  86420. }
  86421. // save parameters
  86422. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86423. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86424. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86425. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86426. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86427. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86428. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86429. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86430. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86431. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86432. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86433. // Create effects
  86434. _this._createChromaticAberrationPostProcess(ratio);
  86435. _this._createHighlightsPostProcess(ratio);
  86436. _this._createDepthOfFieldPostProcess(ratio / 4);
  86437. // Set up pipeline
  86438. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86439. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86440. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86441. if (_this._highlightsGain === -1) {
  86442. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86443. }
  86444. // Finish
  86445. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86446. if (cameras) {
  86447. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86448. }
  86449. return _this;
  86450. }
  86451. // public methods (self explanatory)
  86452. /**
  86453. * Sets the amount of blur at the edges
  86454. * @param amount blur amount
  86455. */
  86456. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86457. /**
  86458. * Sets edge blur to 0
  86459. */
  86460. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86461. /**
  86462. * Sets the amout of grain
  86463. * @param amount Amount of grain
  86464. */
  86465. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86466. /**
  86467. * Set grain amount to 0
  86468. */
  86469. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86470. /**
  86471. * Sets the chromatic aberration amount
  86472. * @param amount amount of chromatic aberration
  86473. */
  86474. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86475. /**
  86476. * Sets chromatic aberration amount to 0
  86477. */
  86478. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86479. /**
  86480. * Sets the EdgeDistortion amount
  86481. * @param amount amount of EdgeDistortion
  86482. */
  86483. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86484. /**
  86485. * Sets edge distortion to 0
  86486. */
  86487. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86488. /**
  86489. * Sets the FocusDistance amount
  86490. * @param amount amount of FocusDistance
  86491. */
  86492. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86493. /**
  86494. * Disables depth of field
  86495. */
  86496. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86497. /**
  86498. * Sets the Aperture amount
  86499. * @param amount amount of Aperture
  86500. */
  86501. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86502. /**
  86503. * Sets the DarkenOutOfFocus amount
  86504. * @param amount amount of DarkenOutOfFocus
  86505. */
  86506. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86507. /**
  86508. * Creates a pentagon bokeh effect
  86509. */
  86510. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86511. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86512. };
  86513. /**
  86514. * Disables the pentagon bokeh effect
  86515. */
  86516. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86517. this._highlightsPostProcess.updateEffect();
  86518. };
  86519. /**
  86520. * Enables noise blur
  86521. */
  86522. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86523. /**
  86524. * Disables noise blur
  86525. */
  86526. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86527. /**
  86528. * Sets the HighlightsGain amount
  86529. * @param amount amount of HighlightsGain
  86530. */
  86531. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86532. this._highlightsGain = amount;
  86533. };
  86534. /**
  86535. * Sets the HighlightsThreshold amount
  86536. * @param amount amount of HighlightsThreshold
  86537. */
  86538. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86539. if (this._highlightsGain === -1) {
  86540. this._highlightsGain = 1.0;
  86541. }
  86542. this._highlightsThreshold = amount;
  86543. };
  86544. /**
  86545. * Disables highlights
  86546. */
  86547. LensRenderingPipeline.prototype.disableHighlights = function () {
  86548. this._highlightsGain = -1;
  86549. };
  86550. /**
  86551. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86552. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86553. */
  86554. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86555. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86556. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86557. this._chromaticAberrationPostProcess = null;
  86558. this._highlightsPostProcess = null;
  86559. this._depthOfFieldPostProcess = null;
  86560. this._grainTexture.dispose();
  86561. if (disableDepthRender) {
  86562. this._scene.disableDepthRenderer();
  86563. }
  86564. };
  86565. // colors shifting and distortion
  86566. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86567. var _this = this;
  86568. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86569. [], // samplers
  86570. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86571. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86572. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86573. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86574. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86575. effect.setFloat('radialIntensity', 1);
  86576. effect.setFloat2('direction', 17, 17);
  86577. effect.setFloat2('centerPosition', 0.5, 0.5);
  86578. };
  86579. };
  86580. // highlights enhancing
  86581. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86582. var _this = this;
  86583. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86584. [], // samplers
  86585. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86586. this._highlightsPostProcess.onApply = function (effect) {
  86587. effect.setFloat('gain', _this._highlightsGain);
  86588. effect.setFloat('threshold', _this._highlightsThreshold);
  86589. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86590. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86591. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86592. };
  86593. };
  86594. // colors shifting and distortion
  86595. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86596. var _this = this;
  86597. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86598. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86599. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86600. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86601. this._depthOfFieldPostProcess.onApply = function (effect) {
  86602. effect.setTexture("depthSampler", _this._depthTexture);
  86603. effect.setTexture("grainSampler", _this._grainTexture);
  86604. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  86605. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  86606. effect.setFloat('grain_amount', _this._grainAmount);
  86607. effect.setBool('blur_noise', _this._blurNoise);
  86608. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86609. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86610. effect.setFloat('distortion', _this._distortion);
  86611. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  86612. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  86613. effect.setFloat('aperture', _this._dofAperture);
  86614. effect.setFloat('darken', _this._dofDarken);
  86615. effect.setFloat('edge_blur', _this._edgeBlur);
  86616. effect.setBool('highlights', (_this._highlightsGain !== -1));
  86617. if (_this._scene.activeCamera) {
  86618. effect.setFloat('near', _this._scene.activeCamera.minZ);
  86619. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  86620. }
  86621. };
  86622. };
  86623. // creates a black and white random noise texture, 512x512
  86624. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86625. var size = 512;
  86626. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86627. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86628. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86629. var context = this._grainTexture.getContext();
  86630. var rand = function (min, max) {
  86631. return Math.random() * (max - min) + min;
  86632. };
  86633. var value;
  86634. for (var x = 0; x < size; x++) {
  86635. for (var y = 0; y < size; y++) {
  86636. value = Math.floor(rand(0.42, 0.58) * 255);
  86637. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86638. context.fillRect(x, y, 1, 1);
  86639. }
  86640. }
  86641. this._grainTexture.update(false);
  86642. };
  86643. return LensRenderingPipeline;
  86644. }(BABYLON.PostProcessRenderPipeline));
  86645. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86646. })(BABYLON || (BABYLON = {}));
  86647. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  86648. var BABYLON;
  86649. (function (BABYLON) {
  86650. /**
  86651. * Standard rendering pipeline
  86652. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86653. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86654. */
  86655. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86656. __extends(StandardRenderingPipeline, _super);
  86657. /**
  86658. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86659. * @constructor
  86660. * @param name The rendering pipeline name
  86661. * @param scene The scene linked to this pipeline
  86662. * @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)
  86663. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86664. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86665. */
  86666. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86667. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86668. var _this = _super.call(this, scene.getEngine(), name) || this;
  86669. /**
  86670. * Post-process used to down scale an image x4
  86671. */
  86672. _this.downSampleX4PostProcess = null;
  86673. /**
  86674. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86675. */
  86676. _this.brightPassPostProcess = null;
  86677. /**
  86678. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86679. */
  86680. _this.blurHPostProcesses = [];
  86681. /**
  86682. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86683. */
  86684. _this.blurVPostProcesses = [];
  86685. /**
  86686. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86687. */
  86688. _this.textureAdderPostProcess = null;
  86689. /**
  86690. * Post-process used to create volumetric lighting effect
  86691. */
  86692. _this.volumetricLightPostProcess = null;
  86693. /**
  86694. * Post-process used to smooth the previous volumetric light post-process on the X axis
  86695. */
  86696. _this.volumetricLightSmoothXPostProcess = null;
  86697. /**
  86698. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  86699. */
  86700. _this.volumetricLightSmoothYPostProcess = null;
  86701. /**
  86702. * Post-process used to merge the volumetric light effect and the real scene color
  86703. */
  86704. _this.volumetricLightMergePostProces = null;
  86705. /**
  86706. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  86707. */
  86708. _this.volumetricLightFinalPostProcess = null;
  86709. /**
  86710. * Base post-process used to calculate the average luminance of the final image for HDR
  86711. */
  86712. _this.luminancePostProcess = null;
  86713. /**
  86714. * Post-processes used to create down sample post-processes in order to get
  86715. * the average luminance of the final image for HDR
  86716. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  86717. */
  86718. _this.luminanceDownSamplePostProcesses = [];
  86719. /**
  86720. * Post-process used to create a HDR effect (light adaptation)
  86721. */
  86722. _this.hdrPostProcess = null;
  86723. /**
  86724. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  86725. */
  86726. _this.textureAdderFinalPostProcess = null;
  86727. /**
  86728. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  86729. */
  86730. _this.lensFlareFinalPostProcess = null;
  86731. /**
  86732. * Post-process used to merge the final HDR post-process and the real scene color
  86733. */
  86734. _this.hdrFinalPostProcess = null;
  86735. /**
  86736. * Post-process used to create a lens flare effect
  86737. */
  86738. _this.lensFlarePostProcess = null;
  86739. /**
  86740. * Post-process that merges the result of the lens flare post-process and the real scene color
  86741. */
  86742. _this.lensFlareComposePostProcess = null;
  86743. /**
  86744. * Post-process used to create a motion blur effect
  86745. */
  86746. _this.motionBlurPostProcess = null;
  86747. /**
  86748. * Post-process used to create a depth of field effect
  86749. */
  86750. _this.depthOfFieldPostProcess = null;
  86751. /**
  86752. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  86753. */
  86754. _this.fxaaPostProcess = null;
  86755. // Values
  86756. /**
  86757. * Represents the brightness threshold in order to configure the illuminated surfaces
  86758. */
  86759. _this.brightThreshold = 1.0;
  86760. /**
  86761. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  86762. */
  86763. _this.blurWidth = 512.0;
  86764. /**
  86765. * Sets if the blur for highlighted surfaces must be only horizontal
  86766. */
  86767. _this.horizontalBlur = false;
  86768. /**
  86769. * Sets the overall exposure used by the pipeline
  86770. */
  86771. _this.exposure = 1.0;
  86772. /**
  86773. * Texture used typically to simulate "dirty" on camera lens
  86774. */
  86775. _this.lensTexture = null;
  86776. /**
  86777. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  86778. */
  86779. _this.volumetricLightCoefficient = 0.2;
  86780. /**
  86781. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  86782. */
  86783. _this.volumetricLightPower = 4.0;
  86784. /**
  86785. * Used the set the blur intensity to smooth the volumetric lights
  86786. */
  86787. _this.volumetricLightBlurScale = 64.0;
  86788. /**
  86789. * Light (spot or directional) used to generate the volumetric lights rays
  86790. * The source light must have a shadow generate so the pipeline can get its
  86791. * depth map
  86792. */
  86793. _this.sourceLight = null;
  86794. /**
  86795. * For eye adaptation, represents the minimum luminance the eye can see
  86796. */
  86797. _this.hdrMinimumLuminance = 1.0;
  86798. /**
  86799. * For eye adaptation, represents the decrease luminance speed
  86800. */
  86801. _this.hdrDecreaseRate = 0.5;
  86802. /**
  86803. * For eye adaptation, represents the increase luminance speed
  86804. */
  86805. _this.hdrIncreaseRate = 0.5;
  86806. /**
  86807. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  86808. */
  86809. _this.lensColorTexture = null;
  86810. /**
  86811. * The overall strengh for the lens flare effect
  86812. */
  86813. _this.lensFlareStrength = 20.0;
  86814. /**
  86815. * Dispersion coefficient for lens flare ghosts
  86816. */
  86817. _this.lensFlareGhostDispersal = 1.4;
  86818. /**
  86819. * Main lens flare halo width
  86820. */
  86821. _this.lensFlareHaloWidth = 0.7;
  86822. /**
  86823. * Based on the lens distortion effect, defines how much the lens flare result
  86824. * is distorted
  86825. */
  86826. _this.lensFlareDistortionStrength = 16.0;
  86827. /**
  86828. * Lens star texture must be used to simulate rays on the flares and is available
  86829. * in the documentation
  86830. */
  86831. _this.lensStarTexture = null;
  86832. /**
  86833. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  86834. * flare effect by taking account of the dirt texture
  86835. */
  86836. _this.lensFlareDirtTexture = null;
  86837. /**
  86838. * Represents the focal length for the depth of field effect
  86839. */
  86840. _this.depthOfFieldDistance = 10.0;
  86841. /**
  86842. * Represents the blur intensity for the blurred part of the depth of field effect
  86843. */
  86844. _this.depthOfFieldBlurWidth = 64.0;
  86845. /**
  86846. * For motion blur, defines how much the image is blurred by the movement
  86847. */
  86848. _this.motionStrength = 1.0;
  86849. /**
  86850. * List of animations for the pipeline (IAnimatable implementation)
  86851. */
  86852. _this.animations = [];
  86853. _this._currentDepthOfFieldSource = null;
  86854. _this._hdrCurrentLuminance = 1.0;
  86855. // Getters and setters
  86856. _this._bloomEnabled = false;
  86857. _this._depthOfFieldEnabled = false;
  86858. _this._vlsEnabled = false;
  86859. _this._lensFlareEnabled = false;
  86860. _this._hdrEnabled = false;
  86861. _this._motionBlurEnabled = false;
  86862. _this._fxaaEnabled = false;
  86863. _this._motionBlurSamples = 64.0;
  86864. _this._volumetricLightStepsCount = 50.0;
  86865. _this._samples = 1;
  86866. _this._cameras = cameras || [];
  86867. // Initialize
  86868. _this._scene = scene;
  86869. _this._basePostProcess = originalPostProcess;
  86870. _this._ratio = ratio;
  86871. // Misc
  86872. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  86873. // Finish
  86874. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86875. _this._buildPipeline();
  86876. return _this;
  86877. }
  86878. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  86879. /**
  86880. * @ignore
  86881. * Specifies if the bloom pipeline is enabled
  86882. */
  86883. get: function () {
  86884. return this._bloomEnabled;
  86885. },
  86886. set: function (enabled) {
  86887. if (this._bloomEnabled === enabled) {
  86888. return;
  86889. }
  86890. this._bloomEnabled = enabled;
  86891. this._buildPipeline();
  86892. },
  86893. enumerable: true,
  86894. configurable: true
  86895. });
  86896. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  86897. /**
  86898. * @ignore
  86899. * Specifies if the depth of field pipeline is enabed
  86900. */
  86901. get: function () {
  86902. return this._depthOfFieldEnabled;
  86903. },
  86904. set: function (enabled) {
  86905. if (this._depthOfFieldEnabled === enabled) {
  86906. return;
  86907. }
  86908. this._depthOfFieldEnabled = enabled;
  86909. this._buildPipeline();
  86910. },
  86911. enumerable: true,
  86912. configurable: true
  86913. });
  86914. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  86915. /**
  86916. * @ignore
  86917. * Specifies if the lens flare pipeline is enabed
  86918. */
  86919. get: function () {
  86920. return this._lensFlareEnabled;
  86921. },
  86922. set: function (enabled) {
  86923. if (this._lensFlareEnabled === enabled) {
  86924. return;
  86925. }
  86926. this._lensFlareEnabled = enabled;
  86927. this._buildPipeline();
  86928. },
  86929. enumerable: true,
  86930. configurable: true
  86931. });
  86932. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  86933. /**
  86934. * @ignore
  86935. * Specifies if the HDR pipeline is enabled
  86936. */
  86937. get: function () {
  86938. return this._hdrEnabled;
  86939. },
  86940. set: function (enabled) {
  86941. if (this._hdrEnabled === enabled) {
  86942. return;
  86943. }
  86944. this._hdrEnabled = enabled;
  86945. this._buildPipeline();
  86946. },
  86947. enumerable: true,
  86948. configurable: true
  86949. });
  86950. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  86951. /**
  86952. * @ignore
  86953. * Specifies if the volumetric lights scattering effect is enabled
  86954. */
  86955. get: function () {
  86956. return this._vlsEnabled;
  86957. },
  86958. set: function (enabled) {
  86959. if (this._vlsEnabled === enabled) {
  86960. return;
  86961. }
  86962. if (enabled) {
  86963. var geometry = this._scene.enableGeometryBufferRenderer();
  86964. if (!geometry) {
  86965. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  86966. return;
  86967. }
  86968. }
  86969. this._vlsEnabled = enabled;
  86970. this._buildPipeline();
  86971. },
  86972. enumerable: true,
  86973. configurable: true
  86974. });
  86975. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  86976. /**
  86977. * @ignore
  86978. * Specifies if the motion blur effect is enabled
  86979. */
  86980. get: function () {
  86981. return this._motionBlurEnabled;
  86982. },
  86983. set: function (enabled) {
  86984. if (this._motionBlurEnabled === enabled) {
  86985. return;
  86986. }
  86987. this._motionBlurEnabled = enabled;
  86988. this._buildPipeline();
  86989. },
  86990. enumerable: true,
  86991. configurable: true
  86992. });
  86993. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  86994. /**
  86995. * Specifies if anti-aliasing is enabled
  86996. */
  86997. get: function () {
  86998. return this._fxaaEnabled;
  86999. },
  87000. set: function (enabled) {
  87001. if (this._fxaaEnabled === enabled) {
  87002. return;
  87003. }
  87004. this._fxaaEnabled = enabled;
  87005. this._buildPipeline();
  87006. },
  87007. enumerable: true,
  87008. configurable: true
  87009. });
  87010. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  87011. /**
  87012. * Specifies the number of steps used to calculate the volumetric lights
  87013. * Typically in interval [50, 200]
  87014. */
  87015. get: function () {
  87016. return this._volumetricLightStepsCount;
  87017. },
  87018. set: function (count) {
  87019. if (this.volumetricLightPostProcess) {
  87020. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  87021. }
  87022. this._volumetricLightStepsCount = count;
  87023. },
  87024. enumerable: true,
  87025. configurable: true
  87026. });
  87027. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  87028. /**
  87029. * Specifies the number of samples used for the motion blur effect
  87030. * Typically in interval [16, 64]
  87031. */
  87032. get: function () {
  87033. return this._motionBlurSamples;
  87034. },
  87035. set: function (samples) {
  87036. if (this.motionBlurPostProcess) {
  87037. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  87038. }
  87039. this._motionBlurSamples = samples;
  87040. },
  87041. enumerable: true,
  87042. configurable: true
  87043. });
  87044. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  87045. /**
  87046. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  87047. */
  87048. get: function () {
  87049. return this._samples;
  87050. },
  87051. set: function (sampleCount) {
  87052. if (this._samples === sampleCount) {
  87053. return;
  87054. }
  87055. this._samples = sampleCount;
  87056. this._buildPipeline();
  87057. },
  87058. enumerable: true,
  87059. configurable: true
  87060. });
  87061. StandardRenderingPipeline.prototype._buildPipeline = function () {
  87062. var _this = this;
  87063. var ratio = this._ratio;
  87064. var scene = this._scene;
  87065. this._disposePostProcesses();
  87066. this._reset();
  87067. // Create pass post-process
  87068. if (!this._basePostProcess) {
  87069. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  87070. this.originalPostProcess.onApply = function (effect) {
  87071. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  87072. };
  87073. }
  87074. else {
  87075. this.originalPostProcess = this._basePostProcess;
  87076. }
  87077. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  87078. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  87079. }
  87080. this._currentDepthOfFieldSource = this.originalPostProcess;
  87081. if (this._bloomEnabled) {
  87082. // Create down sample X4 post-process
  87083. this._createDownSampleX4PostProcess(scene, ratio / 2);
  87084. // Create bright pass post-process
  87085. this._createBrightPassPostProcess(scene, ratio / 2);
  87086. // Create gaussian blur post-processes (down sampling blurs)
  87087. this._createBlurPostProcesses(scene, ratio / 4, 1);
  87088. // Create texture adder post-process
  87089. this._createTextureAdderPostProcess(scene, ratio);
  87090. // Create depth-of-field source post-process
  87091. 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);
  87092. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  87093. }
  87094. if (this._vlsEnabled) {
  87095. // Create volumetric light
  87096. this._createVolumetricLightPostProcess(scene, ratio);
  87097. // Create volumetric light final post-process
  87098. 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);
  87099. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  87100. }
  87101. if (this._lensFlareEnabled) {
  87102. // Create lens flare post-process
  87103. this._createLensFlarePostProcess(scene, ratio);
  87104. // Create depth-of-field source post-process post lens-flare and disable it now
  87105. 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);
  87106. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  87107. }
  87108. if (this._hdrEnabled) {
  87109. // Create luminance
  87110. this._createLuminancePostProcesses(scene, this._floatTextureType);
  87111. // Create HDR
  87112. this._createHdrPostProcess(scene, ratio);
  87113. // Create depth-of-field source post-process post hdr and disable it now
  87114. 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);
  87115. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  87116. }
  87117. if (this._depthOfFieldEnabled) {
  87118. // Create gaussian blur used by depth-of-field
  87119. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  87120. // Create depth-of-field post-process
  87121. this._createDepthOfFieldPostProcess(scene, ratio);
  87122. }
  87123. if (this._motionBlurEnabled) {
  87124. // Create motion blur post-process
  87125. this._createMotionBlurPostProcess(scene, ratio);
  87126. }
  87127. if (this._fxaaEnabled) {
  87128. // Create fxaa post-process
  87129. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87130. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  87131. }
  87132. if (this._cameras !== null) {
  87133. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  87134. }
  87135. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  87136. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  87137. }
  87138. };
  87139. // Down Sample X4 Post-Processs
  87140. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  87141. var _this = this;
  87142. var downSampleX4Offsets = new Array(32);
  87143. 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);
  87144. this.downSampleX4PostProcess.onApply = function (effect) {
  87145. var id = 0;
  87146. var width = _this.downSampleX4PostProcess.width;
  87147. var height = _this.downSampleX4PostProcess.height;
  87148. for (var i = -2; i < 2; i++) {
  87149. for (var j = -2; j < 2; j++) {
  87150. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  87151. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  87152. id += 2;
  87153. }
  87154. }
  87155. effect.setArray2("dsOffsets", downSampleX4Offsets);
  87156. };
  87157. // Add to pipeline
  87158. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  87159. };
  87160. // Brightpass Post-Process
  87161. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  87162. var _this = this;
  87163. var brightOffsets = new Array(8);
  87164. 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);
  87165. this.brightPassPostProcess.onApply = function (effect) {
  87166. var sU = (1.0 / _this.brightPassPostProcess.width);
  87167. var sV = (1.0 / _this.brightPassPostProcess.height);
  87168. brightOffsets[0] = -0.5 * sU;
  87169. brightOffsets[1] = 0.5 * sV;
  87170. brightOffsets[2] = 0.5 * sU;
  87171. brightOffsets[3] = 0.5 * sV;
  87172. brightOffsets[4] = -0.5 * sU;
  87173. brightOffsets[5] = -0.5 * sV;
  87174. brightOffsets[6] = 0.5 * sU;
  87175. brightOffsets[7] = -0.5 * sV;
  87176. effect.setArray2("dsOffsets", brightOffsets);
  87177. effect.setFloat("brightThreshold", _this.brightThreshold);
  87178. };
  87179. // Add to pipeline
  87180. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  87181. };
  87182. // Create blur H&V post-processes
  87183. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  87184. var _this = this;
  87185. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  87186. var engine = scene.getEngine();
  87187. 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);
  87188. 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);
  87189. blurX.onActivateObservable.add(function () {
  87190. var dw = blurX.width / engine.getRenderWidth();
  87191. blurX.kernel = _this[blurWidthKey] * dw;
  87192. });
  87193. blurY.onActivateObservable.add(function () {
  87194. var dw = blurY.height / engine.getRenderHeight();
  87195. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  87196. });
  87197. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  87198. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  87199. this.blurHPostProcesses.push(blurX);
  87200. this.blurVPostProcesses.push(blurY);
  87201. };
  87202. // Create texture adder post-process
  87203. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  87204. var _this = this;
  87205. 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);
  87206. this.textureAdderPostProcess.onApply = function (effect) {
  87207. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  87208. effect.setTexture("lensSampler", _this.lensTexture);
  87209. effect.setFloat("exposure", _this.exposure);
  87210. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  87211. };
  87212. // Add to pipeline
  87213. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  87214. };
  87215. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  87216. var _this = this;
  87217. var geometryRenderer = scene.enableGeometryBufferRenderer();
  87218. geometryRenderer.enablePosition = true;
  87219. var geometry = geometryRenderer.getGBuffer();
  87220. // Base post-process
  87221. 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));
  87222. var depthValues = BABYLON.Vector2.Zero();
  87223. this.volumetricLightPostProcess.onApply = function (effect) {
  87224. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  87225. var generator = _this.sourceLight.getShadowGenerator();
  87226. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  87227. effect.setTexture("positionSampler", geometry.textures[2]);
  87228. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  87229. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  87230. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  87231. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  87232. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  87233. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  87234. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  87235. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  87236. effect.setVector2("depthValues", depthValues);
  87237. }
  87238. };
  87239. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  87240. // Smooth
  87241. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  87242. // Merge
  87243. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  87244. this.volumetricLightMergePostProces.onApply = function (effect) {
  87245. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  87246. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  87247. };
  87248. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  87249. };
  87250. // Create luminance
  87251. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  87252. var _this = this;
  87253. // Create luminance
  87254. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  87255. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  87256. var offsets = [];
  87257. this.luminancePostProcess.onApply = function (effect) {
  87258. var sU = (1.0 / _this.luminancePostProcess.width);
  87259. var sV = (1.0 / _this.luminancePostProcess.height);
  87260. offsets[0] = -0.5 * sU;
  87261. offsets[1] = 0.5 * sV;
  87262. offsets[2] = 0.5 * sU;
  87263. offsets[3] = 0.5 * sV;
  87264. offsets[4] = -0.5 * sU;
  87265. offsets[5] = -0.5 * sV;
  87266. offsets[6] = 0.5 * sU;
  87267. offsets[7] = -0.5 * sV;
  87268. effect.setArray2("lumOffsets", offsets);
  87269. };
  87270. // Add to pipeline
  87271. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  87272. // Create down sample luminance
  87273. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  87274. var size = Math.pow(3, i);
  87275. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  87276. if (i === 0) {
  87277. defines += "#define FINAL_DOWN_SAMPLER";
  87278. }
  87279. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  87280. this.luminanceDownSamplePostProcesses.push(postProcess);
  87281. }
  87282. // Create callbacks and add effects
  87283. var lastLuminance = this.luminancePostProcess;
  87284. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  87285. var downSampleOffsets = new Array(18);
  87286. pp.onApply = function (effect) {
  87287. if (!lastLuminance) {
  87288. return;
  87289. }
  87290. var id = 0;
  87291. for (var x = -1; x < 2; x++) {
  87292. for (var y = -1; y < 2; y++) {
  87293. downSampleOffsets[id] = x / lastLuminance.width;
  87294. downSampleOffsets[id + 1] = y / lastLuminance.height;
  87295. id += 2;
  87296. }
  87297. }
  87298. effect.setArray2("dsOffsets", downSampleOffsets);
  87299. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  87300. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87301. lastLuminance = _this.luminancePostProcess;
  87302. }
  87303. else {
  87304. lastLuminance = pp;
  87305. }
  87306. };
  87307. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87308. pp.onAfterRender = function (effect) {
  87309. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  87310. 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);
  87311. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  87312. };
  87313. }
  87314. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  87315. });
  87316. };
  87317. // Create HDR post-process
  87318. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  87319. var _this = this;
  87320. 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);
  87321. var outputLiminance = 1;
  87322. var time = 0;
  87323. var lastTime = 0;
  87324. this.hdrPostProcess.onApply = function (effect) {
  87325. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  87326. time += scene.getEngine().getDeltaTime();
  87327. if (outputLiminance < 0) {
  87328. outputLiminance = _this._hdrCurrentLuminance;
  87329. }
  87330. else {
  87331. var dt = (lastTime - time) / 1000.0;
  87332. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  87333. outputLiminance += _this.hdrDecreaseRate * dt;
  87334. }
  87335. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  87336. outputLiminance -= _this.hdrIncreaseRate * dt;
  87337. }
  87338. else {
  87339. outputLiminance = _this._hdrCurrentLuminance;
  87340. }
  87341. }
  87342. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  87343. effect.setFloat("averageLuminance", outputLiminance);
  87344. lastTime = time;
  87345. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  87346. };
  87347. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  87348. };
  87349. // Create lens flare post-process
  87350. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  87351. var _this = this;
  87352. 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);
  87353. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  87354. this._createBlurPostProcesses(scene, ratio / 4, 2);
  87355. 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);
  87356. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  87357. var resolution = new BABYLON.Vector2(0, 0);
  87358. // Lens flare
  87359. this.lensFlarePostProcess.onApply = function (effect) {
  87360. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  87361. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  87362. effect.setFloat("strength", _this.lensFlareStrength);
  87363. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  87364. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  87365. // Shift
  87366. resolution.x = _this.lensFlarePostProcess.width;
  87367. resolution.y = _this.lensFlarePostProcess.height;
  87368. effect.setVector2("resolution", resolution);
  87369. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  87370. };
  87371. // Compose
  87372. 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);
  87373. 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);
  87374. this.lensFlareComposePostProcess.onApply = function (effect) {
  87375. if (!_this._scene.activeCamera) {
  87376. return;
  87377. }
  87378. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87379. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  87380. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  87381. // Lens start rotation matrix
  87382. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  87383. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  87384. 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));
  87385. camRot *= 4.0;
  87386. 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);
  87387. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87388. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87389. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87390. };
  87391. };
  87392. // Create depth-of-field post-process
  87393. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87394. var _this = this;
  87395. 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);
  87396. this.depthOfFieldPostProcess.onApply = function (effect) {
  87397. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87398. effect.setTexture("depthSampler", _this._getDepthTexture());
  87399. effect.setFloat("distance", _this.depthOfFieldDistance);
  87400. };
  87401. // Add to pipeline
  87402. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87403. };
  87404. // Create motion blur post-process
  87405. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87406. var _this = this;
  87407. 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);
  87408. var motionScale = 0;
  87409. var prevViewProjection = BABYLON.Matrix.Identity();
  87410. var invViewProjection = BABYLON.Matrix.Identity();
  87411. var viewProjection = BABYLON.Matrix.Identity();
  87412. var screenSize = BABYLON.Vector2.Zero();
  87413. this.motionBlurPostProcess.onApply = function (effect) {
  87414. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87415. viewProjection.invertToRef(invViewProjection);
  87416. effect.setMatrix("inverseViewProjection", invViewProjection);
  87417. effect.setMatrix("prevViewProjection", prevViewProjection);
  87418. prevViewProjection = viewProjection;
  87419. screenSize.x = _this.motionBlurPostProcess.width;
  87420. screenSize.y = _this.motionBlurPostProcess.height;
  87421. effect.setVector2("screenSize", screenSize);
  87422. motionScale = scene.getEngine().getFps() / 60.0;
  87423. effect.setFloat("motionScale", motionScale);
  87424. effect.setFloat("motionStrength", _this.motionStrength);
  87425. effect.setTexture("depthSampler", _this._getDepthTexture());
  87426. };
  87427. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87428. };
  87429. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87430. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87431. var renderer = this._scene.enableGeometryBufferRenderer();
  87432. return renderer.getGBuffer().textures[0];
  87433. }
  87434. return this._scene.enableDepthRenderer().getDepthMap();
  87435. };
  87436. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87437. for (var i = 0; i < this._cameras.length; i++) {
  87438. var camera = this._cameras[i];
  87439. if (this.originalPostProcess) {
  87440. this.originalPostProcess.dispose(camera);
  87441. }
  87442. if (this.downSampleX4PostProcess) {
  87443. this.downSampleX4PostProcess.dispose(camera);
  87444. }
  87445. if (this.brightPassPostProcess) {
  87446. this.brightPassPostProcess.dispose(camera);
  87447. }
  87448. if (this.textureAdderPostProcess) {
  87449. this.textureAdderPostProcess.dispose(camera);
  87450. }
  87451. if (this.textureAdderFinalPostProcess) {
  87452. this.textureAdderFinalPostProcess.dispose(camera);
  87453. }
  87454. if (this.volumetricLightPostProcess) {
  87455. this.volumetricLightPostProcess.dispose(camera);
  87456. }
  87457. if (this.volumetricLightSmoothXPostProcess) {
  87458. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87459. }
  87460. if (this.volumetricLightSmoothYPostProcess) {
  87461. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87462. }
  87463. if (this.volumetricLightMergePostProces) {
  87464. this.volumetricLightMergePostProces.dispose(camera);
  87465. }
  87466. if (this.volumetricLightFinalPostProcess) {
  87467. this.volumetricLightFinalPostProcess.dispose(camera);
  87468. }
  87469. if (this.lensFlarePostProcess) {
  87470. this.lensFlarePostProcess.dispose(camera);
  87471. }
  87472. if (this.lensFlareComposePostProcess) {
  87473. this.lensFlareComposePostProcess.dispose(camera);
  87474. }
  87475. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87476. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87477. }
  87478. if (this.luminancePostProcess) {
  87479. this.luminancePostProcess.dispose(camera);
  87480. }
  87481. if (this.hdrPostProcess) {
  87482. this.hdrPostProcess.dispose(camera);
  87483. }
  87484. if (this.hdrFinalPostProcess) {
  87485. this.hdrFinalPostProcess.dispose(camera);
  87486. }
  87487. if (this.depthOfFieldPostProcess) {
  87488. this.depthOfFieldPostProcess.dispose(camera);
  87489. }
  87490. if (this.motionBlurPostProcess) {
  87491. this.motionBlurPostProcess.dispose(camera);
  87492. }
  87493. if (this.fxaaPostProcess) {
  87494. this.fxaaPostProcess.dispose(camera);
  87495. }
  87496. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87497. this.blurHPostProcesses[j].dispose(camera);
  87498. }
  87499. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87500. this.blurVPostProcesses[j].dispose(camera);
  87501. }
  87502. }
  87503. this.originalPostProcess = null;
  87504. this.downSampleX4PostProcess = null;
  87505. this.brightPassPostProcess = null;
  87506. this.textureAdderPostProcess = null;
  87507. this.textureAdderFinalPostProcess = null;
  87508. this.volumetricLightPostProcess = null;
  87509. this.volumetricLightSmoothXPostProcess = null;
  87510. this.volumetricLightSmoothYPostProcess = null;
  87511. this.volumetricLightMergePostProces = null;
  87512. this.volumetricLightFinalPostProcess = null;
  87513. this.lensFlarePostProcess = null;
  87514. this.lensFlareComposePostProcess = null;
  87515. this.luminancePostProcess = null;
  87516. this.hdrPostProcess = null;
  87517. this.hdrFinalPostProcess = null;
  87518. this.depthOfFieldPostProcess = null;
  87519. this.motionBlurPostProcess = null;
  87520. this.fxaaPostProcess = null;
  87521. this.luminanceDownSamplePostProcesses = [];
  87522. this.blurHPostProcesses = [];
  87523. this.blurVPostProcesses = [];
  87524. };
  87525. /**
  87526. * Dispose of the pipeline and stop all post processes
  87527. */
  87528. StandardRenderingPipeline.prototype.dispose = function () {
  87529. this._disposePostProcesses();
  87530. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87531. _super.prototype.dispose.call(this);
  87532. };
  87533. /**
  87534. * Serialize the rendering pipeline (Used when exporting)
  87535. * @returns the serialized object
  87536. */
  87537. StandardRenderingPipeline.prototype.serialize = function () {
  87538. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87539. if (this.sourceLight) {
  87540. serializationObject.sourceLightId = this.sourceLight.id;
  87541. }
  87542. serializationObject.customType = "StandardRenderingPipeline";
  87543. return serializationObject;
  87544. };
  87545. /**
  87546. * Parse the serialized pipeline
  87547. * @param source Source pipeline.
  87548. * @param scene The scene to load the pipeline to.
  87549. * @param rootUrl The URL of the serialized pipeline.
  87550. * @returns An instantiated pipeline from the serialized object.
  87551. */
  87552. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87553. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87554. if (source.sourceLightId) {
  87555. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87556. }
  87557. return p;
  87558. };
  87559. /**
  87560. * Luminance steps
  87561. */
  87562. StandardRenderingPipeline.LuminanceSteps = 6;
  87563. __decorate([
  87564. BABYLON.serialize()
  87565. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87566. __decorate([
  87567. BABYLON.serialize()
  87568. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87569. __decorate([
  87570. BABYLON.serialize()
  87571. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87572. __decorate([
  87573. BABYLON.serialize()
  87574. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87575. __decorate([
  87576. BABYLON.serializeAsTexture("lensTexture")
  87577. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87578. __decorate([
  87579. BABYLON.serialize()
  87580. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87581. __decorate([
  87582. BABYLON.serialize()
  87583. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87584. __decorate([
  87585. BABYLON.serialize()
  87586. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87587. __decorate([
  87588. BABYLON.serialize()
  87589. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87590. __decorate([
  87591. BABYLON.serialize()
  87592. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87593. __decorate([
  87594. BABYLON.serialize()
  87595. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87596. __decorate([
  87597. BABYLON.serializeAsTexture("lensColorTexture")
  87598. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87599. __decorate([
  87600. BABYLON.serialize()
  87601. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87602. __decorate([
  87603. BABYLON.serialize()
  87604. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  87605. __decorate([
  87606. BABYLON.serialize()
  87607. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  87608. __decorate([
  87609. BABYLON.serialize()
  87610. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  87611. __decorate([
  87612. BABYLON.serializeAsTexture("lensStarTexture")
  87613. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  87614. __decorate([
  87615. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  87616. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  87617. __decorate([
  87618. BABYLON.serialize()
  87619. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  87620. __decorate([
  87621. BABYLON.serialize()
  87622. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87623. __decorate([
  87624. BABYLON.serialize()
  87625. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87626. __decorate([
  87627. BABYLON.serialize()
  87628. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87629. __decorate([
  87630. BABYLON.serialize()
  87631. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87632. __decorate([
  87633. BABYLON.serialize()
  87634. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87635. __decorate([
  87636. BABYLON.serialize()
  87637. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87638. __decorate([
  87639. BABYLON.serialize()
  87640. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87641. __decorate([
  87642. BABYLON.serialize()
  87643. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87644. __decorate([
  87645. BABYLON.serialize()
  87646. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87647. __decorate([
  87648. BABYLON.serialize()
  87649. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87650. __decorate([
  87651. BABYLON.serialize()
  87652. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87653. __decorate([
  87654. BABYLON.serialize()
  87655. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87656. __decorate([
  87657. BABYLON.serialize()
  87658. ], StandardRenderingPipeline.prototype, "samples", null);
  87659. return StandardRenderingPipeline;
  87660. }(BABYLON.PostProcessRenderPipeline));
  87661. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87662. })(BABYLON || (BABYLON = {}));
  87663. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  87664. var BABYLON;
  87665. (function (BABYLON) {
  87666. /**
  87667. * Fxaa post process
  87668. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87669. */
  87670. var FxaaPostProcess = /** @class */ (function (_super) {
  87671. __extends(FxaaPostProcess, _super);
  87672. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87673. if (camera === void 0) { camera = null; }
  87674. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87675. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87676. var defines = _this._getDefines();
  87677. _this.updateEffect(defines);
  87678. _this.onApplyObservable.add(function (effect) {
  87679. var texelSize = _this.texelSize;
  87680. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87681. });
  87682. return _this;
  87683. }
  87684. FxaaPostProcess.prototype._getDefines = function () {
  87685. var engine = this.getEngine();
  87686. if (!engine) {
  87687. return null;
  87688. }
  87689. var glInfo = engine.getGlInfo();
  87690. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  87691. return "#define MALI 1\n";
  87692. }
  87693. return null;
  87694. };
  87695. return FxaaPostProcess;
  87696. }(BABYLON.PostProcess));
  87697. BABYLON.FxaaPostProcess = FxaaPostProcess;
  87698. })(BABYLON || (BABYLON = {}));
  87699. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  87700. var BABYLON;
  87701. (function (BABYLON) {
  87702. /**
  87703. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  87704. */
  87705. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  87706. __extends(ChromaticAberrationPostProcess, _super);
  87707. /**
  87708. * Creates a new instance ChromaticAberrationPostProcess
  87709. * @param name The name of the effect.
  87710. * @param screenWidth The width of the screen to apply the effect on.
  87711. * @param screenHeight The height of the screen to apply the effect on.
  87712. * @param options The required width/height ratio to downsize to before computing the render pass.
  87713. * @param camera The camera to apply the render pass to.
  87714. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87715. * @param engine The engine which the post process will be applied. (default: current engine)
  87716. * @param reusable If the post process can be reused on the same frame. (default: false)
  87717. * @param textureType Type of textures used when performing the post process. (default: 0)
  87718. * @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)
  87719. */
  87720. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87721. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87722. if (blockCompilation === void 0) { blockCompilation = false; }
  87723. var _this = _super.call(this, name, "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87724. /**
  87725. * The amount of seperation of rgb channels (default: 30)
  87726. */
  87727. _this.aberrationAmount = 30;
  87728. /**
  87729. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  87730. */
  87731. _this.radialIntensity = 0;
  87732. /**
  87733. * 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))
  87734. */
  87735. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  87736. /**
  87737. * 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))
  87738. */
  87739. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  87740. _this.onApplyObservable.add(function (effect) {
  87741. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  87742. effect.setFloat('screen_width', screenWidth);
  87743. effect.setFloat('screen_height', screenHeight);
  87744. effect.setFloat('radialIntensity', _this.radialIntensity);
  87745. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  87746. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  87747. });
  87748. return _this;
  87749. }
  87750. return ChromaticAberrationPostProcess;
  87751. }(BABYLON.PostProcess));
  87752. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  87753. })(BABYLON || (BABYLON = {}));
  87754. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  87755. var BABYLON;
  87756. (function (BABYLON) {
  87757. /**
  87758. * The GrainPostProcess adds noise to the image at mid luminance levels
  87759. */
  87760. var GrainPostProcess = /** @class */ (function (_super) {
  87761. __extends(GrainPostProcess, _super);
  87762. /**
  87763. * Creates a new instance of @see GrainPostProcess
  87764. * @param name The name of the effect.
  87765. * @param options The required width/height ratio to downsize to before computing the render pass.
  87766. * @param camera The camera to apply the render pass to.
  87767. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87768. * @param engine The engine which the post process will be applied. (default: current engine)
  87769. * @param reusable If the post process can be reused on the same frame. (default: false)
  87770. * @param textureType Type of textures used when performing the post process. (default: 0)
  87771. * @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)
  87772. */
  87773. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87774. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87775. if (blockCompilation === void 0) { blockCompilation = false; }
  87776. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87777. /**
  87778. * The intensity of the grain added (default: 30)
  87779. */
  87780. _this.intensity = 30;
  87781. /**
  87782. * If the grain should be randomized on every frame
  87783. */
  87784. _this.animated = false;
  87785. _this.onApplyObservable.add(function (effect) {
  87786. effect.setFloat('intensity', _this.intensity);
  87787. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  87788. });
  87789. return _this;
  87790. }
  87791. return GrainPostProcess;
  87792. }(BABYLON.PostProcess));
  87793. BABYLON.GrainPostProcess = GrainPostProcess;
  87794. })(BABYLON || (BABYLON = {}));
  87795. //# sourceMappingURL=babylon.grainPostProcess.js.map
  87796. var BABYLON;
  87797. (function (BABYLON) {
  87798. /**
  87799. * The SharpenPostProcess applies a sharpen kernel to every pixel
  87800. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  87801. */
  87802. var SharpenPostProcess = /** @class */ (function (_super) {
  87803. __extends(SharpenPostProcess, _super);
  87804. /**
  87805. * Creates a new instance ConvolutionPostProcess
  87806. * @param name The name of the effect.
  87807. * @param options The required width/height ratio to downsize to before computing the render pass.
  87808. * @param camera The camera to apply the render pass to.
  87809. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87810. * @param engine The engine which the post process will be applied. (default: current engine)
  87811. * @param reusable If the post process can be reused on the same frame. (default: false)
  87812. * @param textureType Type of textures used when performing the post process. (default: 0)
  87813. * @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)
  87814. */
  87815. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87816. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87817. if (blockCompilation === void 0) { blockCompilation = false; }
  87818. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87819. /**
  87820. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  87821. */
  87822. _this.colorAmount = 1.0;
  87823. /**
  87824. * How much sharpness should be applied (default: 0.3)
  87825. */
  87826. _this.edgeAmount = 0.3;
  87827. _this.onApply = function (effect) {
  87828. effect.setFloat2("screenSize", _this.width, _this.height);
  87829. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  87830. };
  87831. return _this;
  87832. }
  87833. return SharpenPostProcess;
  87834. }(BABYLON.PostProcess));
  87835. BABYLON.SharpenPostProcess = SharpenPostProcess;
  87836. })(BABYLON || (BABYLON = {}));
  87837. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  87838. var BABYLON;
  87839. (function (BABYLON) {
  87840. /**
  87841. * The Blur Post Process which blurs an image based on a kernel and direction.
  87842. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  87843. */
  87844. var BlurPostProcess = /** @class */ (function (_super) {
  87845. __extends(BlurPostProcess, _super);
  87846. /**
  87847. * Creates a new instance BlurPostProcess
  87848. * @param name The name of the effect.
  87849. * @param direction The direction in which to blur the image.
  87850. * @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.
  87851. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  87852. * @param camera The camera to apply the render pass to.
  87853. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87854. * @param engine The engine which the post process will be applied. (default: current engine)
  87855. * @param reusable If the post process can be reused on the same frame. (default: false)
  87856. * @param textureType Type of textures used when performing the post process. (default: 0)
  87857. * @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)
  87858. */
  87859. function BlurPostProcess(name,
  87860. /** The direction in which to blur the image. */
  87861. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  87862. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87863. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87864. if (defines === void 0) { defines = ""; }
  87865. if (blockCompilation === void 0) { blockCompilation = false; }
  87866. 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;
  87867. _this.direction = direction;
  87868. _this.blockCompilation = blockCompilation;
  87869. _this._packedFloat = false;
  87870. _this._staticDefines = "";
  87871. _this._staticDefines = defines;
  87872. _this.onApplyObservable.add(function (effect) {
  87873. if (_this._outputTexture) {
  87874. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  87875. }
  87876. else {
  87877. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  87878. }
  87879. });
  87880. _this.kernel = kernel;
  87881. return _this;
  87882. }
  87883. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  87884. /**
  87885. * Gets the length in pixels of the blur sample region
  87886. */
  87887. get: function () {
  87888. return this._idealKernel;
  87889. },
  87890. /**
  87891. * Sets the length in pixels of the blur sample region
  87892. */
  87893. set: function (v) {
  87894. if (this._idealKernel === v) {
  87895. return;
  87896. }
  87897. v = Math.max(v, 1);
  87898. this._idealKernel = v;
  87899. this._kernel = this._nearestBestKernel(v);
  87900. if (!this.blockCompilation) {
  87901. this._updateParameters();
  87902. }
  87903. },
  87904. enumerable: true,
  87905. configurable: true
  87906. });
  87907. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  87908. /**
  87909. * Gets wether or not the blur is unpacking/repacking floats
  87910. */
  87911. get: function () {
  87912. return this._packedFloat;
  87913. },
  87914. /**
  87915. * Sets wether or not the blur needs to unpack/repack floats
  87916. */
  87917. set: function (v) {
  87918. if (this._packedFloat === v) {
  87919. return;
  87920. }
  87921. this._packedFloat = v;
  87922. if (!this.blockCompilation) {
  87923. this._updateParameters();
  87924. }
  87925. },
  87926. enumerable: true,
  87927. configurable: true
  87928. });
  87929. /**
  87930. * Updates the effect with the current post process compile time values and recompiles the shader.
  87931. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87932. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87933. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87934. * @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
  87935. * @param onCompiled Called when the shader has been compiled.
  87936. * @param onError Called if there is an error when compiling a shader.
  87937. */
  87938. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87939. if (defines === void 0) { defines = null; }
  87940. if (uniforms === void 0) { uniforms = null; }
  87941. if (samplers === void 0) { samplers = null; }
  87942. this._updateParameters(onCompiled, onError);
  87943. };
  87944. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  87945. // Generate sampling offsets and weights
  87946. var N = this._kernel;
  87947. var centerIndex = (N - 1) / 2;
  87948. // Generate Gaussian sampling weights over kernel
  87949. var offsets = [];
  87950. var weights = [];
  87951. var totalWeight = 0;
  87952. for (var i = 0; i < N; i++) {
  87953. var u = i / (N - 1);
  87954. var w = this._gaussianWeight(u * 2.0 - 1);
  87955. offsets[i] = (i - centerIndex);
  87956. weights[i] = w;
  87957. totalWeight += w;
  87958. }
  87959. // Normalize weights
  87960. for (var i = 0; i < weights.length; i++) {
  87961. weights[i] /= totalWeight;
  87962. }
  87963. // Optimize: combine samples to take advantage of hardware linear sampling
  87964. // Walk from left to center, combining pairs (symmetrically)
  87965. var linearSamplingWeights = [];
  87966. var linearSamplingOffsets = [];
  87967. var linearSamplingMap = [];
  87968. for (var i = 0; i <= centerIndex; i += 2) {
  87969. var j = Math.min(i + 1, Math.floor(centerIndex));
  87970. var singleCenterSample = i === j;
  87971. if (singleCenterSample) {
  87972. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87973. }
  87974. else {
  87975. var sharedCell = j === centerIndex;
  87976. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  87977. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  87978. if (offsetLinear === 0) {
  87979. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87980. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  87981. }
  87982. else {
  87983. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  87984. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  87985. }
  87986. }
  87987. }
  87988. for (var i = 0; i < linearSamplingMap.length; i++) {
  87989. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  87990. linearSamplingWeights[i] = linearSamplingMap[i].w;
  87991. }
  87992. // Replace with optimized
  87993. offsets = linearSamplingOffsets;
  87994. weights = linearSamplingWeights;
  87995. // Generate shaders
  87996. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  87997. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  87998. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  87999. var defines = "";
  88000. defines += this._staticDefines;
  88001. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  88002. if (this._staticDefines.indexOf("DOF") != -1) {
  88003. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  88004. varyingCount--;
  88005. }
  88006. for (var i = 0; i < varyingCount; i++) {
  88007. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  88008. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  88009. }
  88010. var depCount = 0;
  88011. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  88012. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  88013. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  88014. depCount++;
  88015. }
  88016. if (this.packedFloat) {
  88017. defines += "#define PACKEDFLOAT 1";
  88018. }
  88019. this.blockCompilation = false;
  88020. _super.prototype.updateEffect.call(this, defines, null, null, {
  88021. varyingCount: varyingCount,
  88022. depCount: depCount
  88023. }, onCompiled, onError);
  88024. };
  88025. /**
  88026. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  88027. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  88028. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  88029. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  88030. * The gaps between physical kernels are compensated for in the weighting of the samples
  88031. * @param idealKernel Ideal blur kernel.
  88032. * @return Nearest best kernel.
  88033. */
  88034. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  88035. var v = Math.round(idealKernel);
  88036. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  88037. var k = _a[_i];
  88038. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  88039. return Math.max(k, 3);
  88040. }
  88041. }
  88042. return Math.max(v, 3);
  88043. };
  88044. /**
  88045. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  88046. * @param x The point on the Gaussian distribution to sample.
  88047. * @return the value of the Gaussian function at x.
  88048. */
  88049. BlurPostProcess.prototype._gaussianWeight = function (x) {
  88050. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  88051. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  88052. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  88053. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  88054. // truncated at around 1.3% of peak strength.
  88055. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  88056. var sigma = (1 / 3);
  88057. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  88058. var exponent = -((x * x) / (2.0 * sigma * sigma));
  88059. var weight = (1.0 / denominator) * Math.exp(exponent);
  88060. return weight;
  88061. };
  88062. /**
  88063. * Generates a string that can be used as a floating point number in GLSL.
  88064. * @param x Value to print.
  88065. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  88066. * @return GLSL float string.
  88067. */
  88068. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  88069. if (decimalFigures === void 0) { decimalFigures = 8; }
  88070. return x.toFixed(decimalFigures).replace(/0+$/, '');
  88071. };
  88072. return BlurPostProcess;
  88073. }(BABYLON.PostProcess));
  88074. BABYLON.BlurPostProcess = BlurPostProcess;
  88075. })(BABYLON || (BABYLON = {}));
  88076. //# sourceMappingURL=babylon.blurPostProcess.js.map
  88077. var BABYLON;
  88078. (function (BABYLON) {
  88079. /**
  88080. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  88081. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  88082. * based on samples that have a large difference in distance than the center pixel.
  88083. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88084. */
  88085. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  88086. __extends(DepthOfFieldBlurPostProcess, _super);
  88087. /**
  88088. * Creates a new instance CircleOfConfusionPostProcess
  88089. * @param name The name of the effect.
  88090. * @param scene The scene the effect belongs to.
  88091. * @param direction The direction the blur should be applied.
  88092. * @param kernel The size of the kernel used to blur.
  88093. * @param options The required width/height ratio to downsize to before computing the render pass.
  88094. * @param camera The camera to apply the render pass to.
  88095. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  88096. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  88097. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88098. * @param engine The engine which the post process will be applied. (default: current engine)
  88099. * @param reusable If the post process can be reused on the same frame. (default: false)
  88100. * @param textureType Type of textures used when performing the post process. (default: 0)
  88101. * @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)
  88102. */
  88103. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  88104. if (imageToBlur === void 0) { imageToBlur = null; }
  88105. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88106. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88107. if (blockCompilation === void 0) { blockCompilation = false; }
  88108. 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;
  88109. _this.direction = direction;
  88110. _this.onApplyObservable.add(function (effect) {
  88111. if (imageToBlur != null) {
  88112. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  88113. }
  88114. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88115. if (scene.activeCamera) {
  88116. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  88117. }
  88118. });
  88119. return _this;
  88120. }
  88121. return DepthOfFieldBlurPostProcess;
  88122. }(BABYLON.BlurPostProcess));
  88123. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  88124. })(BABYLON || (BABYLON = {}));
  88125. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  88126. var BABYLON;
  88127. (function (BABYLON) {
  88128. /**
  88129. * Options to be set when merging outputs from the default pipeline.
  88130. */
  88131. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  88132. function DepthOfFieldMergePostProcessOptions() {
  88133. }
  88134. return DepthOfFieldMergePostProcessOptions;
  88135. }());
  88136. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  88137. /**
  88138. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88139. */
  88140. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  88141. __extends(DepthOfFieldMergePostProcess, _super);
  88142. /**
  88143. * Creates a new instance of DepthOfFieldMergePostProcess
  88144. * @param name The name of the effect.
  88145. * @param originalFromInput Post process which's input will be used for the merge.
  88146. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  88147. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  88148. * @param options The required width/height ratio to downsize to before computing the render pass.
  88149. * @param camera The camera to apply the render pass to.
  88150. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88151. * @param engine The engine which the post process will be applied. (default: current engine)
  88152. * @param reusable If the post process can be reused on the same frame. (default: false)
  88153. * @param textureType Type of textures used when performing the post process. (default: 0)
  88154. * @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)
  88155. */
  88156. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88157. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88158. if (blockCompilation === void 0) { blockCompilation = false; }
  88159. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88160. _this.blurSteps = blurSteps;
  88161. _this.onApplyObservable.add(function (effect) {
  88162. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88163. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88164. blurSteps.forEach(function (step, index) {
  88165. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  88166. });
  88167. });
  88168. if (!blockCompilation) {
  88169. _this.updateEffect();
  88170. }
  88171. return _this;
  88172. }
  88173. /**
  88174. * Updates the effect with the current post process compile time values and recompiles the shader.
  88175. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88176. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88177. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88178. * @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
  88179. * @param onCompiled Called when the shader has been compiled.
  88180. * @param onError Called if there is an error when compiling a shader.
  88181. */
  88182. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88183. if (defines === void 0) { defines = null; }
  88184. if (uniforms === void 0) { uniforms = null; }
  88185. if (samplers === void 0) { samplers = null; }
  88186. if (!defines) {
  88187. defines = "";
  88188. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  88189. }
  88190. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  88191. };
  88192. return DepthOfFieldMergePostProcess;
  88193. }(BABYLON.PostProcess));
  88194. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  88195. })(BABYLON || (BABYLON = {}));
  88196. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  88197. var BABYLON;
  88198. (function (BABYLON) {
  88199. /**
  88200. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  88201. */
  88202. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  88203. __extends(CircleOfConfusionPostProcess, _super);
  88204. /**
  88205. * Creates a new instance CircleOfConfusionPostProcess
  88206. * @param name The name of the effect.
  88207. * @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.
  88208. * @param options The required width/height ratio to downsize to before computing the render pass.
  88209. * @param camera The camera to apply the render pass to.
  88210. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88211. * @param engine The engine which the post process will be applied. (default: current engine)
  88212. * @param reusable If the post process can be reused on the same frame. (default: false)
  88213. * @param textureType Type of textures used when performing the post process. (default: 0)
  88214. * @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)
  88215. */
  88216. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88217. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88218. if (blockCompilation === void 0) { blockCompilation = false; }
  88219. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88220. /**
  88221. * 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.
  88222. */
  88223. _this.lensSize = 50;
  88224. /**
  88225. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88226. */
  88227. _this.fStop = 1.4;
  88228. /**
  88229. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88230. */
  88231. _this.focusDistance = 2000;
  88232. /**
  88233. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  88234. */
  88235. _this.focalLength = 50;
  88236. _this._depthTexture = null;
  88237. _this._depthTexture = depthTexture;
  88238. _this.onApplyObservable.add(function (effect) {
  88239. if (!_this._depthTexture) {
  88240. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  88241. return;
  88242. }
  88243. effect.setTexture("depthSampler", _this._depthTexture);
  88244. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  88245. var aperture = _this.lensSize / _this.fStop;
  88246. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  88247. effect.setFloat('focusDistance', _this.focusDistance);
  88248. effect.setFloat('cocPrecalculation', cocPrecalculation);
  88249. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  88250. });
  88251. return _this;
  88252. }
  88253. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  88254. /**
  88255. * 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.
  88256. */
  88257. set: function (value) {
  88258. this._depthTexture = value;
  88259. },
  88260. enumerable: true,
  88261. configurable: true
  88262. });
  88263. return CircleOfConfusionPostProcess;
  88264. }(BABYLON.PostProcess));
  88265. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  88266. })(BABYLON || (BABYLON = {}));
  88267. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  88268. var BABYLON;
  88269. (function (BABYLON) {
  88270. /**
  88271. * Specifies the level of max blur that should be applied when using the depth of field effect
  88272. */
  88273. var DepthOfFieldEffectBlurLevel;
  88274. (function (DepthOfFieldEffectBlurLevel) {
  88275. /**
  88276. * Subtle blur
  88277. */
  88278. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  88279. /**
  88280. * Medium blur
  88281. */
  88282. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  88283. /**
  88284. * Large blur
  88285. */
  88286. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  88287. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  88288. /**
  88289. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  88290. */
  88291. var DepthOfFieldEffect = /** @class */ (function (_super) {
  88292. __extends(DepthOfFieldEffect, _super);
  88293. /**
  88294. * Creates a new instance DepthOfFieldEffect
  88295. * @param scene The scene the effect belongs to.
  88296. * @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.
  88297. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88298. * @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)
  88299. */
  88300. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  88301. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  88302. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88303. if (blockCompilation === void 0) { blockCompilation = false; }
  88304. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  88305. return _this._effects;
  88306. }, true) || this;
  88307. /**
  88308. * @hidden Internal post processes in depth of field effect
  88309. */
  88310. _this._effects = [];
  88311. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  88312. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88313. // 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)
  88314. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  88315. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88316. _this._depthOfFieldBlurY = [];
  88317. _this._depthOfFieldBlurX = [];
  88318. var blurCount = 1;
  88319. var kernelSize = 15;
  88320. switch (blurLevel) {
  88321. case DepthOfFieldEffectBlurLevel.High: {
  88322. blurCount = 3;
  88323. kernelSize = 51;
  88324. break;
  88325. }
  88326. case DepthOfFieldEffectBlurLevel.Medium: {
  88327. blurCount = 2;
  88328. kernelSize = 31;
  88329. break;
  88330. }
  88331. default: {
  88332. kernelSize = 15;
  88333. blurCount = 1;
  88334. break;
  88335. }
  88336. }
  88337. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  88338. var ratio = 1.0;
  88339. for (var i = 0; i < blurCount; i++) {
  88340. 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);
  88341. blurY.autoClear = false;
  88342. ratio = 0.75 / Math.pow(2, i);
  88343. 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);
  88344. blurX.autoClear = false;
  88345. _this._depthOfFieldBlurY.push(blurY);
  88346. _this._depthOfFieldBlurX.push(blurX);
  88347. }
  88348. // Set all post processes on the effect.
  88349. _this._effects = [_this._circleOfConfusion];
  88350. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  88351. _this._effects.push(_this._depthOfFieldBlurY[i]);
  88352. _this._effects.push(_this._depthOfFieldBlurX[i]);
  88353. }
  88354. // Merge blurred images with original image based on circleOfConfusion
  88355. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88356. _this._dofMerge.autoClear = false;
  88357. _this._effects.push(_this._dofMerge);
  88358. return _this;
  88359. }
  88360. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  88361. get: function () {
  88362. return this._circleOfConfusion.focalLength;
  88363. },
  88364. /**
  88365. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  88366. */
  88367. set: function (value) {
  88368. this._circleOfConfusion.focalLength = value;
  88369. },
  88370. enumerable: true,
  88371. configurable: true
  88372. });
  88373. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  88374. get: function () {
  88375. return this._circleOfConfusion.fStop;
  88376. },
  88377. /**
  88378. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88379. */
  88380. set: function (value) {
  88381. this._circleOfConfusion.fStop = value;
  88382. },
  88383. enumerable: true,
  88384. configurable: true
  88385. });
  88386. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88387. get: function () {
  88388. return this._circleOfConfusion.focusDistance;
  88389. },
  88390. /**
  88391. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88392. */
  88393. set: function (value) {
  88394. this._circleOfConfusion.focusDistance = value;
  88395. },
  88396. enumerable: true,
  88397. configurable: true
  88398. });
  88399. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88400. get: function () {
  88401. return this._circleOfConfusion.lensSize;
  88402. },
  88403. /**
  88404. * 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.
  88405. */
  88406. set: function (value) {
  88407. this._circleOfConfusion.lensSize = value;
  88408. },
  88409. enumerable: true,
  88410. configurable: true
  88411. });
  88412. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88413. /**
  88414. * 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.
  88415. */
  88416. set: function (value) {
  88417. this._circleOfConfusion.depthTexture = value;
  88418. },
  88419. enumerable: true,
  88420. configurable: true
  88421. });
  88422. /**
  88423. * Disposes each of the internal effects for a given camera.
  88424. * @param camera The camera to dispose the effect on.
  88425. */
  88426. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88427. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88428. this._effects[effectIndex].dispose(camera);
  88429. }
  88430. };
  88431. /**
  88432. * @hidden Internal
  88433. */
  88434. DepthOfFieldEffect.prototype._updateEffects = function () {
  88435. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88436. this._effects[effectIndex].updateEffect();
  88437. }
  88438. };
  88439. /**
  88440. * Internal
  88441. * @returns if all the contained post processes are ready.
  88442. * @hidden
  88443. */
  88444. DepthOfFieldEffect.prototype._isReady = function () {
  88445. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88446. if (!this._effects[effectIndex].isReady()) {
  88447. return false;
  88448. }
  88449. }
  88450. return true;
  88451. };
  88452. return DepthOfFieldEffect;
  88453. }(BABYLON.PostProcessRenderEffect));
  88454. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88455. })(BABYLON || (BABYLON = {}));
  88456. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  88457. var BABYLON;
  88458. (function (BABYLON) {
  88459. /**
  88460. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88461. */
  88462. var BloomMergePostProcess = /** @class */ (function (_super) {
  88463. __extends(BloomMergePostProcess, _super);
  88464. /**
  88465. * Creates a new instance of @see BloomMergePostProcess
  88466. * @param name The name of the effect.
  88467. * @param originalFromInput Post process which's input will be used for the merge.
  88468. * @param blurred Blurred highlights post process which's output will be used.
  88469. * @param weight Weight of the bloom to be added to the original input.
  88470. * @param options The required width/height ratio to downsize to before computing the render pass.
  88471. * @param camera The camera to apply the render pass to.
  88472. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88473. * @param engine The engine which the post process will be applied. (default: current engine)
  88474. * @param reusable If the post process can be reused on the same frame. (default: false)
  88475. * @param textureType Type of textures used when performing the post process. (default: 0)
  88476. * @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)
  88477. */
  88478. function BloomMergePostProcess(name, originalFromInput, blurred,
  88479. /** Weight of the bloom to be added to the original input. */
  88480. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88481. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88482. if (blockCompilation === void 0) { blockCompilation = false; }
  88483. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88484. _this.weight = weight;
  88485. _this.onApplyObservable.add(function (effect) {
  88486. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88487. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88488. effect.setFloat("bloomWeight", _this.weight);
  88489. });
  88490. if (!blockCompilation) {
  88491. _this.updateEffect();
  88492. }
  88493. return _this;
  88494. }
  88495. return BloomMergePostProcess;
  88496. }(BABYLON.PostProcess));
  88497. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88498. })(BABYLON || (BABYLON = {}));
  88499. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88500. var BABYLON;
  88501. (function (BABYLON) {
  88502. /**
  88503. * 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.
  88504. */
  88505. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88506. __extends(ExtractHighlightsPostProcess, _super);
  88507. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88508. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88509. if (blockCompilation === void 0) { blockCompilation = false; }
  88510. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88511. /**
  88512. * The luminance threshold, pixels below this value will be set to black.
  88513. */
  88514. _this.threshold = 0.9;
  88515. /** @hidden */
  88516. _this._exposure = 1;
  88517. /**
  88518. * Post process which has the input texture to be used when performing highlight extraction
  88519. * @hidden
  88520. */
  88521. _this._inputPostProcess = null;
  88522. _this.onApplyObservable.add(function (effect) {
  88523. if (_this._inputPostProcess) {
  88524. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88525. }
  88526. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88527. effect.setFloat('exposure', _this._exposure);
  88528. });
  88529. return _this;
  88530. }
  88531. return ExtractHighlightsPostProcess;
  88532. }(BABYLON.PostProcess));
  88533. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88534. })(BABYLON || (BABYLON = {}));
  88535. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  88536. var BABYLON;
  88537. (function (BABYLON) {
  88538. /**
  88539. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88540. */
  88541. var BloomEffect = /** @class */ (function (_super) {
  88542. __extends(BloomEffect, _super);
  88543. /**
  88544. * Creates a new instance of @see BloomEffect
  88545. * @param scene The scene the effect belongs to.
  88546. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88547. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88548. * @param bloomWeight The the strength of bloom.
  88549. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88550. * @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)
  88551. */
  88552. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88553. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88554. if (blockCompilation === void 0) { blockCompilation = false; }
  88555. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88556. return _this._effects;
  88557. }, true) || this;
  88558. _this.bloomScale = bloomScale;
  88559. /**
  88560. * @hidden Internal
  88561. */
  88562. _this._effects = [];
  88563. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88564. _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);
  88565. _this._blurX.alwaysForcePOT = true;
  88566. _this._blurX.autoClear = false;
  88567. _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);
  88568. _this._blurY.alwaysForcePOT = true;
  88569. _this._blurY.autoClear = false;
  88570. _this.kernel = bloomKernel;
  88571. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88572. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88573. _this._merge.autoClear = false;
  88574. _this._effects.push(_this._merge);
  88575. return _this;
  88576. }
  88577. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88578. /**
  88579. * The luminance threshold to find bright areas of the image to bloom.
  88580. */
  88581. get: function () {
  88582. return this._downscale.threshold;
  88583. },
  88584. set: function (value) {
  88585. this._downscale.threshold = value;
  88586. },
  88587. enumerable: true,
  88588. configurable: true
  88589. });
  88590. Object.defineProperty(BloomEffect.prototype, "weight", {
  88591. /**
  88592. * The strength of the bloom.
  88593. */
  88594. get: function () {
  88595. return this._merge.weight;
  88596. },
  88597. set: function (value) {
  88598. this._merge.weight = value;
  88599. },
  88600. enumerable: true,
  88601. configurable: true
  88602. });
  88603. Object.defineProperty(BloomEffect.prototype, "kernel", {
  88604. /**
  88605. * Specifies the size of the bloom blur kernel, relative to the final output size
  88606. */
  88607. get: function () {
  88608. return this._blurX.kernel / this.bloomScale;
  88609. },
  88610. set: function (value) {
  88611. this._blurX.kernel = value * this.bloomScale;
  88612. this._blurY.kernel = value * this.bloomScale;
  88613. },
  88614. enumerable: true,
  88615. configurable: true
  88616. });
  88617. /**
  88618. * Disposes each of the internal effects for a given camera.
  88619. * @param camera The camera to dispose the effect on.
  88620. */
  88621. BloomEffect.prototype.disposeEffects = function (camera) {
  88622. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88623. this._effects[effectIndex].dispose(camera);
  88624. }
  88625. };
  88626. /**
  88627. * @hidden Internal
  88628. */
  88629. BloomEffect.prototype._updateEffects = function () {
  88630. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88631. this._effects[effectIndex].updateEffect();
  88632. }
  88633. };
  88634. /**
  88635. * Internal
  88636. * @returns if all the contained post processes are ready.
  88637. * @hidden
  88638. */
  88639. BloomEffect.prototype._isReady = function () {
  88640. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88641. if (!this._effects[effectIndex].isReady()) {
  88642. return false;
  88643. }
  88644. }
  88645. return true;
  88646. };
  88647. return BloomEffect;
  88648. }(BABYLON.PostProcessRenderEffect));
  88649. BABYLON.BloomEffect = BloomEffect;
  88650. })(BABYLON || (BABYLON = {}));
  88651. //# sourceMappingURL=babylon.bloomEffect.js.map
  88652. var BABYLON;
  88653. (function (BABYLON) {
  88654. /**
  88655. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88656. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88657. */
  88658. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88659. __extends(DefaultRenderingPipeline, _super);
  88660. /**
  88661. * @constructor
  88662. * @param name - The rendering pipeline name (default: "")
  88663. * @param hdr - If high dynamic range textures should be used (default: true)
  88664. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88665. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88666. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88667. */
  88668. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88669. if (name === void 0) { name = ""; }
  88670. if (hdr === void 0) { hdr = true; }
  88671. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88672. if (automaticBuild === void 0) { automaticBuild = true; }
  88673. var _this = _super.call(this, scene.getEngine(), name) || this;
  88674. _this._camerasToBeAttached = [];
  88675. /**
  88676. * ID of the sharpen post process,
  88677. */
  88678. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88679. /**
  88680. * @ignore
  88681. * ID of the image processing post process;
  88682. */
  88683. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88684. /**
  88685. * @ignore
  88686. * ID of the Fast Approximate Anti-Aliasing post process;
  88687. */
  88688. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88689. /**
  88690. * ID of the chromatic aberration post process,
  88691. */
  88692. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  88693. /**
  88694. * ID of the grain post process
  88695. */
  88696. _this.GrainPostProcessId = "GrainPostProcessEffect";
  88697. /**
  88698. * Glow post process which adds a glow to emmisive areas of the image
  88699. */
  88700. _this._glowLayer = null;
  88701. /**
  88702. * Animations which can be used to tweak settings over a period of time
  88703. */
  88704. _this.animations = [];
  88705. _this._imageProcessingConfigurationObserver = null;
  88706. // Values
  88707. _this._sharpenEnabled = false;
  88708. _this._bloomEnabled = false;
  88709. _this._depthOfFieldEnabled = false;
  88710. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  88711. _this._fxaaEnabled = false;
  88712. _this._imageProcessingEnabled = true;
  88713. _this._bloomScale = 0.5;
  88714. _this._chromaticAberrationEnabled = false;
  88715. _this._grainEnabled = false;
  88716. _this._buildAllowed = true;
  88717. _this._resizeObserver = null;
  88718. _this._hardwareScaleLevel = 1.0;
  88719. _this._bloomKernel = 64;
  88720. /**
  88721. * Specifies the weight of the bloom in the final rendering
  88722. */
  88723. _this._bloomWeight = 0.15;
  88724. /**
  88725. * Specifies the luma threshold for the area that will be blurred by the bloom
  88726. */
  88727. _this._bloomThreshold = 0.9;
  88728. _this._samples = 1;
  88729. _this._hasCleared = false;
  88730. _this._prevPostProcess = null;
  88731. _this._prevPrevPostProcess = null;
  88732. _this._depthOfFieldSceneObserver = null;
  88733. _this._cameras = cameras || scene.cameras;
  88734. _this._cameras = _this._cameras.slice();
  88735. _this._camerasToBeAttached = _this._cameras.slice();
  88736. _this._buildAllowed = automaticBuild;
  88737. // Initialize
  88738. _this._scene = scene;
  88739. var caps = _this._scene.getEngine().getCaps();
  88740. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  88741. // Misc
  88742. if (_this._hdr) {
  88743. if (caps.textureHalfFloatRender) {
  88744. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  88745. }
  88746. else if (caps.textureFloatRender) {
  88747. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  88748. }
  88749. }
  88750. else {
  88751. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  88752. }
  88753. // Attach
  88754. scene.postProcessRenderPipelineManager.addPipeline(_this);
  88755. var engine = _this._scene.getEngine();
  88756. // Create post processes before hand so they can be modified before enabled.
  88757. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  88758. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88759. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  88760. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  88761. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  88762. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88763. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  88764. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88765. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  88766. _this._resizeObserver = engine.onResizeObservable.add(function () {
  88767. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  88768. _this.bloomKernel = _this.bloomKernel;
  88769. });
  88770. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  88771. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  88772. });
  88773. _this._buildPipeline();
  88774. return _this;
  88775. }
  88776. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  88777. get: function () {
  88778. return this._sharpenEnabled;
  88779. },
  88780. /**
  88781. * Enable or disable the sharpen process from the pipeline
  88782. */
  88783. set: function (enabled) {
  88784. if (this._sharpenEnabled === enabled) {
  88785. return;
  88786. }
  88787. this._sharpenEnabled = enabled;
  88788. this._buildPipeline();
  88789. },
  88790. enumerable: true,
  88791. configurable: true
  88792. });
  88793. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  88794. /**
  88795. * Specifies the size of the bloom blur kernel, relative to the final output size
  88796. */
  88797. get: function () {
  88798. return this._bloomKernel;
  88799. },
  88800. set: function (value) {
  88801. this._bloomKernel = value;
  88802. this.bloom.kernel = value / this._hardwareScaleLevel;
  88803. },
  88804. enumerable: true,
  88805. configurable: true
  88806. });
  88807. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  88808. get: function () {
  88809. return this._bloomWeight;
  88810. },
  88811. /**
  88812. * The strength of the bloom.
  88813. */
  88814. set: function (value) {
  88815. if (this._bloomWeight === value) {
  88816. return;
  88817. }
  88818. this.bloom.weight = value;
  88819. this._bloomWeight = value;
  88820. },
  88821. enumerable: true,
  88822. configurable: true
  88823. });
  88824. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  88825. get: function () {
  88826. return this._bloomThreshold;
  88827. },
  88828. /**
  88829. * The strength of the bloom.
  88830. */
  88831. set: function (value) {
  88832. if (this._bloomThreshold === value) {
  88833. return;
  88834. }
  88835. this.bloom.threshold = value;
  88836. this._bloomThreshold = value;
  88837. },
  88838. enumerable: true,
  88839. configurable: true
  88840. });
  88841. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  88842. get: function () {
  88843. return this._bloomScale;
  88844. },
  88845. /**
  88846. * The scale of the bloom, lower value will provide better performance.
  88847. */
  88848. set: function (value) {
  88849. if (this._bloomScale === value) {
  88850. return;
  88851. }
  88852. this._bloomScale = value;
  88853. // recreate bloom and dispose old as this setting is not dynamic
  88854. this._rebuildBloom();
  88855. this._buildPipeline();
  88856. },
  88857. enumerable: true,
  88858. configurable: true
  88859. });
  88860. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  88861. get: function () {
  88862. return this._bloomEnabled;
  88863. },
  88864. /**
  88865. * Enable or disable the bloom from the pipeline
  88866. */
  88867. set: function (enabled) {
  88868. if (this._bloomEnabled === enabled) {
  88869. return;
  88870. }
  88871. this._bloomEnabled = enabled;
  88872. this._buildPipeline();
  88873. },
  88874. enumerable: true,
  88875. configurable: true
  88876. });
  88877. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  88878. // recreate bloom and dispose old as this setting is not dynamic
  88879. var oldBloom = this.bloom;
  88880. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  88881. this.bloom.threshold = oldBloom.threshold;
  88882. for (var i = 0; i < this._cameras.length; i++) {
  88883. oldBloom.disposeEffects(this._cameras[i]);
  88884. }
  88885. };
  88886. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  88887. /**
  88888. * If the depth of field is enabled.
  88889. */
  88890. get: function () {
  88891. return this._depthOfFieldEnabled;
  88892. },
  88893. set: function (enabled) {
  88894. if (this._depthOfFieldEnabled === enabled) {
  88895. return;
  88896. }
  88897. this._depthOfFieldEnabled = enabled;
  88898. this._buildPipeline();
  88899. },
  88900. enumerable: true,
  88901. configurable: true
  88902. });
  88903. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  88904. /**
  88905. * Blur level of the depth of field effect. (Higher blur will effect performance)
  88906. */
  88907. get: function () {
  88908. return this._depthOfFieldBlurLevel;
  88909. },
  88910. set: function (value) {
  88911. if (this._depthOfFieldBlurLevel === value) {
  88912. return;
  88913. }
  88914. this._depthOfFieldBlurLevel = value;
  88915. // recreate dof and dispose old as this setting is not dynamic
  88916. var oldDof = this.depthOfField;
  88917. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  88918. this.depthOfField.focalLength = oldDof.focalLength;
  88919. this.depthOfField.focusDistance = oldDof.focusDistance;
  88920. this.depthOfField.fStop = oldDof.fStop;
  88921. this.depthOfField.lensSize = oldDof.lensSize;
  88922. for (var i = 0; i < this._cameras.length; i++) {
  88923. oldDof.disposeEffects(this._cameras[i]);
  88924. }
  88925. this._buildPipeline();
  88926. },
  88927. enumerable: true,
  88928. configurable: true
  88929. });
  88930. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  88931. get: function () {
  88932. return this._fxaaEnabled;
  88933. },
  88934. /**
  88935. * If the anti aliasing is enabled.
  88936. */
  88937. set: function (enabled) {
  88938. if (this._fxaaEnabled === enabled) {
  88939. return;
  88940. }
  88941. this._fxaaEnabled = enabled;
  88942. this._buildPipeline();
  88943. },
  88944. enumerable: true,
  88945. configurable: true
  88946. });
  88947. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  88948. get: function () {
  88949. return this._samples;
  88950. },
  88951. /**
  88952. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  88953. */
  88954. set: function (sampleCount) {
  88955. if (this._samples === sampleCount) {
  88956. return;
  88957. }
  88958. this._samples = sampleCount;
  88959. this._buildPipeline();
  88960. },
  88961. enumerable: true,
  88962. configurable: true
  88963. });
  88964. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  88965. get: function () {
  88966. return this._imageProcessingEnabled;
  88967. },
  88968. /**
  88969. * If image processing is enabled.
  88970. */
  88971. set: function (enabled) {
  88972. if (this._imageProcessingEnabled === enabled) {
  88973. return;
  88974. }
  88975. this._imageProcessingEnabled = enabled;
  88976. this._buildPipeline();
  88977. },
  88978. enumerable: true,
  88979. configurable: true
  88980. });
  88981. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  88982. get: function () {
  88983. return this._glowLayer == null;
  88984. },
  88985. /**
  88986. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  88987. */
  88988. set: function (enabled) {
  88989. if (enabled && !this._glowLayer) {
  88990. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  88991. }
  88992. else if (!enabled && this._glowLayer) {
  88993. this._glowLayer.dispose();
  88994. this._glowLayer = null;
  88995. }
  88996. },
  88997. enumerable: true,
  88998. configurable: true
  88999. });
  89000. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  89001. get: function () {
  89002. return this._chromaticAberrationEnabled;
  89003. },
  89004. /**
  89005. * Enable or disable the chromaticAberration process from the pipeline
  89006. */
  89007. set: function (enabled) {
  89008. if (this._chromaticAberrationEnabled === enabled) {
  89009. return;
  89010. }
  89011. this._chromaticAberrationEnabled = enabled;
  89012. this._buildPipeline();
  89013. },
  89014. enumerable: true,
  89015. configurable: true
  89016. });
  89017. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  89018. get: function () {
  89019. return this._grainEnabled;
  89020. },
  89021. /**
  89022. * Enable or disable the grain process from the pipeline
  89023. */
  89024. set: function (enabled) {
  89025. if (this._grainEnabled === enabled) {
  89026. return;
  89027. }
  89028. this._grainEnabled = enabled;
  89029. this._buildPipeline();
  89030. },
  89031. enumerable: true,
  89032. configurable: true
  89033. });
  89034. /**
  89035. * Force the compilation of the entire pipeline.
  89036. */
  89037. DefaultRenderingPipeline.prototype.prepare = function () {
  89038. var previousState = this._buildAllowed;
  89039. this._buildAllowed = true;
  89040. this._buildPipeline();
  89041. this._buildAllowed = previousState;
  89042. };
  89043. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  89044. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  89045. if (this._hasCleared) {
  89046. postProcess.autoClear = false;
  89047. }
  89048. else {
  89049. postProcess.autoClear = true;
  89050. this._scene.autoClear = false;
  89051. this._hasCleared = true;
  89052. }
  89053. if (!skipTextureSharing) {
  89054. if (this._prevPrevPostProcess) {
  89055. postProcess.shareOutputWith(this._prevPrevPostProcess);
  89056. }
  89057. else {
  89058. postProcess.useOwnOutput();
  89059. }
  89060. if (this._prevPostProcess) {
  89061. this._prevPrevPostProcess = this._prevPostProcess;
  89062. }
  89063. this._prevPostProcess = postProcess;
  89064. }
  89065. };
  89066. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  89067. var _this = this;
  89068. if (!this._buildAllowed) {
  89069. return;
  89070. }
  89071. this._scene.autoClear = true;
  89072. var engine = this._scene.getEngine();
  89073. this._disposePostProcesses();
  89074. if (this._cameras !== null) {
  89075. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89076. // get back cameras to be used to reattach pipeline
  89077. this._cameras = this._camerasToBeAttached.slice();
  89078. }
  89079. this._reset();
  89080. this._prevPostProcess = null;
  89081. this._prevPrevPostProcess = null;
  89082. this._hasCleared = false;
  89083. if (this.depthOfFieldEnabled) {
  89084. // Multi camera suport
  89085. if (this._cameras.length > 1) {
  89086. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  89087. var camera = _a[_i];
  89088. var depthRenderer = this._scene.enableDepthRenderer(camera);
  89089. depthRenderer.useOnlyInActiveCamera = true;
  89090. }
  89091. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  89092. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  89093. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  89094. }
  89095. });
  89096. }
  89097. else {
  89098. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89099. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  89100. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  89101. }
  89102. if (!this.depthOfField._isReady()) {
  89103. this.depthOfField._updateEffects();
  89104. }
  89105. this.addEffect(this.depthOfField);
  89106. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  89107. }
  89108. else {
  89109. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89110. }
  89111. if (this.bloomEnabled) {
  89112. if (!this.bloom._isReady()) {
  89113. this.bloom._updateEffects();
  89114. }
  89115. this.addEffect(this.bloom);
  89116. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  89117. }
  89118. if (this._imageProcessingEnabled) {
  89119. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89120. if (this._hdr) {
  89121. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  89122. this._setAutoClearAndTextureSharing(this.imageProcessing);
  89123. }
  89124. else {
  89125. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  89126. }
  89127. }
  89128. if (this.sharpenEnabled) {
  89129. if (!this.sharpen.isReady()) {
  89130. this.sharpen.updateEffect();
  89131. }
  89132. this.addEffect(this._sharpenEffect);
  89133. this._setAutoClearAndTextureSharing(this.sharpen);
  89134. }
  89135. if (this.grainEnabled) {
  89136. if (!this.grain.isReady()) {
  89137. this.grain.updateEffect();
  89138. }
  89139. this.addEffect(this._grainEffect);
  89140. this._setAutoClearAndTextureSharing(this.grain);
  89141. }
  89142. if (this.chromaticAberrationEnabled) {
  89143. if (!this.chromaticAberration.isReady()) {
  89144. this.chromaticAberration.updateEffect();
  89145. }
  89146. this.addEffect(this._chromaticAberrationEffect);
  89147. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  89148. }
  89149. if (this.fxaaEnabled) {
  89150. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89151. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  89152. this._setAutoClearAndTextureSharing(this.fxaa, true);
  89153. }
  89154. if (this._cameras !== null) {
  89155. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  89156. }
  89157. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  89158. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  89159. }
  89160. };
  89161. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  89162. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  89163. for (var i = 0; i < this._cameras.length; i++) {
  89164. var camera = this._cameras[i];
  89165. if (this.imageProcessing) {
  89166. this.imageProcessing.dispose(camera);
  89167. }
  89168. if (this.fxaa) {
  89169. this.fxaa.dispose(camera);
  89170. }
  89171. // These are created in the constructor and should not be disposed on every pipeline change
  89172. if (disposeNonRecreated) {
  89173. if (this.sharpen) {
  89174. this.sharpen.dispose(camera);
  89175. }
  89176. if (this.depthOfField) {
  89177. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89178. this.depthOfField.disposeEffects(camera);
  89179. }
  89180. if (this.bloom) {
  89181. this.bloom.disposeEffects(camera);
  89182. }
  89183. if (this.chromaticAberration) {
  89184. this.chromaticAberration.dispose(camera);
  89185. }
  89186. if (this.grain) {
  89187. this.grain.dispose(camera);
  89188. }
  89189. if (this._glowLayer) {
  89190. this._glowLayer.dispose();
  89191. }
  89192. }
  89193. }
  89194. this.imageProcessing = null;
  89195. this.fxaa = null;
  89196. if (disposeNonRecreated) {
  89197. this.sharpen = null;
  89198. this._sharpenEffect = null;
  89199. this.depthOfField = null;
  89200. this.bloom = null;
  89201. this.chromaticAberration = null;
  89202. this._chromaticAberrationEffect = null;
  89203. this.grain = null;
  89204. this._grainEffect = null;
  89205. this._glowLayer = null;
  89206. }
  89207. };
  89208. /**
  89209. * Adds a camera to the pipeline
  89210. * @param camera the camera to be added
  89211. */
  89212. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  89213. this._camerasToBeAttached.push(camera);
  89214. this._buildPipeline();
  89215. };
  89216. /**
  89217. * Removes a camera from the pipeline
  89218. * @param camera the camera to remove
  89219. */
  89220. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  89221. var index = this._camerasToBeAttached.indexOf(camera);
  89222. this._camerasToBeAttached.splice(index, 1);
  89223. this._buildPipeline();
  89224. };
  89225. /**
  89226. * Dispose of the pipeline and stop all post processes
  89227. */
  89228. DefaultRenderingPipeline.prototype.dispose = function () {
  89229. this._disposePostProcesses(true);
  89230. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89231. this._scene.autoClear = true;
  89232. if (this._resizeObserver) {
  89233. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  89234. this._resizeObserver = null;
  89235. }
  89236. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  89237. _super.prototype.dispose.call(this);
  89238. };
  89239. /**
  89240. * Serialize the rendering pipeline (Used when exporting)
  89241. * @returns the serialized object
  89242. */
  89243. DefaultRenderingPipeline.prototype.serialize = function () {
  89244. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  89245. serializationObject.customType = "DefaultRenderingPipeline";
  89246. return serializationObject;
  89247. };
  89248. /**
  89249. * Parse the serialized pipeline
  89250. * @param source Source pipeline.
  89251. * @param scene The scene to load the pipeline to.
  89252. * @param rootUrl The URL of the serialized pipeline.
  89253. * @returns An instantiated pipeline from the serialized object.
  89254. */
  89255. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  89256. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  89257. };
  89258. __decorate([
  89259. BABYLON.serialize()
  89260. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  89261. __decorate([
  89262. BABYLON.serialize()
  89263. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  89264. __decorate([
  89265. BABYLON.serialize()
  89266. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  89267. __decorate([
  89268. BABYLON.serialize()
  89269. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  89270. __decorate([
  89271. BABYLON.serialize()
  89272. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  89273. __decorate([
  89274. BABYLON.serialize()
  89275. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  89276. __decorate([
  89277. BABYLON.serialize()
  89278. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  89279. __decorate([
  89280. BABYLON.serialize()
  89281. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  89282. __decorate([
  89283. BABYLON.serialize()
  89284. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  89285. __decorate([
  89286. BABYLON.serialize()
  89287. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  89288. __decorate([
  89289. BABYLON.serialize()
  89290. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  89291. __decorate([
  89292. BABYLON.serialize()
  89293. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  89294. __decorate([
  89295. BABYLON.serialize()
  89296. ], DefaultRenderingPipeline.prototype, "samples", null);
  89297. __decorate([
  89298. BABYLON.serialize()
  89299. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  89300. __decorate([
  89301. BABYLON.serialize()
  89302. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  89303. __decorate([
  89304. BABYLON.serialize()
  89305. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  89306. __decorate([
  89307. BABYLON.serialize()
  89308. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  89309. return DefaultRenderingPipeline;
  89310. }(BABYLON.PostProcessRenderPipeline));
  89311. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  89312. })(BABYLON || (BABYLON = {}));
  89313. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  89314. var BABYLON;
  89315. (function (BABYLON) {
  89316. /**
  89317. * @hidden
  89318. */
  89319. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  89320. __extends(ImageProcessingConfigurationDefines, _super);
  89321. function ImageProcessingConfigurationDefines() {
  89322. var _this = _super.call(this) || this;
  89323. _this.IMAGEPROCESSING = false;
  89324. _this.VIGNETTE = false;
  89325. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  89326. _this.VIGNETTEBLENDMODEOPAQUE = false;
  89327. _this.TONEMAPPING = false;
  89328. _this.TONEMAPPING_ACES = false;
  89329. _this.CONTRAST = false;
  89330. _this.COLORCURVES = false;
  89331. _this.COLORGRADING = false;
  89332. _this.COLORGRADING3D = false;
  89333. _this.SAMPLER3DGREENDEPTH = false;
  89334. _this.SAMPLER3DBGRMAP = false;
  89335. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  89336. _this.EXPOSURE = false;
  89337. _this.rebuild();
  89338. return _this;
  89339. }
  89340. return ImageProcessingConfigurationDefines;
  89341. }(BABYLON.MaterialDefines));
  89342. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  89343. /**
  89344. * This groups together the common properties used for image processing either in direct forward pass
  89345. * or through post processing effect depending on the use of the image processing pipeline in your scene
  89346. * or not.
  89347. */
  89348. var ImageProcessingConfiguration = /** @class */ (function () {
  89349. function ImageProcessingConfiguration() {
  89350. /**
  89351. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  89352. */
  89353. this.colorCurves = new BABYLON.ColorCurves();
  89354. this._colorCurvesEnabled = false;
  89355. this._colorGradingEnabled = false;
  89356. this._colorGradingWithGreenDepth = true;
  89357. this._colorGradingBGR = true;
  89358. /** @hidden */
  89359. this._exposure = 1.0;
  89360. this._toneMappingEnabled = false;
  89361. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  89362. this._contrast = 1.0;
  89363. /**
  89364. * Vignette stretch size.
  89365. */
  89366. this.vignetteStretch = 0;
  89367. /**
  89368. * Vignette centre X Offset.
  89369. */
  89370. this.vignetteCentreX = 0;
  89371. /**
  89372. * Vignette centre Y Offset.
  89373. */
  89374. this.vignetteCentreY = 0;
  89375. /**
  89376. * Vignette weight or intensity of the vignette effect.
  89377. */
  89378. this.vignetteWeight = 1.5;
  89379. /**
  89380. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  89381. * if vignetteEnabled is set to true.
  89382. */
  89383. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  89384. /**
  89385. * Camera field of view used by the Vignette effect.
  89386. */
  89387. this.vignetteCameraFov = 0.5;
  89388. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89389. this._vignetteEnabled = false;
  89390. this._applyByPostProcess = false;
  89391. this._isEnabled = true;
  89392. /**
  89393. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89394. */
  89395. this.onUpdateParameters = new BABYLON.Observable();
  89396. }
  89397. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89398. /**
  89399. * Gets wether the color curves effect is enabled.
  89400. */
  89401. get: function () {
  89402. return this._colorCurvesEnabled;
  89403. },
  89404. /**
  89405. * Sets wether the color curves effect is enabled.
  89406. */
  89407. set: function (value) {
  89408. if (this._colorCurvesEnabled === value) {
  89409. return;
  89410. }
  89411. this._colorCurvesEnabled = value;
  89412. this._updateParameters();
  89413. },
  89414. enumerable: true,
  89415. configurable: true
  89416. });
  89417. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89418. /**
  89419. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89420. */
  89421. get: function () {
  89422. return this._colorGradingTexture;
  89423. },
  89424. /**
  89425. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89426. */
  89427. set: function (value) {
  89428. if (this._colorGradingTexture === value) {
  89429. return;
  89430. }
  89431. this._colorGradingTexture = value;
  89432. this._updateParameters();
  89433. },
  89434. enumerable: true,
  89435. configurable: true
  89436. });
  89437. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89438. /**
  89439. * Gets wether the color grading effect is enabled.
  89440. */
  89441. get: function () {
  89442. return this._colorGradingEnabled;
  89443. },
  89444. /**
  89445. * Sets wether the color grading effect is enabled.
  89446. */
  89447. set: function (value) {
  89448. if (this._colorGradingEnabled === value) {
  89449. return;
  89450. }
  89451. this._colorGradingEnabled = value;
  89452. this._updateParameters();
  89453. },
  89454. enumerable: true,
  89455. configurable: true
  89456. });
  89457. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89458. /**
  89459. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89460. */
  89461. get: function () {
  89462. return this._colorGradingWithGreenDepth;
  89463. },
  89464. /**
  89465. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89466. */
  89467. set: function (value) {
  89468. if (this._colorGradingWithGreenDepth === value) {
  89469. return;
  89470. }
  89471. this._colorGradingWithGreenDepth = value;
  89472. this._updateParameters();
  89473. },
  89474. enumerable: true,
  89475. configurable: true
  89476. });
  89477. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89478. /**
  89479. * Gets wether the color grading texture contains BGR values.
  89480. */
  89481. get: function () {
  89482. return this._colorGradingBGR;
  89483. },
  89484. /**
  89485. * Sets wether the color grading texture contains BGR values.
  89486. */
  89487. set: function (value) {
  89488. if (this._colorGradingBGR === value) {
  89489. return;
  89490. }
  89491. this._colorGradingBGR = value;
  89492. this._updateParameters();
  89493. },
  89494. enumerable: true,
  89495. configurable: true
  89496. });
  89497. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89498. /**
  89499. * Gets the Exposure used in the effect.
  89500. */
  89501. get: function () {
  89502. return this._exposure;
  89503. },
  89504. /**
  89505. * Sets the Exposure used in the effect.
  89506. */
  89507. set: function (value) {
  89508. if (this._exposure === value) {
  89509. return;
  89510. }
  89511. this._exposure = value;
  89512. this._updateParameters();
  89513. },
  89514. enumerable: true,
  89515. configurable: true
  89516. });
  89517. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89518. /**
  89519. * Gets wether the tone mapping effect is enabled.
  89520. */
  89521. get: function () {
  89522. return this._toneMappingEnabled;
  89523. },
  89524. /**
  89525. * Sets wether the tone mapping effect is enabled.
  89526. */
  89527. set: function (value) {
  89528. if (this._toneMappingEnabled === value) {
  89529. return;
  89530. }
  89531. this._toneMappingEnabled = value;
  89532. this._updateParameters();
  89533. },
  89534. enumerable: true,
  89535. configurable: true
  89536. });
  89537. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89538. /**
  89539. * Gets the type of tone mapping effect.
  89540. */
  89541. get: function () {
  89542. return this._toneMappingType;
  89543. },
  89544. /**
  89545. * Sets the type of tone mapping effect used in BabylonJS.
  89546. */
  89547. set: function (value) {
  89548. if (this._toneMappingType === value) {
  89549. return;
  89550. }
  89551. this._toneMappingType = value;
  89552. this._updateParameters();
  89553. },
  89554. enumerable: true,
  89555. configurable: true
  89556. });
  89557. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89558. /**
  89559. * Gets the contrast used in the effect.
  89560. */
  89561. get: function () {
  89562. return this._contrast;
  89563. },
  89564. /**
  89565. * Sets the contrast used in the effect.
  89566. */
  89567. set: function (value) {
  89568. if (this._contrast === value) {
  89569. return;
  89570. }
  89571. this._contrast = value;
  89572. this._updateParameters();
  89573. },
  89574. enumerable: true,
  89575. configurable: true
  89576. });
  89577. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89578. /**
  89579. * Gets the vignette blend mode allowing different kind of effect.
  89580. */
  89581. get: function () {
  89582. return this._vignetteBlendMode;
  89583. },
  89584. /**
  89585. * Sets the vignette blend mode allowing different kind of effect.
  89586. */
  89587. set: function (value) {
  89588. if (this._vignetteBlendMode === value) {
  89589. return;
  89590. }
  89591. this._vignetteBlendMode = value;
  89592. this._updateParameters();
  89593. },
  89594. enumerable: true,
  89595. configurable: true
  89596. });
  89597. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89598. /**
  89599. * Gets wether the vignette effect is enabled.
  89600. */
  89601. get: function () {
  89602. return this._vignetteEnabled;
  89603. },
  89604. /**
  89605. * Sets wether the vignette effect is enabled.
  89606. */
  89607. set: function (value) {
  89608. if (this._vignetteEnabled === value) {
  89609. return;
  89610. }
  89611. this._vignetteEnabled = value;
  89612. this._updateParameters();
  89613. },
  89614. enumerable: true,
  89615. configurable: true
  89616. });
  89617. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  89618. /**
  89619. * Gets wether the image processing is applied through a post process or not.
  89620. */
  89621. get: function () {
  89622. return this._applyByPostProcess;
  89623. },
  89624. /**
  89625. * Sets wether the image processing is applied through a post process or not.
  89626. */
  89627. set: function (value) {
  89628. if (this._applyByPostProcess === value) {
  89629. return;
  89630. }
  89631. this._applyByPostProcess = value;
  89632. this._updateParameters();
  89633. },
  89634. enumerable: true,
  89635. configurable: true
  89636. });
  89637. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89638. /**
  89639. * Gets wether the image processing is enabled or not.
  89640. */
  89641. get: function () {
  89642. return this._isEnabled;
  89643. },
  89644. /**
  89645. * Sets wether the image processing is enabled or not.
  89646. */
  89647. set: function (value) {
  89648. if (this._isEnabled === value) {
  89649. return;
  89650. }
  89651. this._isEnabled = value;
  89652. this._updateParameters();
  89653. },
  89654. enumerable: true,
  89655. configurable: true
  89656. });
  89657. /**
  89658. * Method called each time the image processing information changes requires to recompile the effect.
  89659. */
  89660. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89661. this.onUpdateParameters.notifyObservers(this);
  89662. };
  89663. /**
  89664. * Gets the current class name.
  89665. * @return "ImageProcessingConfiguration"
  89666. */
  89667. ImageProcessingConfiguration.prototype.getClassName = function () {
  89668. return "ImageProcessingConfiguration";
  89669. };
  89670. /**
  89671. * Prepare the list of uniforms associated with the Image Processing effects.
  89672. * @param uniforms The list of uniforms used in the effect
  89673. * @param defines the list of defines currently in use
  89674. */
  89675. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89676. if (defines.EXPOSURE) {
  89677. uniforms.push("exposureLinear");
  89678. }
  89679. if (defines.CONTRAST) {
  89680. uniforms.push("contrast");
  89681. }
  89682. if (defines.COLORGRADING) {
  89683. uniforms.push("colorTransformSettings");
  89684. }
  89685. if (defines.VIGNETTE) {
  89686. uniforms.push("vInverseScreenSize");
  89687. uniforms.push("vignetteSettings1");
  89688. uniforms.push("vignetteSettings2");
  89689. }
  89690. if (defines.COLORCURVES) {
  89691. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  89692. }
  89693. };
  89694. /**
  89695. * Prepare the list of samplers associated with the Image Processing effects.
  89696. * @param samplersList The list of uniforms used in the effect
  89697. * @param defines the list of defines currently in use
  89698. */
  89699. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  89700. if (defines.COLORGRADING) {
  89701. samplersList.push("txColorTransform");
  89702. }
  89703. };
  89704. /**
  89705. * Prepare the list of defines associated to the shader.
  89706. * @param defines the list of defines to complete
  89707. * @param forPostProcess Define if we are currently in post process mode or not
  89708. */
  89709. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  89710. if (forPostProcess === void 0) { forPostProcess = false; }
  89711. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  89712. defines.VIGNETTE = false;
  89713. defines.TONEMAPPING = false;
  89714. defines.TONEMAPPING_ACES = false;
  89715. defines.CONTRAST = false;
  89716. defines.EXPOSURE = false;
  89717. defines.COLORCURVES = false;
  89718. defines.COLORGRADING = false;
  89719. defines.COLORGRADING3D = false;
  89720. defines.IMAGEPROCESSING = false;
  89721. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  89722. return;
  89723. }
  89724. defines.VIGNETTE = this.vignetteEnabled;
  89725. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  89726. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  89727. defines.TONEMAPPING = this.toneMappingEnabled;
  89728. switch (this._toneMappingType) {
  89729. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  89730. defines.TONEMAPPING_ACES = true;
  89731. break;
  89732. }
  89733. defines.CONTRAST = (this.contrast !== 1.0);
  89734. defines.EXPOSURE = (this.exposure !== 1.0);
  89735. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  89736. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  89737. if (defines.COLORGRADING) {
  89738. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  89739. }
  89740. else {
  89741. defines.COLORGRADING3D = false;
  89742. }
  89743. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  89744. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  89745. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  89746. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  89747. };
  89748. /**
  89749. * Returns true if all the image processing information are ready.
  89750. * @returns True if ready, otherwise, false
  89751. */
  89752. ImageProcessingConfiguration.prototype.isReady = function () {
  89753. // Color Grading texure can not be none blocking.
  89754. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  89755. };
  89756. /**
  89757. * Binds the image processing to the shader.
  89758. * @param effect The effect to bind to
  89759. * @param aspectRatio Define the current aspect ratio of the effect
  89760. */
  89761. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  89762. if (aspectRatio === void 0) { aspectRatio = 1; }
  89763. // Color Curves
  89764. if (this._colorCurvesEnabled && this.colorCurves) {
  89765. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  89766. }
  89767. // Vignette
  89768. if (this._vignetteEnabled) {
  89769. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  89770. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  89771. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  89772. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  89773. var vignetteScaleX = vignetteScaleY * aspectRatio;
  89774. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  89775. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  89776. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  89777. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  89778. var vignettePower = -2.0 * this.vignetteWeight;
  89779. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  89780. }
  89781. // Exposure
  89782. effect.setFloat("exposureLinear", this.exposure);
  89783. // Contrast
  89784. effect.setFloat("contrast", this.contrast);
  89785. // Color transform settings
  89786. if (this.colorGradingTexture) {
  89787. effect.setTexture("txColorTransform", this.colorGradingTexture);
  89788. var textureSize = this.colorGradingTexture.getSize().height;
  89789. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  89790. 0.5 / textureSize, // textureOffset
  89791. textureSize, // textureSize
  89792. this.colorGradingTexture.level // weight
  89793. );
  89794. }
  89795. };
  89796. /**
  89797. * Clones the current image processing instance.
  89798. * @return The cloned image processing
  89799. */
  89800. ImageProcessingConfiguration.prototype.clone = function () {
  89801. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  89802. };
  89803. /**
  89804. * Serializes the current image processing instance to a json representation.
  89805. * @return a JSON representation
  89806. */
  89807. ImageProcessingConfiguration.prototype.serialize = function () {
  89808. return BABYLON.SerializationHelper.Serialize(this);
  89809. };
  89810. /**
  89811. * Parses the image processing from a json representation.
  89812. * @param source the JSON source to parse
  89813. * @return The parsed image processing
  89814. */
  89815. ImageProcessingConfiguration.Parse = function (source) {
  89816. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  89817. };
  89818. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  89819. /**
  89820. * Used to apply the vignette as a mix with the pixel color.
  89821. */
  89822. get: function () {
  89823. return this._VIGNETTEMODE_MULTIPLY;
  89824. },
  89825. enumerable: true,
  89826. configurable: true
  89827. });
  89828. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  89829. /**
  89830. * Used to apply the vignette as a replacement of the pixel color.
  89831. */
  89832. get: function () {
  89833. return this._VIGNETTEMODE_OPAQUE;
  89834. },
  89835. enumerable: true,
  89836. configurable: true
  89837. });
  89838. /**
  89839. * Default tone mapping applied in BabylonJS.
  89840. */
  89841. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  89842. /**
  89843. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  89844. * to other engines rendering to increase portability.
  89845. */
  89846. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  89847. // Static constants associated to the image processing.
  89848. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  89849. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  89850. __decorate([
  89851. BABYLON.serializeAsColorCurves()
  89852. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  89853. __decorate([
  89854. BABYLON.serialize()
  89855. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  89856. __decorate([
  89857. BABYLON.serializeAsTexture("colorGradingTexture")
  89858. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  89859. __decorate([
  89860. BABYLON.serialize()
  89861. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  89862. __decorate([
  89863. BABYLON.serialize()
  89864. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  89865. __decorate([
  89866. BABYLON.serialize()
  89867. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  89868. __decorate([
  89869. BABYLON.serialize()
  89870. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  89871. __decorate([
  89872. BABYLON.serialize()
  89873. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  89874. __decorate([
  89875. BABYLON.serialize()
  89876. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  89877. __decorate([
  89878. BABYLON.serialize()
  89879. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  89880. __decorate([
  89881. BABYLON.serialize()
  89882. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  89883. __decorate([
  89884. BABYLON.serialize()
  89885. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  89886. __decorate([
  89887. BABYLON.serialize()
  89888. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  89889. __decorate([
  89890. BABYLON.serialize()
  89891. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  89892. __decorate([
  89893. BABYLON.serializeAsColor4()
  89894. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  89895. __decorate([
  89896. BABYLON.serialize()
  89897. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  89898. __decorate([
  89899. BABYLON.serialize()
  89900. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  89901. __decorate([
  89902. BABYLON.serialize()
  89903. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  89904. __decorate([
  89905. BABYLON.serialize()
  89906. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  89907. __decorate([
  89908. BABYLON.serialize()
  89909. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  89910. return ImageProcessingConfiguration;
  89911. }());
  89912. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  89913. })(BABYLON || (BABYLON = {}));
  89914. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  89915. var BABYLON;
  89916. (function (BABYLON) {
  89917. /**
  89918. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  89919. * It can help converting any input color in a desired output one. This can then be used to create effects
  89920. * from sepia, black and white to sixties or futuristic rendering...
  89921. *
  89922. * The only supported format is currently 3dl.
  89923. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  89924. */
  89925. var ColorGradingTexture = /** @class */ (function (_super) {
  89926. __extends(ColorGradingTexture, _super);
  89927. /**
  89928. * Instantiates a ColorGradingTexture from the following parameters.
  89929. *
  89930. * @param url The location of the color gradind data (currently only supporting 3dl)
  89931. * @param scene The scene the texture will be used in
  89932. */
  89933. function ColorGradingTexture(url, scene) {
  89934. var _this = _super.call(this, scene) || this;
  89935. if (!url) {
  89936. return _this;
  89937. }
  89938. _this._engine = scene.getEngine();
  89939. _this._textureMatrix = BABYLON.Matrix.Identity();
  89940. _this.name = url;
  89941. _this.url = url;
  89942. _this.hasAlpha = false;
  89943. _this.isCube = false;
  89944. _this.is3D = _this._engine.webGLVersion > 1;
  89945. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89946. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89947. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89948. _this.anisotropicFilteringLevel = 1;
  89949. _this._texture = _this._getFromCache(url, true);
  89950. if (!_this._texture) {
  89951. if (!scene.useDelayedTextureLoading) {
  89952. _this.loadTexture();
  89953. }
  89954. else {
  89955. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  89956. }
  89957. }
  89958. return _this;
  89959. }
  89960. /**
  89961. * Returns the texture matrix used in most of the material.
  89962. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  89963. */
  89964. ColorGradingTexture.prototype.getTextureMatrix = function () {
  89965. return this._textureMatrix;
  89966. };
  89967. /**
  89968. * Occurs when the file being loaded is a .3dl LUT file.
  89969. */
  89970. ColorGradingTexture.prototype.load3dlTexture = function () {
  89971. var engine = this._engine;
  89972. var texture;
  89973. if (engine.webGLVersion === 1) {
  89974. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89975. }
  89976. else {
  89977. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89978. }
  89979. this._texture = texture;
  89980. var callback = function (text) {
  89981. if (typeof text !== "string") {
  89982. return;
  89983. }
  89984. var data = null;
  89985. var tempData = null;
  89986. var line;
  89987. var lines = text.split('\n');
  89988. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  89989. var maxColor = 0;
  89990. for (var i = 0; i < lines.length; i++) {
  89991. line = lines[i];
  89992. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  89993. continue;
  89994. }
  89995. if (line.indexOf('#') === 0) {
  89996. continue;
  89997. }
  89998. var words = line.split(" ");
  89999. if (size === 0) {
  90000. // Number of space + one
  90001. size = words.length;
  90002. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  90003. tempData = new Float32Array(size * size * size * 4);
  90004. continue;
  90005. }
  90006. if (size != 0) {
  90007. var r = Math.max(parseInt(words[0]), 0);
  90008. var g = Math.max(parseInt(words[1]), 0);
  90009. var b = Math.max(parseInt(words[2]), 0);
  90010. maxColor = Math.max(r, maxColor);
  90011. maxColor = Math.max(g, maxColor);
  90012. maxColor = Math.max(b, maxColor);
  90013. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  90014. if (tempData) {
  90015. tempData[pixelStorageIndex + 0] = r;
  90016. tempData[pixelStorageIndex + 1] = g;
  90017. tempData[pixelStorageIndex + 2] = b;
  90018. }
  90019. // Keep for reference in case of back compat problems.
  90020. // pixelIndexSlice++;
  90021. // if (pixelIndexSlice % size == 0) {
  90022. // pixelIndexH++;
  90023. // pixelIndexSlice = 0;
  90024. // if (pixelIndexH % size == 0) {
  90025. // pixelIndexW++;
  90026. // pixelIndexH = 0;
  90027. // }
  90028. // }
  90029. pixelIndexH++;
  90030. if (pixelIndexH % size == 0) {
  90031. pixelIndexSlice++;
  90032. pixelIndexH = 0;
  90033. if (pixelIndexSlice % size == 0) {
  90034. pixelIndexW++;
  90035. pixelIndexSlice = 0;
  90036. }
  90037. }
  90038. }
  90039. }
  90040. if (tempData && data) {
  90041. for (var i = 0; i < tempData.length; i++) {
  90042. if (i > 0 && (i + 1) % 4 === 0) {
  90043. data[i] = 255;
  90044. }
  90045. else {
  90046. var value = tempData[i];
  90047. data[i] = (value / maxColor * 255);
  90048. }
  90049. }
  90050. }
  90051. if (texture.is3D) {
  90052. texture.updateSize(size, size, size);
  90053. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90054. }
  90055. else {
  90056. texture.updateSize(size * size, size);
  90057. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90058. }
  90059. };
  90060. var scene = this.getScene();
  90061. if (scene) {
  90062. scene._loadFile(this.url, callback);
  90063. }
  90064. else {
  90065. this._engine._loadFile(this.url, callback);
  90066. }
  90067. return this._texture;
  90068. };
  90069. /**
  90070. * Starts the loading process of the texture.
  90071. */
  90072. ColorGradingTexture.prototype.loadTexture = function () {
  90073. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  90074. this.load3dlTexture();
  90075. }
  90076. };
  90077. /**
  90078. * Clones the color gradind texture.
  90079. */
  90080. ColorGradingTexture.prototype.clone = function () {
  90081. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  90082. // Base texture
  90083. newTexture.level = this.level;
  90084. return newTexture;
  90085. };
  90086. /**
  90087. * Called during delayed load for textures.
  90088. */
  90089. ColorGradingTexture.prototype.delayLoad = function () {
  90090. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  90091. return;
  90092. }
  90093. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  90094. this._texture = this._getFromCache(this.url, true);
  90095. if (!this._texture) {
  90096. this.loadTexture();
  90097. }
  90098. };
  90099. /**
  90100. * Parses a color grading texture serialized by Babylon.
  90101. * @param parsedTexture The texture information being parsedTexture
  90102. * @param scene The scene to load the texture in
  90103. * @param rootUrl The root url of the data assets to load
  90104. * @return A color gradind texture
  90105. */
  90106. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  90107. var texture = null;
  90108. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  90109. texture = new ColorGradingTexture(parsedTexture.name, scene);
  90110. texture.name = parsedTexture.name;
  90111. texture.level = parsedTexture.level;
  90112. }
  90113. return texture;
  90114. };
  90115. /**
  90116. * Serializes the LUT texture to json format.
  90117. */
  90118. ColorGradingTexture.prototype.serialize = function () {
  90119. if (!this.name) {
  90120. return null;
  90121. }
  90122. var serializationObject = {};
  90123. serializationObject.name = this.name;
  90124. serializationObject.level = this.level;
  90125. serializationObject.customType = "BABYLON.ColorGradingTexture";
  90126. return serializationObject;
  90127. };
  90128. /**
  90129. * Empty line regex stored for GC.
  90130. */
  90131. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  90132. return ColorGradingTexture;
  90133. }(BABYLON.BaseTexture));
  90134. BABYLON.ColorGradingTexture = ColorGradingTexture;
  90135. })(BABYLON || (BABYLON = {}));
  90136. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  90137. var BABYLON;
  90138. (function (BABYLON) {
  90139. /**
  90140. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  90141. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  90142. * 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;
  90143. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  90144. */
  90145. var ColorCurves = /** @class */ (function () {
  90146. function ColorCurves() {
  90147. this._dirty = true;
  90148. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  90149. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  90150. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90151. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  90152. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90153. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  90154. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  90155. this._globalHue = 30;
  90156. this._globalDensity = 0;
  90157. this._globalSaturation = 0;
  90158. this._globalExposure = 0;
  90159. this._highlightsHue = 30;
  90160. this._highlightsDensity = 0;
  90161. this._highlightsSaturation = 0;
  90162. this._highlightsExposure = 0;
  90163. this._midtonesHue = 30;
  90164. this._midtonesDensity = 0;
  90165. this._midtonesSaturation = 0;
  90166. this._midtonesExposure = 0;
  90167. this._shadowsHue = 30;
  90168. this._shadowsDensity = 0;
  90169. this._shadowsSaturation = 0;
  90170. this._shadowsExposure = 0;
  90171. }
  90172. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  90173. /**
  90174. * Gets the global Hue value.
  90175. * 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).
  90176. */
  90177. get: function () {
  90178. return this._globalHue;
  90179. },
  90180. /**
  90181. * Sets the global Hue value.
  90182. * 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).
  90183. */
  90184. set: function (value) {
  90185. this._globalHue = value;
  90186. this._dirty = true;
  90187. },
  90188. enumerable: true,
  90189. configurable: true
  90190. });
  90191. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  90192. /**
  90193. * Gets the global Density value.
  90194. * 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.
  90195. * Values less than zero provide a filter of opposite hue.
  90196. */
  90197. get: function () {
  90198. return this._globalDensity;
  90199. },
  90200. /**
  90201. * Sets the global Density value.
  90202. * 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.
  90203. * Values less than zero provide a filter of opposite hue.
  90204. */
  90205. set: function (value) {
  90206. this._globalDensity = value;
  90207. this._dirty = true;
  90208. },
  90209. enumerable: true,
  90210. configurable: true
  90211. });
  90212. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  90213. /**
  90214. * Gets the global Saturation value.
  90215. * 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.
  90216. */
  90217. get: function () {
  90218. return this._globalSaturation;
  90219. },
  90220. /**
  90221. * Sets the global Saturation value.
  90222. * 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.
  90223. */
  90224. set: function (value) {
  90225. this._globalSaturation = value;
  90226. this._dirty = true;
  90227. },
  90228. enumerable: true,
  90229. configurable: true
  90230. });
  90231. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  90232. /**
  90233. * Gets the global Exposure value.
  90234. * 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.
  90235. */
  90236. get: function () {
  90237. return this._globalExposure;
  90238. },
  90239. /**
  90240. * Sets the global Exposure value.
  90241. * 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.
  90242. */
  90243. set: function (value) {
  90244. this._globalExposure = value;
  90245. this._dirty = true;
  90246. },
  90247. enumerable: true,
  90248. configurable: true
  90249. });
  90250. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  90251. /**
  90252. * Gets the highlights Hue value.
  90253. * 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).
  90254. */
  90255. get: function () {
  90256. return this._highlightsHue;
  90257. },
  90258. /**
  90259. * Sets the highlights Hue value.
  90260. * 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).
  90261. */
  90262. set: function (value) {
  90263. this._highlightsHue = value;
  90264. this._dirty = true;
  90265. },
  90266. enumerable: true,
  90267. configurable: true
  90268. });
  90269. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  90270. /**
  90271. * Gets the highlights Density value.
  90272. * 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.
  90273. * Values less than zero provide a filter of opposite hue.
  90274. */
  90275. get: function () {
  90276. return this._highlightsDensity;
  90277. },
  90278. /**
  90279. * Sets the highlights Density value.
  90280. * 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.
  90281. * Values less than zero provide a filter of opposite hue.
  90282. */
  90283. set: function (value) {
  90284. this._highlightsDensity = value;
  90285. this._dirty = true;
  90286. },
  90287. enumerable: true,
  90288. configurable: true
  90289. });
  90290. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  90291. /**
  90292. * Gets the highlights Saturation value.
  90293. * 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.
  90294. */
  90295. get: function () {
  90296. return this._highlightsSaturation;
  90297. },
  90298. /**
  90299. * Sets the highlights Saturation value.
  90300. * 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.
  90301. */
  90302. set: function (value) {
  90303. this._highlightsSaturation = value;
  90304. this._dirty = true;
  90305. },
  90306. enumerable: true,
  90307. configurable: true
  90308. });
  90309. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  90310. /**
  90311. * Gets the highlights Exposure value.
  90312. * 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.
  90313. */
  90314. get: function () {
  90315. return this._highlightsExposure;
  90316. },
  90317. /**
  90318. * Sets the highlights Exposure value.
  90319. * 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.
  90320. */
  90321. set: function (value) {
  90322. this._highlightsExposure = value;
  90323. this._dirty = true;
  90324. },
  90325. enumerable: true,
  90326. configurable: true
  90327. });
  90328. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  90329. /**
  90330. * Gets the midtones Hue value.
  90331. * 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).
  90332. */
  90333. get: function () {
  90334. return this._midtonesHue;
  90335. },
  90336. /**
  90337. * Sets the midtones Hue value.
  90338. * 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).
  90339. */
  90340. set: function (value) {
  90341. this._midtonesHue = value;
  90342. this._dirty = true;
  90343. },
  90344. enumerable: true,
  90345. configurable: true
  90346. });
  90347. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  90348. /**
  90349. * Gets the midtones Density value.
  90350. * 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.
  90351. * Values less than zero provide a filter of opposite hue.
  90352. */
  90353. get: function () {
  90354. return this._midtonesDensity;
  90355. },
  90356. /**
  90357. * Sets the midtones Density value.
  90358. * 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.
  90359. * Values less than zero provide a filter of opposite hue.
  90360. */
  90361. set: function (value) {
  90362. this._midtonesDensity = value;
  90363. this._dirty = true;
  90364. },
  90365. enumerable: true,
  90366. configurable: true
  90367. });
  90368. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  90369. /**
  90370. * Gets the midtones Saturation value.
  90371. * 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.
  90372. */
  90373. get: function () {
  90374. return this._midtonesSaturation;
  90375. },
  90376. /**
  90377. * Sets the midtones Saturation value.
  90378. * 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.
  90379. */
  90380. set: function (value) {
  90381. this._midtonesSaturation = value;
  90382. this._dirty = true;
  90383. },
  90384. enumerable: true,
  90385. configurable: true
  90386. });
  90387. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90388. /**
  90389. * Gets the midtones Exposure value.
  90390. * 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.
  90391. */
  90392. get: function () {
  90393. return this._midtonesExposure;
  90394. },
  90395. /**
  90396. * Sets the midtones Exposure value.
  90397. * 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.
  90398. */
  90399. set: function (value) {
  90400. this._midtonesExposure = value;
  90401. this._dirty = true;
  90402. },
  90403. enumerable: true,
  90404. configurable: true
  90405. });
  90406. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90407. /**
  90408. * Gets the shadows Hue value.
  90409. * 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).
  90410. */
  90411. get: function () {
  90412. return this._shadowsHue;
  90413. },
  90414. /**
  90415. * Sets the shadows Hue value.
  90416. * 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).
  90417. */
  90418. set: function (value) {
  90419. this._shadowsHue = value;
  90420. this._dirty = true;
  90421. },
  90422. enumerable: true,
  90423. configurable: true
  90424. });
  90425. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90426. /**
  90427. * Gets the shadows Density value.
  90428. * 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.
  90429. * Values less than zero provide a filter of opposite hue.
  90430. */
  90431. get: function () {
  90432. return this._shadowsDensity;
  90433. },
  90434. /**
  90435. * Sets the shadows Density value.
  90436. * 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.
  90437. * Values less than zero provide a filter of opposite hue.
  90438. */
  90439. set: function (value) {
  90440. this._shadowsDensity = value;
  90441. this._dirty = true;
  90442. },
  90443. enumerable: true,
  90444. configurable: true
  90445. });
  90446. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90447. /**
  90448. * Gets the shadows Saturation 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 saturation and negative values decrease saturation.
  90450. */
  90451. get: function () {
  90452. return this._shadowsSaturation;
  90453. },
  90454. /**
  90455. * Sets the shadows Saturation 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 saturation and negative values decrease saturation.
  90457. */
  90458. set: function (value) {
  90459. this._shadowsSaturation = value;
  90460. this._dirty = true;
  90461. },
  90462. enumerable: true,
  90463. configurable: true
  90464. });
  90465. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90466. /**
  90467. * Gets the shadows Exposure value.
  90468. * 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.
  90469. */
  90470. get: function () {
  90471. return this._shadowsExposure;
  90472. },
  90473. /**
  90474. * Sets the shadows Exposure value.
  90475. * 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.
  90476. */
  90477. set: function (value) {
  90478. this._shadowsExposure = value;
  90479. this._dirty = true;
  90480. },
  90481. enumerable: true,
  90482. configurable: true
  90483. });
  90484. /**
  90485. * Returns the class name
  90486. * @returns The class name
  90487. */
  90488. ColorCurves.prototype.getClassName = function () {
  90489. return "ColorCurves";
  90490. };
  90491. /**
  90492. * Binds the color curves to the shader.
  90493. * @param colorCurves The color curve to bind
  90494. * @param effect The effect to bind to
  90495. * @param positiveUniform The positive uniform shader parameter
  90496. * @param neutralUniform The neutral uniform shader parameter
  90497. * @param negativeUniform The negative uniform shader parameter
  90498. */
  90499. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90500. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90501. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90502. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90503. if (colorCurves._dirty) {
  90504. colorCurves._dirty = false;
  90505. // Fill in global info.
  90506. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90507. // Compute highlights info.
  90508. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90509. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90510. // Compute midtones info.
  90511. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90512. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90513. // Compute shadows info.
  90514. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90515. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90516. // Compute deltas (neutral is midtones).
  90517. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90518. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90519. }
  90520. if (effect) {
  90521. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90522. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90523. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90524. }
  90525. };
  90526. /**
  90527. * Prepare the list of uniforms associated with the ColorCurves effects.
  90528. * @param uniformsList The list of uniforms used in the effect
  90529. */
  90530. ColorCurves.PrepareUniforms = function (uniformsList) {
  90531. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90532. };
  90533. /**
  90534. * Returns color grading data based on a hue, density, saturation and exposure value.
  90535. * @param filterHue The hue of the color filter.
  90536. * @param filterDensity The density of the color filter.
  90537. * @param saturation The saturation.
  90538. * @param exposure The exposure.
  90539. * @param result The result data container.
  90540. */
  90541. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90542. if (hue == null) {
  90543. return;
  90544. }
  90545. hue = ColorCurves.clamp(hue, 0, 360);
  90546. density = ColorCurves.clamp(density, -100, 100);
  90547. saturation = ColorCurves.clamp(saturation, -100, 100);
  90548. exposure = ColorCurves.clamp(exposure, -100, 100);
  90549. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90550. // so that the maximum filter density is only 50% control. This provides fine control
  90551. // for small values and reasonable range.
  90552. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90553. density *= 0.5;
  90554. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90555. if (density < 0) {
  90556. density *= -1;
  90557. hue = (hue + 180) % 360;
  90558. }
  90559. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90560. result.scaleToRef(2, result);
  90561. result.a = 1 + 0.01 * saturation;
  90562. };
  90563. /**
  90564. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90565. * @param value The input slider value in range [-100,100].
  90566. * @returns Adjusted value.
  90567. */
  90568. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90569. value /= 100;
  90570. var x = Math.abs(value);
  90571. x = Math.pow(x, 2);
  90572. if (value < 0) {
  90573. x *= -1;
  90574. }
  90575. x *= 100;
  90576. return x;
  90577. };
  90578. /**
  90579. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90580. * @param hue The hue (H) input.
  90581. * @param saturation The saturation (S) input.
  90582. * @param brightness The brightness (B) input.
  90583. * @result An RGBA color represented as Vector4.
  90584. */
  90585. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90586. var h = ColorCurves.clamp(hue, 0, 360);
  90587. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90588. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90589. if (s === 0) {
  90590. result.r = v;
  90591. result.g = v;
  90592. result.b = v;
  90593. }
  90594. else {
  90595. // sector 0 to 5
  90596. h /= 60;
  90597. var i = Math.floor(h);
  90598. // fractional part of h
  90599. var f = h - i;
  90600. var p = v * (1 - s);
  90601. var q = v * (1 - s * f);
  90602. var t = v * (1 - s * (1 - f));
  90603. switch (i) {
  90604. case 0:
  90605. result.r = v;
  90606. result.g = t;
  90607. result.b = p;
  90608. break;
  90609. case 1:
  90610. result.r = q;
  90611. result.g = v;
  90612. result.b = p;
  90613. break;
  90614. case 2:
  90615. result.r = p;
  90616. result.g = v;
  90617. result.b = t;
  90618. break;
  90619. case 3:
  90620. result.r = p;
  90621. result.g = q;
  90622. result.b = v;
  90623. break;
  90624. case 4:
  90625. result.r = t;
  90626. result.g = p;
  90627. result.b = v;
  90628. break;
  90629. default: // case 5:
  90630. result.r = v;
  90631. result.g = p;
  90632. result.b = q;
  90633. break;
  90634. }
  90635. }
  90636. result.a = 1;
  90637. };
  90638. /**
  90639. * Returns a value clamped between min and max
  90640. * @param value The value to clamp
  90641. * @param min The minimum of value
  90642. * @param max The maximum of value
  90643. * @returns The clamped value.
  90644. */
  90645. ColorCurves.clamp = function (value, min, max) {
  90646. return Math.min(Math.max(value, min), max);
  90647. };
  90648. /**
  90649. * Clones the current color curve instance.
  90650. * @return The cloned curves
  90651. */
  90652. ColorCurves.prototype.clone = function () {
  90653. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90654. };
  90655. /**
  90656. * Serializes the current color curve instance to a json representation.
  90657. * @return a JSON representation
  90658. */
  90659. ColorCurves.prototype.serialize = function () {
  90660. return BABYLON.SerializationHelper.Serialize(this);
  90661. };
  90662. /**
  90663. * Parses the color curve from a json representation.
  90664. * @param source the JSON source to parse
  90665. * @return The parsed curves
  90666. */
  90667. ColorCurves.Parse = function (source) {
  90668. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90669. };
  90670. __decorate([
  90671. BABYLON.serialize()
  90672. ], ColorCurves.prototype, "_globalHue", void 0);
  90673. __decorate([
  90674. BABYLON.serialize()
  90675. ], ColorCurves.prototype, "_globalDensity", void 0);
  90676. __decorate([
  90677. BABYLON.serialize()
  90678. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90679. __decorate([
  90680. BABYLON.serialize()
  90681. ], ColorCurves.prototype, "_globalExposure", void 0);
  90682. __decorate([
  90683. BABYLON.serialize()
  90684. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90685. __decorate([
  90686. BABYLON.serialize()
  90687. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  90688. __decorate([
  90689. BABYLON.serialize()
  90690. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  90691. __decorate([
  90692. BABYLON.serialize()
  90693. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  90694. __decorate([
  90695. BABYLON.serialize()
  90696. ], ColorCurves.prototype, "_midtonesHue", void 0);
  90697. __decorate([
  90698. BABYLON.serialize()
  90699. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  90700. __decorate([
  90701. BABYLON.serialize()
  90702. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  90703. __decorate([
  90704. BABYLON.serialize()
  90705. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  90706. return ColorCurves;
  90707. }());
  90708. BABYLON.ColorCurves = ColorCurves;
  90709. })(BABYLON || (BABYLON = {}));
  90710. //# sourceMappingURL=babylon.colorCurves.js.map
  90711. var BABYLON;
  90712. (function (BABYLON) {
  90713. /**
  90714. * Post process which applies a refractin texture
  90715. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90716. */
  90717. var RefractionPostProcess = /** @class */ (function (_super) {
  90718. __extends(RefractionPostProcess, _super);
  90719. /**
  90720. * Initializes the RefractionPostProcess
  90721. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90722. * @param name The name of the effect.
  90723. * @param refractionTextureUrl Url of the refraction texture to use
  90724. * @param color the base color of the refraction (used to taint the rendering)
  90725. * @param depth simulated refraction depth
  90726. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  90727. * @param camera The camera to apply the render pass to.
  90728. * @param options The required width/height ratio to downsize to before computing the render pass.
  90729. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90730. * @param engine The engine which the post process will be applied. (default: current engine)
  90731. * @param reusable If the post process can be reused on the same frame. (default: false)
  90732. */
  90733. function RefractionPostProcess(name, refractionTextureUrl,
  90734. /** the base color of the refraction (used to taint the rendering) */
  90735. color,
  90736. /** simulated refraction depth */
  90737. depth,
  90738. /** the coefficient of the base color (0 to remove base color tainting) */
  90739. colorLevel, options, camera, samplingMode, engine, reusable) {
  90740. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  90741. _this.color = color;
  90742. _this.depth = depth;
  90743. _this.colorLevel = colorLevel;
  90744. _this._ownRefractionTexture = true;
  90745. _this.onActivateObservable.add(function (cam) {
  90746. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  90747. });
  90748. _this.onApplyObservable.add(function (effect) {
  90749. effect.setColor3("baseColor", _this.color);
  90750. effect.setFloat("depth", _this.depth);
  90751. effect.setFloat("colorLevel", _this.colorLevel);
  90752. effect.setTexture("refractionSampler", _this._refTexture);
  90753. });
  90754. return _this;
  90755. }
  90756. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  90757. /**
  90758. * Gets or sets the refraction texture
  90759. * Please note that you are responsible for disposing the texture if you set it manually
  90760. */
  90761. get: function () {
  90762. return this._refTexture;
  90763. },
  90764. set: function (value) {
  90765. if (this._refTexture && this._ownRefractionTexture) {
  90766. this._refTexture.dispose();
  90767. }
  90768. this._refTexture = value;
  90769. this._ownRefractionTexture = false;
  90770. },
  90771. enumerable: true,
  90772. configurable: true
  90773. });
  90774. // Methods
  90775. /**
  90776. * Disposes of the post process
  90777. * @param camera Camera to dispose post process on
  90778. */
  90779. RefractionPostProcess.prototype.dispose = function (camera) {
  90780. if (this._refTexture && this._ownRefractionTexture) {
  90781. this._refTexture.dispose();
  90782. this._refTexture = null;
  90783. }
  90784. _super.prototype.dispose.call(this, camera);
  90785. };
  90786. return RefractionPostProcess;
  90787. }(BABYLON.PostProcess));
  90788. BABYLON.RefractionPostProcess = RefractionPostProcess;
  90789. })(BABYLON || (BABYLON = {}));
  90790. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  90791. var BABYLON;
  90792. (function (BABYLON) {
  90793. /**
  90794. * Post process used to render in black and white
  90795. */
  90796. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  90797. __extends(BlackAndWhitePostProcess, _super);
  90798. /**
  90799. * Creates a black and white post process
  90800. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  90801. * @param name The name of the effect.
  90802. * @param options The required width/height ratio to downsize to before computing the render pass.
  90803. * @param camera The camera to apply the render pass to.
  90804. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90805. * @param engine The engine which the post process will be applied. (default: current engine)
  90806. * @param reusable If the post process can be reused on the same frame. (default: false)
  90807. */
  90808. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  90809. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  90810. /**
  90811. * Linear about to convert he result to black and white (default: 1)
  90812. */
  90813. _this.degree = 1;
  90814. _this.onApplyObservable.add(function (effect) {
  90815. effect.setFloat("degree", _this.degree);
  90816. });
  90817. return _this;
  90818. }
  90819. return BlackAndWhitePostProcess;
  90820. }(BABYLON.PostProcess));
  90821. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  90822. })(BABYLON || (BABYLON = {}));
  90823. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  90824. var BABYLON;
  90825. (function (BABYLON) {
  90826. /**
  90827. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  90828. * input texture to perform effects such as edge detection or sharpening
  90829. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  90830. */
  90831. var ConvolutionPostProcess = /** @class */ (function (_super) {
  90832. __extends(ConvolutionPostProcess, _super);
  90833. /**
  90834. * Creates a new instance ConvolutionPostProcess
  90835. * @param name The name of the effect.
  90836. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  90837. * @param options The required width/height ratio to downsize to before computing the render pass.
  90838. * @param camera The camera to apply the render pass to.
  90839. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90840. * @param engine The engine which the post process will be applied. (default: current engine)
  90841. * @param reusable If the post process can be reused on the same frame. (default: false)
  90842. * @param textureType Type of textures used when performing the post process. (default: 0)
  90843. */
  90844. function ConvolutionPostProcess(name,
  90845. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  90846. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  90847. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90848. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90849. _this.kernel = kernel;
  90850. _this.onApply = function (effect) {
  90851. effect.setFloat2("screenSize", _this.width, _this.height);
  90852. effect.setArray("kernel", _this.kernel);
  90853. };
  90854. return _this;
  90855. }
  90856. // Statics
  90857. /**
  90858. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90859. */
  90860. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  90861. /**
  90862. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90863. */
  90864. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  90865. /**
  90866. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90867. */
  90868. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  90869. /**
  90870. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90871. */
  90872. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  90873. /**
  90874. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90875. */
  90876. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  90877. /**
  90878. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90879. */
  90880. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  90881. return ConvolutionPostProcess;
  90882. }(BABYLON.PostProcess));
  90883. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  90884. })(BABYLON || (BABYLON = {}));
  90885. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  90886. var BABYLON;
  90887. (function (BABYLON) {
  90888. /**
  90889. * Applies a kernel filter to the image
  90890. */
  90891. var FilterPostProcess = /** @class */ (function (_super) {
  90892. __extends(FilterPostProcess, _super);
  90893. /**
  90894. *
  90895. * @param name The name of the effect.
  90896. * @param kernelMatrix The matrix to be applied to the image
  90897. * @param options The required width/height ratio to downsize to before computing the render pass.
  90898. * @param camera The camera to apply the render pass to.
  90899. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90900. * @param engine The engine which the post process will be applied. (default: current engine)
  90901. * @param reusable If the post process can be reused on the same frame. (default: false)
  90902. */
  90903. function FilterPostProcess(name,
  90904. /** The matrix to be applied to the image */
  90905. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  90906. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  90907. _this.kernelMatrix = kernelMatrix;
  90908. _this.onApply = function (effect) {
  90909. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  90910. };
  90911. return _this;
  90912. }
  90913. return FilterPostProcess;
  90914. }(BABYLON.PostProcess));
  90915. BABYLON.FilterPostProcess = FilterPostProcess;
  90916. })(BABYLON || (BABYLON = {}));
  90917. //# sourceMappingURL=babylon.filterPostProcess.js.map
  90918. var BABYLON;
  90919. (function (BABYLON) {
  90920. /**
  90921. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  90922. */
  90923. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  90924. __extends(VolumetricLightScatteringPostProcess, _super);
  90925. /**
  90926. * @constructor
  90927. * @param name The post-process name
  90928. * @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)
  90929. * @param camera The camera that the post-process will be attached to
  90930. * @param mesh The mesh used to create the light scattering
  90931. * @param samples The post-process quality, default 100
  90932. * @param samplingModeThe post-process filtering mode
  90933. * @param engine The babylon engine
  90934. * @param reusable If the post-process is reusable
  90935. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  90936. */
  90937. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  90938. if (samples === void 0) { samples = 100; }
  90939. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90940. 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;
  90941. _this._screenCoordinates = BABYLON.Vector2.Zero();
  90942. /**
  90943. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  90944. */
  90945. _this.customMeshPosition = BABYLON.Vector3.Zero();
  90946. /**
  90947. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  90948. */
  90949. _this.useCustomMeshPosition = false;
  90950. /**
  90951. * If the post-process should inverse the light scattering direction
  90952. */
  90953. _this.invert = true;
  90954. /**
  90955. * Array containing the excluded meshes not rendered in the internal pass
  90956. */
  90957. _this.excludedMeshes = new Array();
  90958. /**
  90959. * Controls the overall intensity of the post-process
  90960. */
  90961. _this.exposure = 0.3;
  90962. /**
  90963. * Dissipates each sample's contribution in range [0, 1]
  90964. */
  90965. _this.decay = 0.96815;
  90966. /**
  90967. * Controls the overall intensity of each sample
  90968. */
  90969. _this.weight = 0.58767;
  90970. /**
  90971. * Controls the density of each sample
  90972. */
  90973. _this.density = 0.926;
  90974. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  90975. engine = scene.getEngine();
  90976. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  90977. // Configure mesh
  90978. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  90979. // Configure
  90980. _this._createPass(scene, ratio.passRatio || ratio);
  90981. _this.onActivate = function (camera) {
  90982. if (!_this.isSupported) {
  90983. _this.dispose(camera);
  90984. }
  90985. _this.onActivate = null;
  90986. };
  90987. _this.onApplyObservable.add(function (effect) {
  90988. _this._updateMeshScreenCoordinates(scene);
  90989. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  90990. effect.setFloat("exposure", _this.exposure);
  90991. effect.setFloat("decay", _this.decay);
  90992. effect.setFloat("weight", _this.weight);
  90993. effect.setFloat("density", _this.density);
  90994. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  90995. });
  90996. return _this;
  90997. }
  90998. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  90999. /**
  91000. * @hidden
  91001. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  91002. */
  91003. get: function () {
  91004. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91005. return false;
  91006. },
  91007. set: function (useDiffuseColor) {
  91008. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91009. },
  91010. enumerable: true,
  91011. configurable: true
  91012. });
  91013. /**
  91014. * Returns the string "VolumetricLightScatteringPostProcess"
  91015. * @returns "VolumetricLightScatteringPostProcess"
  91016. */
  91017. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  91018. return "VolumetricLightScatteringPostProcess";
  91019. };
  91020. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  91021. var mesh = subMesh.getMesh();
  91022. // Render this.mesh as default
  91023. if (mesh === this.mesh && mesh.material) {
  91024. return mesh.material.isReady(mesh);
  91025. }
  91026. var defines = [];
  91027. var attribs = [BABYLON.VertexBuffer.PositionKind];
  91028. var material = subMesh.getMaterial();
  91029. // Alpha test
  91030. if (material) {
  91031. if (material.needAlphaTesting()) {
  91032. defines.push("#define ALPHATEST");
  91033. }
  91034. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  91035. attribs.push(BABYLON.VertexBuffer.UVKind);
  91036. defines.push("#define UV1");
  91037. }
  91038. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  91039. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  91040. defines.push("#define UV2");
  91041. }
  91042. }
  91043. // Bones
  91044. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  91045. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  91046. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  91047. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  91048. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  91049. }
  91050. else {
  91051. defines.push("#define NUM_BONE_INFLUENCERS 0");
  91052. }
  91053. // Instances
  91054. if (useInstances) {
  91055. defines.push("#define INSTANCES");
  91056. attribs.push("world0");
  91057. attribs.push("world1");
  91058. attribs.push("world2");
  91059. attribs.push("world3");
  91060. }
  91061. // Get correct effect
  91062. var join = defines.join("\n");
  91063. if (this._cachedDefines !== join) {
  91064. this._cachedDefines = join;
  91065. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  91066. }
  91067. return this._volumetricLightScatteringPass.isReady();
  91068. };
  91069. /**
  91070. * Sets the new light position for light scattering effect
  91071. * @param position The new custom light position
  91072. */
  91073. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  91074. this.customMeshPosition = position;
  91075. };
  91076. /**
  91077. * Returns the light position for light scattering effect
  91078. * @return Vector3 The custom light position
  91079. */
  91080. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  91081. return this.customMeshPosition;
  91082. };
  91083. /**
  91084. * Disposes the internal assets and detaches the post-process from the camera
  91085. */
  91086. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  91087. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  91088. if (rttIndex !== -1) {
  91089. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  91090. }
  91091. this._volumetricLightScatteringRTT.dispose();
  91092. _super.prototype.dispose.call(this, camera);
  91093. };
  91094. /**
  91095. * Returns the render target texture used by the post-process
  91096. * @return the render target texture used by the post-process
  91097. */
  91098. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  91099. return this._volumetricLightScatteringRTT;
  91100. };
  91101. // Private methods
  91102. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  91103. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  91104. return true;
  91105. }
  91106. return false;
  91107. };
  91108. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  91109. var _this = this;
  91110. var engine = scene.getEngine();
  91111. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  91112. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91113. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91114. this._volumetricLightScatteringRTT.renderList = null;
  91115. this._volumetricLightScatteringRTT.renderParticles = false;
  91116. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  91117. var camera = this.getCamera();
  91118. if (camera) {
  91119. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91120. }
  91121. else {
  91122. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91123. }
  91124. // Custom render function for submeshes
  91125. var renderSubMesh = function (subMesh) {
  91126. var mesh = subMesh.getRenderingMesh();
  91127. if (_this._meshExcluded(mesh)) {
  91128. return;
  91129. }
  91130. var material = subMesh.getMaterial();
  91131. if (!material) {
  91132. return;
  91133. }
  91134. var scene = mesh.getScene();
  91135. var engine = scene.getEngine();
  91136. // Culling
  91137. engine.setState(material.backFaceCulling);
  91138. // Managing instances
  91139. var batch = mesh._getInstancesRenderList(subMesh._id);
  91140. if (batch.mustReturn) {
  91141. return;
  91142. }
  91143. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  91144. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  91145. var effect = _this._volumetricLightScatteringPass;
  91146. if (mesh === _this.mesh) {
  91147. if (subMesh.effect) {
  91148. effect = subMesh.effect;
  91149. }
  91150. else {
  91151. effect = material.getEffect();
  91152. }
  91153. }
  91154. engine.enableEffect(effect);
  91155. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  91156. if (mesh === _this.mesh) {
  91157. material.bind(mesh.getWorldMatrix(), mesh);
  91158. }
  91159. else {
  91160. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  91161. // Alpha test
  91162. if (material && material.needAlphaTesting()) {
  91163. var alphaTexture = material.getAlphaTestTexture();
  91164. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  91165. if (alphaTexture) {
  91166. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  91167. }
  91168. }
  91169. // Bones
  91170. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  91171. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  91172. }
  91173. }
  91174. // Draw
  91175. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  91176. }
  91177. };
  91178. // Render target texture callbacks
  91179. var savedSceneClearColor;
  91180. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  91181. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  91182. savedSceneClearColor = scene.clearColor;
  91183. scene.clearColor = sceneClearColor;
  91184. });
  91185. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  91186. scene.clearColor = savedSceneClearColor;
  91187. });
  91188. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  91189. var engine = scene.getEngine();
  91190. var index;
  91191. if (depthOnlySubMeshes.length) {
  91192. engine.setColorWrite(false);
  91193. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  91194. renderSubMesh(depthOnlySubMeshes.data[index]);
  91195. }
  91196. engine.setColorWrite(true);
  91197. }
  91198. for (index = 0; index < opaqueSubMeshes.length; index++) {
  91199. renderSubMesh(opaqueSubMeshes.data[index]);
  91200. }
  91201. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  91202. renderSubMesh(alphaTestSubMeshes.data[index]);
  91203. }
  91204. if (transparentSubMeshes.length) {
  91205. // Sort sub meshes
  91206. for (index = 0; index < transparentSubMeshes.length; index++) {
  91207. var submesh = transparentSubMeshes.data[index];
  91208. var boundingInfo = submesh.getBoundingInfo();
  91209. if (boundingInfo && scene.activeCamera) {
  91210. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  91211. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  91212. }
  91213. }
  91214. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  91215. sortedArray.sort(function (a, b) {
  91216. // Alpha index first
  91217. if (a._alphaIndex > b._alphaIndex) {
  91218. return 1;
  91219. }
  91220. if (a._alphaIndex < b._alphaIndex) {
  91221. return -1;
  91222. }
  91223. // Then distance to camera
  91224. if (a._distanceToCamera < b._distanceToCamera) {
  91225. return 1;
  91226. }
  91227. if (a._distanceToCamera > b._distanceToCamera) {
  91228. return -1;
  91229. }
  91230. return 0;
  91231. });
  91232. // Render sub meshes
  91233. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  91234. for (index = 0; index < sortedArray.length; index++) {
  91235. renderSubMesh(sortedArray[index]);
  91236. }
  91237. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  91238. }
  91239. };
  91240. };
  91241. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  91242. var transform = scene.getTransformMatrix();
  91243. var meshPosition;
  91244. if (this.useCustomMeshPosition) {
  91245. meshPosition = this.customMeshPosition;
  91246. }
  91247. else if (this.attachedNode) {
  91248. meshPosition = this.attachedNode.position;
  91249. }
  91250. else {
  91251. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  91252. }
  91253. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  91254. this._screenCoordinates.x = pos.x / this._viewPort.width;
  91255. this._screenCoordinates.y = pos.y / this._viewPort.height;
  91256. if (this.invert) {
  91257. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  91258. }
  91259. };
  91260. // Static methods
  91261. /**
  91262. * Creates a default mesh for the Volumeric Light Scattering post-process
  91263. * @param name The mesh name
  91264. * @param scene The scene where to create the mesh
  91265. * @return the default mesh
  91266. */
  91267. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  91268. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  91269. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  91270. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  91271. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  91272. mesh.material = material;
  91273. return mesh;
  91274. };
  91275. __decorate([
  91276. BABYLON.serializeAsVector3()
  91277. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  91278. __decorate([
  91279. BABYLON.serialize()
  91280. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  91281. __decorate([
  91282. BABYLON.serialize()
  91283. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  91284. __decorate([
  91285. BABYLON.serializeAsMeshReference()
  91286. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  91287. __decorate([
  91288. BABYLON.serialize()
  91289. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  91290. __decorate([
  91291. BABYLON.serialize()
  91292. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  91293. __decorate([
  91294. BABYLON.serialize()
  91295. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  91296. __decorate([
  91297. BABYLON.serialize()
  91298. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  91299. __decorate([
  91300. BABYLON.serialize()
  91301. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  91302. return VolumetricLightScatteringPostProcess;
  91303. }(BABYLON.PostProcess));
  91304. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  91305. })(BABYLON || (BABYLON = {}));
  91306. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  91307. var BABYLON;
  91308. (function (BABYLON) {
  91309. /**
  91310. *
  91311. * This post-process allows the modification of rendered colors by using
  91312. * a 'look-up table' (LUT). This effect is also called Color Grading.
  91313. *
  91314. * The object needs to be provided an url to a texture containing the color
  91315. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  91316. * Use an image editing software to tweak the LUT to match your needs.
  91317. *
  91318. * For an example of a color LUT, see here:
  91319. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  91320. * For explanations on color grading, see here:
  91321. * @see http://udn.epicgames.com/Three/ColorGrading.html
  91322. *
  91323. */
  91324. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  91325. __extends(ColorCorrectionPostProcess, _super);
  91326. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  91327. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  91328. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  91329. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  91330. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91331. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91332. _this.onApply = function (effect) {
  91333. effect.setTexture("colorTable", _this._colorTableTexture);
  91334. };
  91335. return _this;
  91336. }
  91337. return ColorCorrectionPostProcess;
  91338. }(BABYLON.PostProcess));
  91339. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  91340. })(BABYLON || (BABYLON = {}));
  91341. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  91342. var BABYLON;
  91343. (function (BABYLON) {
  91344. /** Defines operator used for tonemapping */
  91345. var TonemappingOperator;
  91346. (function (TonemappingOperator) {
  91347. /** Hable */
  91348. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  91349. /** Reinhard */
  91350. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  91351. /** HejiDawson */
  91352. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  91353. /** Photographic */
  91354. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  91355. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  91356. /**
  91357. * Defines a post process to apply tone mapping
  91358. */
  91359. var TonemapPostProcess = /** @class */ (function (_super) {
  91360. __extends(TonemapPostProcess, _super);
  91361. /**
  91362. * Creates a new TonemapPostProcess
  91363. * @param name defines the name of the postprocess
  91364. * @param _operator defines the operator to use
  91365. * @param exposureAdjustment defines the required exposure adjustement
  91366. * @param camera defines the camera to use (can be null)
  91367. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  91368. * @param engine defines the hosting engine (can be ignore if camera is set)
  91369. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  91370. */
  91371. function TonemapPostProcess(name, _operator,
  91372. /** Defines the required exposure adjustement */
  91373. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  91374. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91375. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91376. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  91377. _this._operator = _operator;
  91378. _this.exposureAdjustment = exposureAdjustment;
  91379. var defines = "#define ";
  91380. if (_this._operator === TonemappingOperator.Hable) {
  91381. defines += "HABLE_TONEMAPPING";
  91382. }
  91383. else if (_this._operator === TonemappingOperator.Reinhard) {
  91384. defines += "REINHARD_TONEMAPPING";
  91385. }
  91386. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91387. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91388. }
  91389. else if (_this._operator === TonemappingOperator.Photographic) {
  91390. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91391. }
  91392. //sadly a second call to create the effect.
  91393. _this.updateEffect(defines);
  91394. _this.onApply = function (effect) {
  91395. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91396. };
  91397. return _this;
  91398. }
  91399. return TonemapPostProcess;
  91400. }(BABYLON.PostProcess));
  91401. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91402. })(BABYLON || (BABYLON = {}));
  91403. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  91404. var BABYLON;
  91405. (function (BABYLON) {
  91406. /**
  91407. * DisplayPassPostProcess which produces an output the same as it's input
  91408. */
  91409. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91410. __extends(DisplayPassPostProcess, _super);
  91411. /**
  91412. * Creates the DisplayPassPostProcess
  91413. * @param name The name of the effect.
  91414. * @param options The required width/height ratio to downsize to before computing the render pass.
  91415. * @param camera The camera to apply the render pass to.
  91416. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91417. * @param engine The engine which the post process will be applied. (default: current engine)
  91418. * @param reusable If the post process can be reused on the same frame. (default: false)
  91419. */
  91420. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91421. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91422. }
  91423. return DisplayPassPostProcess;
  91424. }(BABYLON.PostProcess));
  91425. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91426. })(BABYLON || (BABYLON = {}));
  91427. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  91428. var BABYLON;
  91429. (function (BABYLON) {
  91430. /**
  91431. * Extracts highlights from the image
  91432. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91433. */
  91434. var HighlightsPostProcess = /** @class */ (function (_super) {
  91435. __extends(HighlightsPostProcess, _super);
  91436. /**
  91437. * Extracts highlights from the image
  91438. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91439. * @param name The name of the effect.
  91440. * @param options The required width/height ratio to downsize to before computing the render pass.
  91441. * @param camera The camera to apply the render pass to.
  91442. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91443. * @param engine The engine which the post process will be applied. (default: current engine)
  91444. * @param reusable If the post process can be reused on the same frame. (default: false)
  91445. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91446. */
  91447. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91448. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91449. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91450. }
  91451. return HighlightsPostProcess;
  91452. }(BABYLON.PostProcess));
  91453. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91454. })(BABYLON || (BABYLON = {}));
  91455. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  91456. var BABYLON;
  91457. (function (BABYLON) {
  91458. /**
  91459. * ImageProcessingPostProcess
  91460. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91461. */
  91462. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91463. __extends(ImageProcessingPostProcess, _super);
  91464. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91465. if (camera === void 0) { camera = null; }
  91466. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91467. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91468. _this._fromLinearSpace = true;
  91469. /**
  91470. * Defines cache preventing GC.
  91471. */
  91472. _this._defines = {
  91473. IMAGEPROCESSING: false,
  91474. VIGNETTE: false,
  91475. VIGNETTEBLENDMODEMULTIPLY: false,
  91476. VIGNETTEBLENDMODEOPAQUE: false,
  91477. TONEMAPPING: false,
  91478. TONEMAPPING_ACES: false,
  91479. CONTRAST: false,
  91480. COLORCURVES: false,
  91481. COLORGRADING: false,
  91482. COLORGRADING3D: false,
  91483. FROMLINEARSPACE: false,
  91484. SAMPLER3DGREENDEPTH: false,
  91485. SAMPLER3DBGRMAP: false,
  91486. IMAGEPROCESSINGPOSTPROCESS: false,
  91487. EXPOSURE: false,
  91488. };
  91489. // Setup the configuration as forced by the constructor. This would then not force the
  91490. // scene materials output in linear space and let untouched the default forward pass.
  91491. if (imageProcessingConfiguration) {
  91492. imageProcessingConfiguration.applyByPostProcess = true;
  91493. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91494. // This will cause the shader to be compiled
  91495. _this.fromLinearSpace = false;
  91496. }
  91497. // Setup the default processing configuration to the scene.
  91498. else {
  91499. _this._attachImageProcessingConfiguration(null, true);
  91500. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91501. }
  91502. _this.onApply = function (effect) {
  91503. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91504. };
  91505. return _this;
  91506. }
  91507. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91508. /**
  91509. * Gets the image processing configuration used either in this material.
  91510. */
  91511. get: function () {
  91512. return this._imageProcessingConfiguration;
  91513. },
  91514. /**
  91515. * Sets the Default image processing configuration used either in the this material.
  91516. *
  91517. * If sets to null, the scene one is in use.
  91518. */
  91519. set: function (value) {
  91520. this._attachImageProcessingConfiguration(value);
  91521. },
  91522. enumerable: true,
  91523. configurable: true
  91524. });
  91525. /**
  91526. * Attaches a new image processing configuration to the PBR Material.
  91527. * @param configuration
  91528. */
  91529. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91530. var _this = this;
  91531. if (doNotBuild === void 0) { doNotBuild = false; }
  91532. if (configuration === this._imageProcessingConfiguration) {
  91533. return;
  91534. }
  91535. // Detaches observer.
  91536. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91537. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91538. }
  91539. // Pick the scene configuration if needed.
  91540. if (!configuration) {
  91541. var scene = null;
  91542. var engine = this.getEngine();
  91543. var camera = this.getCamera();
  91544. if (camera) {
  91545. scene = camera.getScene();
  91546. }
  91547. else if (engine && engine.scenes) {
  91548. var scenes = engine.scenes;
  91549. scene = scenes[scenes.length - 1];
  91550. }
  91551. else {
  91552. scene = BABYLON.Engine.LastCreatedScene;
  91553. }
  91554. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91555. }
  91556. else {
  91557. this._imageProcessingConfiguration = configuration;
  91558. }
  91559. // Attaches observer.
  91560. if (this._imageProcessingConfiguration) {
  91561. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91562. _this._updateParameters();
  91563. });
  91564. }
  91565. // Ensure the effect will be rebuilt.
  91566. if (!doNotBuild) {
  91567. this._updateParameters();
  91568. }
  91569. };
  91570. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91571. /**
  91572. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91573. */
  91574. get: function () {
  91575. return this.imageProcessingConfiguration.colorCurves;
  91576. },
  91577. /**
  91578. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91579. */
  91580. set: function (value) {
  91581. this.imageProcessingConfiguration.colorCurves = value;
  91582. },
  91583. enumerable: true,
  91584. configurable: true
  91585. });
  91586. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91587. /**
  91588. * Gets wether the color curves effect is enabled.
  91589. */
  91590. get: function () {
  91591. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91592. },
  91593. /**
  91594. * Sets wether the color curves effect is enabled.
  91595. */
  91596. set: function (value) {
  91597. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91598. },
  91599. enumerable: true,
  91600. configurable: true
  91601. });
  91602. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  91603. /**
  91604. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91605. */
  91606. get: function () {
  91607. return this.imageProcessingConfiguration.colorGradingTexture;
  91608. },
  91609. /**
  91610. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91611. */
  91612. set: function (value) {
  91613. this.imageProcessingConfiguration.colorGradingTexture = value;
  91614. },
  91615. enumerable: true,
  91616. configurable: true
  91617. });
  91618. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  91619. /**
  91620. * Gets wether the color grading effect is enabled.
  91621. */
  91622. get: function () {
  91623. return this.imageProcessingConfiguration.colorGradingEnabled;
  91624. },
  91625. /**
  91626. * Gets wether the color grading effect is enabled.
  91627. */
  91628. set: function (value) {
  91629. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91630. },
  91631. enumerable: true,
  91632. configurable: true
  91633. });
  91634. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91635. /**
  91636. * Gets exposure used in the effect.
  91637. */
  91638. get: function () {
  91639. return this.imageProcessingConfiguration.exposure;
  91640. },
  91641. /**
  91642. * Sets exposure used in the effect.
  91643. */
  91644. set: function (value) {
  91645. this.imageProcessingConfiguration.exposure = value;
  91646. },
  91647. enumerable: true,
  91648. configurable: true
  91649. });
  91650. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91651. /**
  91652. * Gets wether tonemapping is enabled or not.
  91653. */
  91654. get: function () {
  91655. return this._imageProcessingConfiguration.toneMappingEnabled;
  91656. },
  91657. /**
  91658. * Sets wether tonemapping is enabled or not
  91659. */
  91660. set: function (value) {
  91661. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91662. },
  91663. enumerable: true,
  91664. configurable: true
  91665. });
  91666. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91667. /**
  91668. * Gets contrast used in the effect.
  91669. */
  91670. get: function () {
  91671. return this.imageProcessingConfiguration.contrast;
  91672. },
  91673. /**
  91674. * Sets contrast used in the effect.
  91675. */
  91676. set: function (value) {
  91677. this.imageProcessingConfiguration.contrast = value;
  91678. },
  91679. enumerable: true,
  91680. configurable: true
  91681. });
  91682. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91683. /**
  91684. * Gets Vignette stretch size.
  91685. */
  91686. get: function () {
  91687. return this.imageProcessingConfiguration.vignetteStretch;
  91688. },
  91689. /**
  91690. * Sets Vignette stretch size.
  91691. */
  91692. set: function (value) {
  91693. this.imageProcessingConfiguration.vignetteStretch = value;
  91694. },
  91695. enumerable: true,
  91696. configurable: true
  91697. });
  91698. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  91699. /**
  91700. * Gets Vignette centre X Offset.
  91701. */
  91702. get: function () {
  91703. return this.imageProcessingConfiguration.vignetteCentreX;
  91704. },
  91705. /**
  91706. * Sets Vignette centre X Offset.
  91707. */
  91708. set: function (value) {
  91709. this.imageProcessingConfiguration.vignetteCentreX = value;
  91710. },
  91711. enumerable: true,
  91712. configurable: true
  91713. });
  91714. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  91715. /**
  91716. * Gets Vignette centre Y Offset.
  91717. */
  91718. get: function () {
  91719. return this.imageProcessingConfiguration.vignetteCentreY;
  91720. },
  91721. /**
  91722. * Sets Vignette centre Y Offset.
  91723. */
  91724. set: function (value) {
  91725. this.imageProcessingConfiguration.vignetteCentreY = value;
  91726. },
  91727. enumerable: true,
  91728. configurable: true
  91729. });
  91730. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  91731. /**
  91732. * Gets Vignette weight or intensity of the vignette effect.
  91733. */
  91734. get: function () {
  91735. return this.imageProcessingConfiguration.vignetteWeight;
  91736. },
  91737. /**
  91738. * Sets Vignette weight or intensity of the vignette effect.
  91739. */
  91740. set: function (value) {
  91741. this.imageProcessingConfiguration.vignetteWeight = value;
  91742. },
  91743. enumerable: true,
  91744. configurable: true
  91745. });
  91746. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  91747. /**
  91748. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91749. * if vignetteEnabled is set to true.
  91750. */
  91751. get: function () {
  91752. return this.imageProcessingConfiguration.vignetteColor;
  91753. },
  91754. /**
  91755. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91756. * if vignetteEnabled is set to true.
  91757. */
  91758. set: function (value) {
  91759. this.imageProcessingConfiguration.vignetteColor = value;
  91760. },
  91761. enumerable: true,
  91762. configurable: true
  91763. });
  91764. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  91765. /**
  91766. * Gets Camera field of view used by the Vignette effect.
  91767. */
  91768. get: function () {
  91769. return this.imageProcessingConfiguration.vignetteCameraFov;
  91770. },
  91771. /**
  91772. * Sets Camera field of view used by the Vignette effect.
  91773. */
  91774. set: function (value) {
  91775. this.imageProcessingConfiguration.vignetteCameraFov = value;
  91776. },
  91777. enumerable: true,
  91778. configurable: true
  91779. });
  91780. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  91781. /**
  91782. * Gets the vignette blend mode allowing different kind of effect.
  91783. */
  91784. get: function () {
  91785. return this.imageProcessingConfiguration.vignetteBlendMode;
  91786. },
  91787. /**
  91788. * Sets the vignette blend mode allowing different kind of effect.
  91789. */
  91790. set: function (value) {
  91791. this.imageProcessingConfiguration.vignetteBlendMode = value;
  91792. },
  91793. enumerable: true,
  91794. configurable: true
  91795. });
  91796. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  91797. /**
  91798. * Gets wether the vignette effect is enabled.
  91799. */
  91800. get: function () {
  91801. return this.imageProcessingConfiguration.vignetteEnabled;
  91802. },
  91803. /**
  91804. * Sets wether the vignette effect is enabled.
  91805. */
  91806. set: function (value) {
  91807. this.imageProcessingConfiguration.vignetteEnabled = value;
  91808. },
  91809. enumerable: true,
  91810. configurable: true
  91811. });
  91812. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  91813. /**
  91814. * Gets wether the input of the processing is in Gamma or Linear Space.
  91815. */
  91816. get: function () {
  91817. return this._fromLinearSpace;
  91818. },
  91819. /**
  91820. * Sets wether the input of the processing is in Gamma or Linear Space.
  91821. */
  91822. set: function (value) {
  91823. if (this._fromLinearSpace === value) {
  91824. return;
  91825. }
  91826. this._fromLinearSpace = value;
  91827. this._updateParameters();
  91828. },
  91829. enumerable: true,
  91830. configurable: true
  91831. });
  91832. /**
  91833. * "ImageProcessingPostProcess"
  91834. * @returns "ImageProcessingPostProcess"
  91835. */
  91836. ImageProcessingPostProcess.prototype.getClassName = function () {
  91837. return "ImageProcessingPostProcess";
  91838. };
  91839. ImageProcessingPostProcess.prototype._updateParameters = function () {
  91840. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  91841. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  91842. var defines = "";
  91843. for (var define in this._defines) {
  91844. if (this._defines[define]) {
  91845. defines += "#define " + define + ";\r\n";
  91846. }
  91847. }
  91848. var samplers = ["textureSampler"];
  91849. var uniforms = ["scale"];
  91850. if (BABYLON.ImageProcessingConfiguration) {
  91851. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  91852. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  91853. }
  91854. this.updateEffect(defines, uniforms, samplers);
  91855. };
  91856. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  91857. _super.prototype.dispose.call(this, camera);
  91858. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91859. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91860. }
  91861. if (this._imageProcessingConfiguration) {
  91862. this.imageProcessingConfiguration.applyByPostProcess = false;
  91863. }
  91864. };
  91865. __decorate([
  91866. BABYLON.serialize()
  91867. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  91868. return ImageProcessingPostProcess;
  91869. }(BABYLON.PostProcess));
  91870. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  91871. })(BABYLON || (BABYLON = {}));
  91872. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  91873. var BABYLON;
  91874. (function (BABYLON) {
  91875. /**
  91876. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  91877. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  91878. * As an example, all you have to do is to create the post-process:
  91879. * var mb = new BABYLON.MotionBlurPostProcess(
  91880. * 'mb', // The name of the effect.
  91881. * scene, // The scene containing the objects to blur according to their velocity.
  91882. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  91883. * camera // The camera to apply the render pass to.
  91884. * );
  91885. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  91886. */
  91887. var MotionBlurPostProcess = /** @class */ (function (_super) {
  91888. __extends(MotionBlurPostProcess, _super);
  91889. /**
  91890. * Creates a new instance MotionBlurPostProcess
  91891. * @param name The name of the effect.
  91892. * @param scene The scene containing the objects to blur according to their velocity.
  91893. * @param options The required width/height ratio to downsize to before computing the render pass.
  91894. * @param camera The camera to apply the render pass to.
  91895. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91896. * @param engine The engine which the post process will be applied. (default: current engine)
  91897. * @param reusable If the post process can be reused on the same frame. (default: false)
  91898. * @param textureType Type of textures used when performing the post process. (default: 0)
  91899. * @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)
  91900. */
  91901. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  91902. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91903. if (blockCompilation === void 0) { blockCompilation = false; }
  91904. 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;
  91905. /**
  91906. * Defines how much the image is blurred by the movement. Default value is equal to 1
  91907. */
  91908. _this.motionStrength = 1;
  91909. _this._motionBlurSamples = 32;
  91910. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  91911. if (!_this._geometryBufferRenderer) {
  91912. // Geometry buffer renderer is not supported. So, work as a passthrough.
  91913. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  91914. _this.updateEffect();
  91915. }
  91916. else {
  91917. // Geometry buffer renderer is supported.
  91918. _this._geometryBufferRenderer.enableVelocity = true;
  91919. _this.onApply = function (effect) {
  91920. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  91921. effect.setFloat("motionScale", scene.getAnimationRatio());
  91922. effect.setFloat("motionStrength", _this.motionStrength);
  91923. if (_this._geometryBufferRenderer) {
  91924. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  91925. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  91926. }
  91927. };
  91928. }
  91929. return _this;
  91930. }
  91931. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  91932. /**
  91933. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  91934. */
  91935. get: function () {
  91936. return this._motionBlurSamples;
  91937. },
  91938. /**
  91939. * Sets the number of iterations to be used for motion blur quality
  91940. */
  91941. set: function (samples) {
  91942. this._motionBlurSamples = samples;
  91943. if (this._geometryBufferRenderer) {
  91944. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  91945. }
  91946. },
  91947. enumerable: true,
  91948. configurable: true
  91949. });
  91950. /**
  91951. * Disposes the post process.
  91952. * @param camera The camera to dispose the post process on.
  91953. */
  91954. MotionBlurPostProcess.prototype.dispose = function (camera) {
  91955. if (this._geometryBufferRenderer) {
  91956. // Clear previous transformation matrices dictionary used to compute objects velocities
  91957. this._geometryBufferRenderer._previousTransformationMatrices = {};
  91958. }
  91959. _super.prototype.dispose.call(this, camera);
  91960. };
  91961. return MotionBlurPostProcess;
  91962. }(BABYLON.PostProcess));
  91963. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  91964. })(BABYLON || (BABYLON = {}));
  91965. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  91966. var BABYLON;
  91967. (function (BABYLON) {
  91968. /**
  91969. * Class used to store bone information
  91970. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91971. */
  91972. var Bone = /** @class */ (function (_super) {
  91973. __extends(Bone, _super);
  91974. /**
  91975. * Create a new bone
  91976. * @param name defines the bone name
  91977. * @param skeleton defines the parent skeleton
  91978. * @param parentBone defines the parent (can be null if the bone is the root)
  91979. * @param localMatrix defines the local matrix
  91980. * @param restPose defines the rest pose matrix
  91981. * @param baseMatrix defines the base matrix
  91982. * @param index defines index of the bone in the hiearchy
  91983. */
  91984. function Bone(
  91985. /**
  91986. * defines the bone name
  91987. */
  91988. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  91989. if (parentBone === void 0) { parentBone = null; }
  91990. if (localMatrix === void 0) { localMatrix = null; }
  91991. if (restPose === void 0) { restPose = null; }
  91992. if (baseMatrix === void 0) { baseMatrix = null; }
  91993. if (index === void 0) { index = null; }
  91994. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  91995. _this.name = name;
  91996. /**
  91997. * Gets the list of child bones
  91998. */
  91999. _this.children = new Array();
  92000. /** Gets the animations associated with this bone */
  92001. _this.animations = new Array();
  92002. /**
  92003. * @hidden Internal only
  92004. * Set this value to map this bone to a different index in the transform matrices
  92005. * Set this value to -1 to exclude the bone from the transform matrices
  92006. */
  92007. _this._index = null;
  92008. _this._absoluteTransform = new BABYLON.Matrix();
  92009. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  92010. _this._scalingDeterminant = 1;
  92011. _this._worldTransform = new BABYLON.Matrix();
  92012. _this._needToDecompose = true;
  92013. _this._needToCompose = false;
  92014. _this._skeleton = skeleton;
  92015. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  92016. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  92017. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  92018. _this._index = index;
  92019. skeleton.bones.push(_this);
  92020. _this.setParent(parentBone, false);
  92021. if (baseMatrix || localMatrix) {
  92022. _this._updateDifferenceMatrix();
  92023. }
  92024. return _this;
  92025. }
  92026. Object.defineProperty(Bone.prototype, "_matrix", {
  92027. /** @hidden */
  92028. get: function () {
  92029. this._compose();
  92030. return this._localMatrix;
  92031. },
  92032. /** @hidden */
  92033. set: function (value) {
  92034. this._localMatrix.copyFrom(value);
  92035. this._needToDecompose = true;
  92036. },
  92037. enumerable: true,
  92038. configurable: true
  92039. });
  92040. // Members
  92041. /**
  92042. * Gets the parent skeleton
  92043. * @returns a skeleton
  92044. */
  92045. Bone.prototype.getSkeleton = function () {
  92046. return this._skeleton;
  92047. };
  92048. /**
  92049. * Gets parent bone
  92050. * @returns a bone or null if the bone is the root of the bone hierarchy
  92051. */
  92052. Bone.prototype.getParent = function () {
  92053. return this._parent;
  92054. };
  92055. /**
  92056. * Sets the parent bone
  92057. * @param parent defines the parent (can be null if the bone is the root)
  92058. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92059. */
  92060. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  92061. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92062. if (this._parent === parent) {
  92063. return;
  92064. }
  92065. if (this._parent) {
  92066. var index = this._parent.children.indexOf(this);
  92067. if (index !== -1) {
  92068. this._parent.children.splice(index, 1);
  92069. }
  92070. }
  92071. this._parent = parent;
  92072. if (this._parent) {
  92073. this._parent.children.push(this);
  92074. }
  92075. if (updateDifferenceMatrix) {
  92076. this._updateDifferenceMatrix();
  92077. }
  92078. this.markAsDirty();
  92079. };
  92080. /**
  92081. * Gets the local matrix
  92082. * @returns a matrix
  92083. */
  92084. Bone.prototype.getLocalMatrix = function () {
  92085. this._compose();
  92086. return this._localMatrix;
  92087. };
  92088. /**
  92089. * Gets the base matrix (initial matrix which remains unchanged)
  92090. * @returns a matrix
  92091. */
  92092. Bone.prototype.getBaseMatrix = function () {
  92093. return this._baseMatrix;
  92094. };
  92095. /**
  92096. * Gets the rest pose matrix
  92097. * @returns a matrix
  92098. */
  92099. Bone.prototype.getRestPose = function () {
  92100. return this._restPose;
  92101. };
  92102. /**
  92103. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  92104. */
  92105. Bone.prototype.getWorldMatrix = function () {
  92106. return this._worldTransform;
  92107. };
  92108. /**
  92109. * Sets the local matrix to rest pose matrix
  92110. */
  92111. Bone.prototype.returnToRest = function () {
  92112. this.updateMatrix(this._restPose.clone());
  92113. };
  92114. /**
  92115. * Gets the inverse of the absolute transform matrix.
  92116. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  92117. * @returns a matrix
  92118. */
  92119. Bone.prototype.getInvertedAbsoluteTransform = function () {
  92120. return this._invertedAbsoluteTransform;
  92121. };
  92122. /**
  92123. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  92124. * @returns a matrix
  92125. */
  92126. Bone.prototype.getAbsoluteTransform = function () {
  92127. return this._absoluteTransform;
  92128. };
  92129. Object.defineProperty(Bone.prototype, "position", {
  92130. // Properties (matches AbstractMesh properties)
  92131. /** Gets or sets current position (in local space) */
  92132. get: function () {
  92133. this._decompose();
  92134. return this._localPosition;
  92135. },
  92136. set: function (newPosition) {
  92137. this._decompose();
  92138. this._localPosition.copyFrom(newPosition);
  92139. this._markAsDirtyAndCompose();
  92140. },
  92141. enumerable: true,
  92142. configurable: true
  92143. });
  92144. Object.defineProperty(Bone.prototype, "rotation", {
  92145. /** Gets or sets current rotation (in local space) */
  92146. get: function () {
  92147. return this.getRotation();
  92148. },
  92149. set: function (newRotation) {
  92150. this.setRotation(newRotation);
  92151. },
  92152. enumerable: true,
  92153. configurable: true
  92154. });
  92155. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  92156. /** Gets or sets current rotation quaternion (in local space) */
  92157. get: function () {
  92158. this._decompose();
  92159. return this._localRotation;
  92160. },
  92161. set: function (newRotation) {
  92162. this.setRotationQuaternion(newRotation);
  92163. },
  92164. enumerable: true,
  92165. configurable: true
  92166. });
  92167. Object.defineProperty(Bone.prototype, "scaling", {
  92168. /** Gets or sets current scaling (in local space) */
  92169. get: function () {
  92170. return this.getScale();
  92171. },
  92172. set: function (newScaling) {
  92173. this.setScale(newScaling);
  92174. },
  92175. enumerable: true,
  92176. configurable: true
  92177. });
  92178. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  92179. /**
  92180. * Gets the animation properties override
  92181. */
  92182. get: function () {
  92183. return this._skeleton.animationPropertiesOverride;
  92184. },
  92185. enumerable: true,
  92186. configurable: true
  92187. });
  92188. // Methods
  92189. Bone.prototype._decompose = function () {
  92190. if (!this._needToDecompose) {
  92191. return;
  92192. }
  92193. this._needToDecompose = false;
  92194. if (!this._localScaling) {
  92195. this._localScaling = BABYLON.Vector3.Zero();
  92196. this._localRotation = BABYLON.Quaternion.Zero();
  92197. this._localPosition = BABYLON.Vector3.Zero();
  92198. }
  92199. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  92200. };
  92201. Bone.prototype._compose = function () {
  92202. if (!this._needToCompose) {
  92203. return;
  92204. }
  92205. this._needToCompose = false;
  92206. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  92207. };
  92208. /**
  92209. * Update the base and local matrices
  92210. * @param matrix defines the new base or local matrix
  92211. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92212. * @param updateLocalMatrix defines if the local matrix should be updated
  92213. */
  92214. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  92215. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92216. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  92217. this._baseMatrix.copyFrom(matrix);
  92218. if (updateDifferenceMatrix) {
  92219. this._updateDifferenceMatrix();
  92220. }
  92221. if (updateLocalMatrix) {
  92222. this._localMatrix.copyFrom(matrix);
  92223. this._markAsDirtyAndDecompose();
  92224. }
  92225. else {
  92226. this.markAsDirty();
  92227. }
  92228. };
  92229. /** @hidden */
  92230. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  92231. if (updateChildren === void 0) { updateChildren = true; }
  92232. if (!rootMatrix) {
  92233. rootMatrix = this._baseMatrix;
  92234. }
  92235. if (this._parent) {
  92236. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92237. }
  92238. else {
  92239. this._absoluteTransform.copyFrom(rootMatrix);
  92240. }
  92241. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  92242. if (updateChildren) {
  92243. for (var index = 0; index < this.children.length; index++) {
  92244. this.children[index]._updateDifferenceMatrix();
  92245. }
  92246. }
  92247. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  92248. };
  92249. /**
  92250. * Flag the bone as dirty (Forcing it to update everything)
  92251. */
  92252. Bone.prototype.markAsDirty = function () {
  92253. this._currentRenderId++;
  92254. this._childRenderId++;
  92255. this._skeleton._markAsDirty();
  92256. };
  92257. Bone.prototype._markAsDirtyAndCompose = function () {
  92258. this.markAsDirty();
  92259. this._needToCompose = true;
  92260. };
  92261. Bone.prototype._markAsDirtyAndDecompose = function () {
  92262. this.markAsDirty();
  92263. this._needToDecompose = true;
  92264. };
  92265. /**
  92266. * Copy an animation range from another bone
  92267. * @param source defines the source bone
  92268. * @param rangeName defines the range name to copy
  92269. * @param frameOffset defines the frame offset
  92270. * @param rescaleAsRequired defines if rescaling must be applied if required
  92271. * @param skelDimensionsRatio defines the scaling ratio
  92272. * @returns true if operation was successful
  92273. */
  92274. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  92275. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  92276. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  92277. // all animation may be coming from a library skeleton, so may need to create animation
  92278. if (this.animations.length === 0) {
  92279. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  92280. this.animations[0].setKeys([]);
  92281. }
  92282. // get animation info / verify there is such a range from the source bone
  92283. var sourceRange = source.animations[0].getRange(rangeName);
  92284. if (!sourceRange) {
  92285. return false;
  92286. }
  92287. var from = sourceRange.from;
  92288. var to = sourceRange.to;
  92289. var sourceKeys = source.animations[0].getKeys();
  92290. // rescaling prep
  92291. var sourceBoneLength = source.length;
  92292. var sourceParent = source.getParent();
  92293. var parent = this.getParent();
  92294. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  92295. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  92296. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  92297. var destKeys = this.animations[0].getKeys();
  92298. // loop vars declaration
  92299. var orig;
  92300. var origTranslation;
  92301. var mat;
  92302. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  92303. orig = sourceKeys[key];
  92304. if (orig.frame >= from && orig.frame <= to) {
  92305. if (rescaleAsRequired) {
  92306. mat = orig.value.clone();
  92307. // scale based on parent ratio, when bone has parent
  92308. if (parentScalingReqd) {
  92309. origTranslation = mat.getTranslation();
  92310. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  92311. // scale based on skeleton dimension ratio when root bone, and value is passed
  92312. }
  92313. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  92314. origTranslation = mat.getTranslation();
  92315. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  92316. // use original when root bone, and no data for skelDimensionsRatio
  92317. }
  92318. else {
  92319. mat = orig.value;
  92320. }
  92321. }
  92322. else {
  92323. mat = orig.value;
  92324. }
  92325. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  92326. }
  92327. }
  92328. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  92329. return true;
  92330. };
  92331. /**
  92332. * Translate the bone in local or world space
  92333. * @param vec The amount to translate the bone
  92334. * @param space The space that the translation is in
  92335. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92336. */
  92337. Bone.prototype.translate = function (vec, space, mesh) {
  92338. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92339. var lm = this.getLocalMatrix();
  92340. if (space == BABYLON.Space.LOCAL) {
  92341. lm.addAtIndex(12, vec.x);
  92342. lm.addAtIndex(13, vec.y);
  92343. lm.addAtIndex(14, vec.z);
  92344. }
  92345. else {
  92346. var wm = null;
  92347. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92348. if (mesh) {
  92349. wm = mesh.getWorldMatrix();
  92350. }
  92351. this._skeleton.computeAbsoluteTransforms();
  92352. var tmat = Bone._tmpMats[0];
  92353. var tvec = Bone._tmpVecs[0];
  92354. if (this._parent) {
  92355. if (mesh && wm) {
  92356. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92357. tmat.multiplyToRef(wm, tmat);
  92358. }
  92359. else {
  92360. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92361. }
  92362. }
  92363. tmat.setTranslationFromFloats(0, 0, 0);
  92364. tmat.invert();
  92365. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  92366. lm.addAtIndex(12, tvec.x);
  92367. lm.addAtIndex(13, tvec.y);
  92368. lm.addAtIndex(14, tvec.z);
  92369. }
  92370. this._markAsDirtyAndDecompose();
  92371. };
  92372. /**
  92373. * Set the postion of the bone in local or world space
  92374. * @param position The position to set the bone
  92375. * @param space The space that the position is in
  92376. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92377. */
  92378. Bone.prototype.setPosition = function (position, space, mesh) {
  92379. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92380. var lm = this.getLocalMatrix();
  92381. if (space == BABYLON.Space.LOCAL) {
  92382. lm.setTranslationFromFloats(position.x, position.y, position.z);
  92383. }
  92384. else {
  92385. var wm = null;
  92386. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92387. if (mesh) {
  92388. wm = mesh.getWorldMatrix();
  92389. }
  92390. this._skeleton.computeAbsoluteTransforms();
  92391. var tmat = Bone._tmpMats[0];
  92392. var vec = Bone._tmpVecs[0];
  92393. if (this._parent) {
  92394. if (mesh && wm) {
  92395. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92396. tmat.multiplyToRef(wm, tmat);
  92397. }
  92398. else {
  92399. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92400. }
  92401. }
  92402. tmat.invert();
  92403. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92404. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92405. }
  92406. this._markAsDirtyAndDecompose();
  92407. };
  92408. /**
  92409. * Set the absolute position of the bone (world space)
  92410. * @param position The position to set the bone
  92411. * @param mesh The mesh that this bone is attached to
  92412. */
  92413. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92414. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92415. };
  92416. /**
  92417. * Scale the bone on the x, y and z axes (in local space)
  92418. * @param x The amount to scale the bone on the x axis
  92419. * @param y The amount to scale the bone on the y axis
  92420. * @param z The amount to scale the bone on the z axis
  92421. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92422. */
  92423. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92424. if (scaleChildren === void 0) { scaleChildren = false; }
  92425. var locMat = this.getLocalMatrix();
  92426. // Apply new scaling on top of current local matrix
  92427. var scaleMat = Bone._tmpMats[0];
  92428. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92429. scaleMat.multiplyToRef(locMat, locMat);
  92430. // Invert scaling matrix and apply the inverse to all children
  92431. scaleMat.invert();
  92432. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92433. var child = _a[_i];
  92434. var cm = child.getLocalMatrix();
  92435. cm.multiplyToRef(scaleMat, cm);
  92436. cm.multiplyAtIndex(12, x);
  92437. cm.multiplyAtIndex(13, y);
  92438. cm.multiplyAtIndex(14, z);
  92439. child._markAsDirtyAndDecompose();
  92440. }
  92441. this._markAsDirtyAndDecompose();
  92442. if (scaleChildren) {
  92443. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92444. var child = _c[_b];
  92445. child.scale(x, y, z, scaleChildren);
  92446. }
  92447. }
  92448. };
  92449. /**
  92450. * Set the bone scaling in local space
  92451. * @param scale defines the scaling vector
  92452. */
  92453. Bone.prototype.setScale = function (scale) {
  92454. this._decompose();
  92455. this._localScaling.copyFrom(scale);
  92456. this._markAsDirtyAndCompose();
  92457. };
  92458. /**
  92459. * Gets the current scaling in local space
  92460. * @returns the current scaling vector
  92461. */
  92462. Bone.prototype.getScale = function () {
  92463. this._decompose();
  92464. return this._localScaling;
  92465. };
  92466. /**
  92467. * Gets the current scaling in local space and stores it in a target vector
  92468. * @param result defines the target vector
  92469. */
  92470. Bone.prototype.getScaleToRef = function (result) {
  92471. this._decompose();
  92472. result.copyFrom(this._localScaling);
  92473. };
  92474. /**
  92475. * Set the yaw, pitch, and roll of the bone in local or world space
  92476. * @param yaw The rotation of the bone on the y axis
  92477. * @param pitch The rotation of the bone on the x axis
  92478. * @param roll The rotation of the bone on the z axis
  92479. * @param space The space that the axes of rotation are in
  92480. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92481. */
  92482. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92483. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92484. if (space === BABYLON.Space.LOCAL) {
  92485. var quat = Bone._tmpQuat;
  92486. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92487. this.setRotationQuaternion(quat, space, mesh);
  92488. return;
  92489. }
  92490. var rotMatInv = Bone._tmpMats[0];
  92491. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92492. return;
  92493. }
  92494. var rotMat = Bone._tmpMats[1];
  92495. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92496. rotMatInv.multiplyToRef(rotMat, rotMat);
  92497. this._rotateWithMatrix(rotMat, space, mesh);
  92498. };
  92499. /**
  92500. * Add a rotation to the bone on an axis in local or world space
  92501. * @param axis The axis to rotate the bone on
  92502. * @param amount The amount to rotate the bone
  92503. * @param space The space that the axis is in
  92504. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92505. */
  92506. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92507. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92508. var rmat = Bone._tmpMats[0];
  92509. rmat.setTranslationFromFloats(0, 0, 0);
  92510. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92511. this._rotateWithMatrix(rmat, space, mesh);
  92512. };
  92513. /**
  92514. * Set the rotation of the bone to a particular axis angle in local or world space
  92515. * @param axis The axis to rotate the bone on
  92516. * @param angle The angle that the bone should be rotated to
  92517. * @param space The space that the axis is in
  92518. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92519. */
  92520. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92521. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92522. if (space === BABYLON.Space.LOCAL) {
  92523. var quat = Bone._tmpQuat;
  92524. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92525. this.setRotationQuaternion(quat, space, mesh);
  92526. return;
  92527. }
  92528. var rotMatInv = Bone._tmpMats[0];
  92529. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92530. return;
  92531. }
  92532. var rotMat = Bone._tmpMats[1];
  92533. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92534. rotMatInv.multiplyToRef(rotMat, rotMat);
  92535. this._rotateWithMatrix(rotMat, space, mesh);
  92536. };
  92537. /**
  92538. * Set the euler rotation of the bone in local of world space
  92539. * @param rotation The euler rotation that the bone should be set to
  92540. * @param space The space that the rotation is in
  92541. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92542. */
  92543. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92544. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92545. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92546. };
  92547. /**
  92548. * Set the quaternion rotation of the bone in local of world space
  92549. * @param quat The quaternion rotation that the bone should be set to
  92550. * @param space The space that the rotation is in
  92551. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92552. */
  92553. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92554. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92555. if (space === BABYLON.Space.LOCAL) {
  92556. this._decompose();
  92557. this._localRotation.copyFrom(quat);
  92558. this._markAsDirtyAndCompose();
  92559. return;
  92560. }
  92561. var rotMatInv = Bone._tmpMats[0];
  92562. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92563. return;
  92564. }
  92565. var rotMat = Bone._tmpMats[1];
  92566. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92567. rotMatInv.multiplyToRef(rotMat, rotMat);
  92568. this._rotateWithMatrix(rotMat, space, mesh);
  92569. };
  92570. /**
  92571. * Set the rotation matrix of the bone in local of world space
  92572. * @param rotMat The rotation matrix that the bone should be set to
  92573. * @param space The space that the rotation is in
  92574. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92575. */
  92576. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92577. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92578. if (space === BABYLON.Space.LOCAL) {
  92579. var quat = Bone._tmpQuat;
  92580. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92581. this.setRotationQuaternion(quat, space, mesh);
  92582. return;
  92583. }
  92584. var rotMatInv = Bone._tmpMats[0];
  92585. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92586. return;
  92587. }
  92588. var rotMat2 = Bone._tmpMats[1];
  92589. rotMat2.copyFrom(rotMat);
  92590. rotMatInv.multiplyToRef(rotMat, rotMat2);
  92591. this._rotateWithMatrix(rotMat2, space, mesh);
  92592. };
  92593. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  92594. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92595. var lmat = this.getLocalMatrix();
  92596. var lx = lmat.m[12];
  92597. var ly = lmat.m[13];
  92598. var lz = lmat.m[14];
  92599. var parent = this.getParent();
  92600. var parentScale = Bone._tmpMats[3];
  92601. var parentScaleInv = Bone._tmpMats[4];
  92602. if (parent && space == BABYLON.Space.WORLD) {
  92603. if (mesh) {
  92604. parentScale.copyFrom(mesh.getWorldMatrix());
  92605. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  92606. }
  92607. else {
  92608. parentScale.copyFrom(parent.getAbsoluteTransform());
  92609. }
  92610. parentScaleInv.copyFrom(parentScale);
  92611. parentScaleInv.invert();
  92612. lmat.multiplyToRef(parentScale, lmat);
  92613. lmat.multiplyToRef(rmat, lmat);
  92614. lmat.multiplyToRef(parentScaleInv, lmat);
  92615. }
  92616. else {
  92617. if (space == BABYLON.Space.WORLD && mesh) {
  92618. parentScale.copyFrom(mesh.getWorldMatrix());
  92619. parentScaleInv.copyFrom(parentScale);
  92620. parentScaleInv.invert();
  92621. lmat.multiplyToRef(parentScale, lmat);
  92622. lmat.multiplyToRef(rmat, lmat);
  92623. lmat.multiplyToRef(parentScaleInv, lmat);
  92624. }
  92625. else {
  92626. lmat.multiplyToRef(rmat, lmat);
  92627. }
  92628. }
  92629. lmat.setTranslationFromFloats(lx, ly, lz);
  92630. this.computeAbsoluteTransforms();
  92631. this._markAsDirtyAndDecompose();
  92632. };
  92633. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92634. var scaleMatrix = Bone._tmpMats[2];
  92635. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92636. if (mesh) {
  92637. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92638. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92639. }
  92640. rotMatInv.invert();
  92641. if (isNaN(rotMatInv.m[0])) {
  92642. // Matrix failed to invert.
  92643. // This can happen if scale is zero for example.
  92644. return false;
  92645. }
  92646. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  92647. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92648. return true;
  92649. };
  92650. /**
  92651. * Get the position of the bone in local or world space
  92652. * @param space The space that the returned position is in
  92653. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92654. * @returns The position of the bone
  92655. */
  92656. Bone.prototype.getPosition = function (space, mesh) {
  92657. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92658. if (mesh === void 0) { mesh = null; }
  92659. var pos = BABYLON.Vector3.Zero();
  92660. this.getPositionToRef(space, mesh, pos);
  92661. return pos;
  92662. };
  92663. /**
  92664. * Copy the position of the bone to a vector3 in local or world space
  92665. * @param space The space that the returned position is in
  92666. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92667. * @param result The vector3 to copy the position to
  92668. */
  92669. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92670. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92671. if (space == BABYLON.Space.LOCAL) {
  92672. var lm = this.getLocalMatrix();
  92673. result.x = lm.m[12];
  92674. result.y = lm.m[13];
  92675. result.z = lm.m[14];
  92676. }
  92677. else {
  92678. var wm = null;
  92679. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92680. if (mesh) {
  92681. wm = mesh.getWorldMatrix();
  92682. }
  92683. this._skeleton.computeAbsoluteTransforms();
  92684. var tmat = Bone._tmpMats[0];
  92685. if (mesh && wm) {
  92686. tmat.copyFrom(this.getAbsoluteTransform());
  92687. tmat.multiplyToRef(wm, tmat);
  92688. }
  92689. else {
  92690. tmat = this.getAbsoluteTransform();
  92691. }
  92692. result.x = tmat.m[12];
  92693. result.y = tmat.m[13];
  92694. result.z = tmat.m[14];
  92695. }
  92696. };
  92697. /**
  92698. * Get the absolute position of the bone (world space)
  92699. * @param mesh The mesh that this bone is attached to
  92700. * @returns The absolute position of the bone
  92701. */
  92702. Bone.prototype.getAbsolutePosition = function (mesh) {
  92703. if (mesh === void 0) { mesh = null; }
  92704. var pos = BABYLON.Vector3.Zero();
  92705. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  92706. return pos;
  92707. };
  92708. /**
  92709. * Copy the absolute position of the bone (world space) to the result param
  92710. * @param mesh The mesh that this bone is attached to
  92711. * @param result The vector3 to copy the absolute position to
  92712. */
  92713. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  92714. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  92715. };
  92716. /**
  92717. * Compute the absolute transforms of this bone and its children
  92718. */
  92719. Bone.prototype.computeAbsoluteTransforms = function () {
  92720. this._compose();
  92721. if (this._parent) {
  92722. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92723. }
  92724. else {
  92725. this._absoluteTransform.copyFrom(this._localMatrix);
  92726. var poseMatrix = this._skeleton.getPoseMatrix();
  92727. if (poseMatrix) {
  92728. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  92729. }
  92730. }
  92731. var children = this.children;
  92732. var len = children.length;
  92733. for (var i = 0; i < len; i++) {
  92734. children[i].computeAbsoluteTransforms();
  92735. }
  92736. };
  92737. /**
  92738. * Get the world direction from an axis that is in the local space of the bone
  92739. * @param localAxis The local direction that is used to compute the world direction
  92740. * @param mesh The mesh that this bone is attached to
  92741. * @returns The world direction
  92742. */
  92743. Bone.prototype.getDirection = function (localAxis, mesh) {
  92744. if (mesh === void 0) { mesh = null; }
  92745. var result = BABYLON.Vector3.Zero();
  92746. this.getDirectionToRef(localAxis, mesh, result);
  92747. return result;
  92748. };
  92749. /**
  92750. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  92751. * @param localAxis The local direction that is used to compute the world direction
  92752. * @param mesh The mesh that this bone is attached to
  92753. * @param result The vector3 that the world direction will be copied to
  92754. */
  92755. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  92756. if (mesh === void 0) { mesh = null; }
  92757. var wm = null;
  92758. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92759. if (mesh) {
  92760. wm = mesh.getWorldMatrix();
  92761. }
  92762. this._skeleton.computeAbsoluteTransforms();
  92763. var mat = Bone._tmpMats[0];
  92764. mat.copyFrom(this.getAbsoluteTransform());
  92765. if (mesh && wm) {
  92766. mat.multiplyToRef(wm, mat);
  92767. }
  92768. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  92769. result.normalize();
  92770. };
  92771. /**
  92772. * Get the euler rotation of the bone in local or world space
  92773. * @param space The space that the rotation should be in
  92774. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92775. * @returns The euler rotation
  92776. */
  92777. Bone.prototype.getRotation = function (space, mesh) {
  92778. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92779. if (mesh === void 0) { mesh = null; }
  92780. var result = BABYLON.Vector3.Zero();
  92781. this.getRotationToRef(space, mesh, result);
  92782. return result;
  92783. };
  92784. /**
  92785. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  92786. * @param space The space that the rotation should be in
  92787. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92788. * @param result The vector3 that the rotation should be copied to
  92789. */
  92790. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  92791. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92792. if (mesh === void 0) { mesh = null; }
  92793. var quat = Bone._tmpQuat;
  92794. this.getRotationQuaternionToRef(space, mesh, quat);
  92795. quat.toEulerAnglesToRef(result);
  92796. };
  92797. /**
  92798. * Get the quaternion rotation of the bone in either local or world space
  92799. * @param space The space that the rotation should be in
  92800. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92801. * @returns The quaternion rotation
  92802. */
  92803. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  92804. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92805. if (mesh === void 0) { mesh = null; }
  92806. var result = BABYLON.Quaternion.Identity();
  92807. this.getRotationQuaternionToRef(space, mesh, result);
  92808. return result;
  92809. };
  92810. /**
  92811. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  92812. * @param space The space that the rotation should be in
  92813. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92814. * @param result The quaternion that the rotation should be copied to
  92815. */
  92816. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  92817. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92818. if (mesh === void 0) { mesh = null; }
  92819. if (space == BABYLON.Space.LOCAL) {
  92820. this._decompose();
  92821. result.copyFrom(this._localRotation);
  92822. }
  92823. else {
  92824. var mat = Bone._tmpMats[0];
  92825. var amat = this.getAbsoluteTransform();
  92826. if (mesh) {
  92827. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92828. }
  92829. else {
  92830. mat.copyFrom(amat);
  92831. }
  92832. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92833. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92834. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92835. mat.decompose(undefined, result, undefined);
  92836. }
  92837. };
  92838. /**
  92839. * Get the rotation matrix of the bone in local or world space
  92840. * @param space The space that the rotation should be in
  92841. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92842. * @returns The rotation matrix
  92843. */
  92844. Bone.prototype.getRotationMatrix = function (space, mesh) {
  92845. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92846. var result = BABYLON.Matrix.Identity();
  92847. this.getRotationMatrixToRef(space, mesh, result);
  92848. return result;
  92849. };
  92850. /**
  92851. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  92852. * @param space The space that the rotation should be in
  92853. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92854. * @param result The quaternion that the rotation should be copied to
  92855. */
  92856. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  92857. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92858. if (space == BABYLON.Space.LOCAL) {
  92859. this.getLocalMatrix().getRotationMatrixToRef(result);
  92860. }
  92861. else {
  92862. var mat = Bone._tmpMats[0];
  92863. var amat = this.getAbsoluteTransform();
  92864. if (mesh) {
  92865. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92866. }
  92867. else {
  92868. mat.copyFrom(amat);
  92869. }
  92870. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92871. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92872. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92873. mat.getRotationMatrixToRef(result);
  92874. }
  92875. };
  92876. /**
  92877. * Get the world position of a point that is in the local space of the bone
  92878. * @param position The local position
  92879. * @param mesh The mesh that this bone is attached to
  92880. * @returns The world position
  92881. */
  92882. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  92883. if (mesh === void 0) { mesh = null; }
  92884. var result = BABYLON.Vector3.Zero();
  92885. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  92886. return result;
  92887. };
  92888. /**
  92889. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  92890. * @param position The local position
  92891. * @param mesh The mesh that this bone is attached to
  92892. * @param result The vector3 that the world position should be copied to
  92893. */
  92894. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  92895. if (mesh === void 0) { mesh = null; }
  92896. var wm = null;
  92897. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92898. if (mesh) {
  92899. wm = mesh.getWorldMatrix();
  92900. }
  92901. this._skeleton.computeAbsoluteTransforms();
  92902. var tmat = Bone._tmpMats[0];
  92903. if (mesh && wm) {
  92904. tmat.copyFrom(this.getAbsoluteTransform());
  92905. tmat.multiplyToRef(wm, tmat);
  92906. }
  92907. else {
  92908. tmat = this.getAbsoluteTransform();
  92909. }
  92910. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92911. };
  92912. /**
  92913. * Get the local position of a point that is in world space
  92914. * @param position The world position
  92915. * @param mesh The mesh that this bone is attached to
  92916. * @returns The local position
  92917. */
  92918. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  92919. if (mesh === void 0) { mesh = null; }
  92920. var result = BABYLON.Vector3.Zero();
  92921. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  92922. return result;
  92923. };
  92924. /**
  92925. * Get the local position of a point that is in world space and copy it to the result param
  92926. * @param position The world position
  92927. * @param mesh The mesh that this bone is attached to
  92928. * @param result The vector3 that the local position should be copied to
  92929. */
  92930. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  92931. if (mesh === void 0) { mesh = null; }
  92932. var wm = null;
  92933. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92934. if (mesh) {
  92935. wm = mesh.getWorldMatrix();
  92936. }
  92937. this._skeleton.computeAbsoluteTransforms();
  92938. var tmat = Bone._tmpMats[0];
  92939. tmat.copyFrom(this.getAbsoluteTransform());
  92940. if (mesh && wm) {
  92941. tmat.multiplyToRef(wm, tmat);
  92942. }
  92943. tmat.invert();
  92944. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92945. };
  92946. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  92947. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  92948. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  92949. return Bone;
  92950. }(BABYLON.Node));
  92951. BABYLON.Bone = Bone;
  92952. })(BABYLON || (BABYLON = {}));
  92953. //# sourceMappingURL=babylon.bone.js.map
  92954. var BABYLON;
  92955. (function (BABYLON) {
  92956. /**
  92957. * Class used to apply inverse kinematics to bones
  92958. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  92959. */
  92960. var BoneIKController = /** @class */ (function () {
  92961. /**
  92962. * Creates a new BoneIKController
  92963. * @param mesh defines the mesh to control
  92964. * @param bone defines the bone to control
  92965. * @param options defines options to set up the controller
  92966. */
  92967. function BoneIKController(mesh, bone, options) {
  92968. /**
  92969. * Gets or sets the target position
  92970. */
  92971. this.targetPosition = BABYLON.Vector3.Zero();
  92972. /**
  92973. * Gets or sets the pole target position
  92974. */
  92975. this.poleTargetPosition = BABYLON.Vector3.Zero();
  92976. /**
  92977. * Gets or sets the pole target local offset
  92978. */
  92979. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  92980. /**
  92981. * Gets or sets the pole angle
  92982. */
  92983. this.poleAngle = 0;
  92984. /**
  92985. * 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)
  92986. */
  92987. this.slerpAmount = 1;
  92988. this._bone1Quat = BABYLON.Quaternion.Identity();
  92989. this._bone1Mat = BABYLON.Matrix.Identity();
  92990. this._bone2Ang = Math.PI;
  92991. this._maxAngle = Math.PI;
  92992. this._rightHandedSystem = false;
  92993. this._bendAxis = BABYLON.Vector3.Right();
  92994. this._slerping = false;
  92995. this._adjustRoll = 0;
  92996. this._bone2 = bone;
  92997. this._bone1 = bone.getParent();
  92998. if (!this._bone1) {
  92999. return;
  93000. }
  93001. this.mesh = mesh;
  93002. var bonePos = bone.getPosition();
  93003. if (bone.getAbsoluteTransform().determinant() > 0) {
  93004. this._rightHandedSystem = true;
  93005. this._bendAxis.x = 0;
  93006. this._bendAxis.y = 0;
  93007. this._bendAxis.z = -1;
  93008. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  93009. this._adjustRoll = Math.PI * .5;
  93010. this._bendAxis.z = 1;
  93011. }
  93012. }
  93013. if (this._bone1.length) {
  93014. var boneScale1 = this._bone1.getScale();
  93015. var boneScale2 = this._bone2.getScale();
  93016. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  93017. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  93018. }
  93019. else if (this._bone1.children[0]) {
  93020. mesh.computeWorldMatrix(true);
  93021. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  93022. var pos2 = this._bone2.getAbsolutePosition(mesh);
  93023. var pos3 = this._bone1.getAbsolutePosition(mesh);
  93024. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  93025. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  93026. }
  93027. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  93028. this.maxAngle = Math.PI;
  93029. if (options) {
  93030. if (options.targetMesh) {
  93031. this.targetMesh = options.targetMesh;
  93032. this.targetMesh.computeWorldMatrix(true);
  93033. }
  93034. if (options.poleTargetMesh) {
  93035. this.poleTargetMesh = options.poleTargetMesh;
  93036. this.poleTargetMesh.computeWorldMatrix(true);
  93037. }
  93038. else if (options.poleTargetBone) {
  93039. this.poleTargetBone = options.poleTargetBone;
  93040. }
  93041. else if (this._bone1.getParent()) {
  93042. this.poleTargetBone = this._bone1.getParent();
  93043. }
  93044. if (options.poleTargetLocalOffset) {
  93045. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  93046. }
  93047. if (options.poleAngle) {
  93048. this.poleAngle = options.poleAngle;
  93049. }
  93050. if (options.bendAxis) {
  93051. this._bendAxis.copyFrom(options.bendAxis);
  93052. }
  93053. if (options.maxAngle) {
  93054. this.maxAngle = options.maxAngle;
  93055. }
  93056. if (options.slerpAmount) {
  93057. this.slerpAmount = options.slerpAmount;
  93058. }
  93059. }
  93060. }
  93061. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  93062. /**
  93063. * Gets or sets maximum allowed angle
  93064. */
  93065. get: function () {
  93066. return this._maxAngle;
  93067. },
  93068. set: function (value) {
  93069. this._setMaxAngle(value);
  93070. },
  93071. enumerable: true,
  93072. configurable: true
  93073. });
  93074. BoneIKController.prototype._setMaxAngle = function (ang) {
  93075. if (ang < 0) {
  93076. ang = 0;
  93077. }
  93078. if (ang > Math.PI || ang == undefined) {
  93079. ang = Math.PI;
  93080. }
  93081. this._maxAngle = ang;
  93082. var a = this._bone1Length;
  93083. var b = this._bone2Length;
  93084. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  93085. };
  93086. /**
  93087. * Force the controller to update the bones
  93088. */
  93089. BoneIKController.prototype.update = function () {
  93090. var bone1 = this._bone1;
  93091. if (!bone1) {
  93092. return;
  93093. }
  93094. var target = this.targetPosition;
  93095. var poleTarget = this.poleTargetPosition;
  93096. var mat1 = BoneIKController._tmpMats[0];
  93097. var mat2 = BoneIKController._tmpMats[1];
  93098. if (this.targetMesh) {
  93099. target.copyFrom(this.targetMesh.getAbsolutePosition());
  93100. }
  93101. if (this.poleTargetBone) {
  93102. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  93103. }
  93104. else if (this.poleTargetMesh) {
  93105. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  93106. }
  93107. var bonePos = BoneIKController._tmpVecs[0];
  93108. var zaxis = BoneIKController._tmpVecs[1];
  93109. var xaxis = BoneIKController._tmpVecs[2];
  93110. var yaxis = BoneIKController._tmpVecs[3];
  93111. var upAxis = BoneIKController._tmpVecs[4];
  93112. var _tmpQuat = BoneIKController._tmpQuat;
  93113. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  93114. poleTarget.subtractToRef(bonePos, upAxis);
  93115. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  93116. upAxis.y = 1;
  93117. }
  93118. else {
  93119. upAxis.normalize();
  93120. }
  93121. target.subtractToRef(bonePos, yaxis);
  93122. yaxis.normalize();
  93123. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  93124. zaxis.normalize();
  93125. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  93126. xaxis.normalize();
  93127. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  93128. var a = this._bone1Length;
  93129. var b = this._bone2Length;
  93130. var c = BABYLON.Vector3.Distance(bonePos, target);
  93131. if (this._maxReach > 0) {
  93132. c = Math.min(this._maxReach, c);
  93133. }
  93134. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  93135. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  93136. if (acosa > 1) {
  93137. acosa = 1;
  93138. }
  93139. if (acosb > 1) {
  93140. acosb = 1;
  93141. }
  93142. if (acosa < -1) {
  93143. acosa = -1;
  93144. }
  93145. if (acosb < -1) {
  93146. acosb = -1;
  93147. }
  93148. var angA = Math.acos(acosa);
  93149. var angB = Math.acos(acosb);
  93150. var angC = -angA - angB;
  93151. if (this._rightHandedSystem) {
  93152. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  93153. mat2.multiplyToRef(mat1, mat1);
  93154. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  93155. mat2.multiplyToRef(mat1, mat1);
  93156. }
  93157. else {
  93158. var _tmpVec = BoneIKController._tmpVecs[5];
  93159. _tmpVec.copyFrom(this._bendAxis);
  93160. _tmpVec.x *= -1;
  93161. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  93162. mat2.multiplyToRef(mat1, mat1);
  93163. }
  93164. if (this.poleAngle) {
  93165. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  93166. mat1.multiplyToRef(mat2, mat1);
  93167. }
  93168. if (this._bone1) {
  93169. if (this.slerpAmount < 1) {
  93170. if (!this._slerping) {
  93171. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  93172. }
  93173. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  93174. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  93175. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  93176. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  93177. this._slerping = true;
  93178. }
  93179. else {
  93180. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  93181. this._bone1Mat.copyFrom(mat1);
  93182. this._slerping = false;
  93183. }
  93184. }
  93185. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  93186. this._bone2Ang = angC;
  93187. };
  93188. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  93189. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  93190. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  93191. return BoneIKController;
  93192. }());
  93193. BABYLON.BoneIKController = BoneIKController;
  93194. })(BABYLON || (BABYLON = {}));
  93195. //# sourceMappingURL=babylon.boneIKController.js.map
  93196. var BABYLON;
  93197. (function (BABYLON) {
  93198. /**
  93199. * Class used to make a bone look toward a point in space
  93200. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  93201. */
  93202. var BoneLookController = /** @class */ (function () {
  93203. /**
  93204. * Create a BoneLookController
  93205. * @param mesh the mesh that the bone belongs to
  93206. * @param bone the bone that will be looking to the target
  93207. * @param target the target Vector3 to look at
  93208. * @param settings optional settings:
  93209. * * maxYaw: the maximum angle the bone will yaw to
  93210. * * minYaw: the minimum angle the bone will yaw to
  93211. * * maxPitch: the maximum angle the bone will pitch to
  93212. * * minPitch: the minimum angle the bone will yaw to
  93213. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  93214. * * upAxis: the up axis of the coordinate system
  93215. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  93216. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  93217. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  93218. * * adjustYaw: used to make an adjustment to the yaw of the bone
  93219. * * adjustPitch: used to make an adjustment to the pitch of the bone
  93220. * * adjustRoll: used to make an adjustment to the roll of the bone
  93221. **/
  93222. function BoneLookController(mesh, bone, target, options) {
  93223. /**
  93224. * The up axis of the coordinate system that is used when the bone is rotated
  93225. */
  93226. this.upAxis = BABYLON.Vector3.Up();
  93227. /**
  93228. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  93229. */
  93230. this.upAxisSpace = BABYLON.Space.LOCAL;
  93231. /**
  93232. * Used to make an adjustment to the yaw of the bone
  93233. */
  93234. this.adjustYaw = 0;
  93235. /**
  93236. * Used to make an adjustment to the pitch of the bone
  93237. */
  93238. this.adjustPitch = 0;
  93239. /**
  93240. * Used to make an adjustment to the roll of the bone
  93241. */
  93242. this.adjustRoll = 0;
  93243. /**
  93244. * 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)
  93245. */
  93246. this.slerpAmount = 1;
  93247. this._boneQuat = BABYLON.Quaternion.Identity();
  93248. this._slerping = false;
  93249. this._firstFrameSkipped = false;
  93250. this._fowardAxis = BABYLON.Vector3.Forward();
  93251. this.mesh = mesh;
  93252. this.bone = bone;
  93253. this.target = target;
  93254. if (options) {
  93255. if (options.adjustYaw) {
  93256. this.adjustYaw = options.adjustYaw;
  93257. }
  93258. if (options.adjustPitch) {
  93259. this.adjustPitch = options.adjustPitch;
  93260. }
  93261. if (options.adjustRoll) {
  93262. this.adjustRoll = options.adjustRoll;
  93263. }
  93264. if (options.maxYaw != null) {
  93265. this.maxYaw = options.maxYaw;
  93266. }
  93267. else {
  93268. this.maxYaw = Math.PI;
  93269. }
  93270. if (options.minYaw != null) {
  93271. this.minYaw = options.minYaw;
  93272. }
  93273. else {
  93274. this.minYaw = -Math.PI;
  93275. }
  93276. if (options.maxPitch != null) {
  93277. this.maxPitch = options.maxPitch;
  93278. }
  93279. else {
  93280. this.maxPitch = Math.PI;
  93281. }
  93282. if (options.minPitch != null) {
  93283. this.minPitch = options.minPitch;
  93284. }
  93285. else {
  93286. this.minPitch = -Math.PI;
  93287. }
  93288. if (options.slerpAmount != null) {
  93289. this.slerpAmount = options.slerpAmount;
  93290. }
  93291. if (options.upAxis != null) {
  93292. this.upAxis = options.upAxis;
  93293. }
  93294. if (options.upAxisSpace != null) {
  93295. this.upAxisSpace = options.upAxisSpace;
  93296. }
  93297. if (options.yawAxis != null || options.pitchAxis != null) {
  93298. var newYawAxis = BABYLON.Axis.Y;
  93299. var newPitchAxis = BABYLON.Axis.X;
  93300. if (options.yawAxis != null) {
  93301. newYawAxis = options.yawAxis.clone();
  93302. newYawAxis.normalize();
  93303. }
  93304. if (options.pitchAxis != null) {
  93305. newPitchAxis = options.pitchAxis.clone();
  93306. newPitchAxis.normalize();
  93307. }
  93308. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  93309. this._transformYawPitch = BABYLON.Matrix.Identity();
  93310. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  93311. this._transformYawPitchInv = this._transformYawPitch.clone();
  93312. this._transformYawPitch.invert();
  93313. }
  93314. }
  93315. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  93316. this.upAxisSpace = BABYLON.Space.LOCAL;
  93317. }
  93318. }
  93319. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  93320. /**
  93321. * Gets or sets the minimum yaw angle that the bone can look to
  93322. */
  93323. get: function () {
  93324. return this._minYaw;
  93325. },
  93326. set: function (value) {
  93327. this._minYaw = value;
  93328. this._minYawSin = Math.sin(value);
  93329. this._minYawCos = Math.cos(value);
  93330. if (this._maxYaw != null) {
  93331. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93332. this._yawRange = this._maxYaw - this._minYaw;
  93333. }
  93334. },
  93335. enumerable: true,
  93336. configurable: true
  93337. });
  93338. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  93339. /**
  93340. * Gets or sets the maximum yaw angle that the bone can look to
  93341. */
  93342. get: function () {
  93343. return this._maxYaw;
  93344. },
  93345. set: function (value) {
  93346. this._maxYaw = value;
  93347. this._maxYawSin = Math.sin(value);
  93348. this._maxYawCos = Math.cos(value);
  93349. if (this._minYaw != null) {
  93350. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93351. this._yawRange = this._maxYaw - this._minYaw;
  93352. }
  93353. },
  93354. enumerable: true,
  93355. configurable: true
  93356. });
  93357. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  93358. /**
  93359. * Gets or sets the minimum pitch angle that the bone can look to
  93360. */
  93361. get: function () {
  93362. return this._minPitch;
  93363. },
  93364. set: function (value) {
  93365. this._minPitch = value;
  93366. this._minPitchTan = Math.tan(value);
  93367. },
  93368. enumerable: true,
  93369. configurable: true
  93370. });
  93371. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  93372. /**
  93373. * Gets or sets the maximum pitch angle that the bone can look to
  93374. */
  93375. get: function () {
  93376. return this._maxPitch;
  93377. },
  93378. set: function (value) {
  93379. this._maxPitch = value;
  93380. this._maxPitchTan = Math.tan(value);
  93381. },
  93382. enumerable: true,
  93383. configurable: true
  93384. });
  93385. /**
  93386. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93387. */
  93388. BoneLookController.prototype.update = function () {
  93389. //skip the first frame when slerping so that the mesh rotation is correct
  93390. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93391. this._firstFrameSkipped = true;
  93392. return;
  93393. }
  93394. var bone = this.bone;
  93395. var bonePos = BoneLookController._tmpVecs[0];
  93396. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93397. var target = this.target;
  93398. var _tmpMat1 = BoneLookController._tmpMats[0];
  93399. var _tmpMat2 = BoneLookController._tmpMats[1];
  93400. var mesh = this.mesh;
  93401. var parentBone = bone.getParent();
  93402. var upAxis = BoneLookController._tmpVecs[1];
  93403. upAxis.copyFrom(this.upAxis);
  93404. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93405. if (this._transformYawPitch) {
  93406. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93407. }
  93408. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93409. }
  93410. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93411. mesh.getDirectionToRef(upAxis, upAxis);
  93412. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93413. upAxis.normalize();
  93414. }
  93415. }
  93416. var checkYaw = false;
  93417. var checkPitch = false;
  93418. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93419. checkYaw = true;
  93420. }
  93421. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93422. checkPitch = true;
  93423. }
  93424. if (checkYaw || checkPitch) {
  93425. var spaceMat = BoneLookController._tmpMats[2];
  93426. var spaceMatInv = BoneLookController._tmpMats[3];
  93427. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93428. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93429. }
  93430. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93431. spaceMat.copyFrom(mesh.getWorldMatrix());
  93432. }
  93433. else {
  93434. var forwardAxis = BoneLookController._tmpVecs[2];
  93435. forwardAxis.copyFrom(this._fowardAxis);
  93436. if (this._transformYawPitch) {
  93437. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93438. }
  93439. if (parentBone) {
  93440. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93441. }
  93442. else {
  93443. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93444. }
  93445. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93446. rightAxis.normalize();
  93447. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93448. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93449. }
  93450. spaceMat.invertToRef(spaceMatInv);
  93451. var xzlen = null;
  93452. if (checkPitch) {
  93453. var localTarget = BoneLookController._tmpVecs[3];
  93454. target.subtractToRef(bonePos, localTarget);
  93455. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93456. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93457. var pitch = Math.atan2(localTarget.y, xzlen);
  93458. var newPitch = pitch;
  93459. if (pitch > this._maxPitch) {
  93460. localTarget.y = this._maxPitchTan * xzlen;
  93461. newPitch = this._maxPitch;
  93462. }
  93463. else if (pitch < this._minPitch) {
  93464. localTarget.y = this._minPitchTan * xzlen;
  93465. newPitch = this._minPitch;
  93466. }
  93467. if (pitch != newPitch) {
  93468. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93469. localTarget.addInPlace(bonePos);
  93470. target = localTarget;
  93471. }
  93472. }
  93473. if (checkYaw) {
  93474. var localTarget = BoneLookController._tmpVecs[4];
  93475. target.subtractToRef(bonePos, localTarget);
  93476. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93477. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93478. var newYaw = yaw;
  93479. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93480. if (xzlen == null) {
  93481. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93482. }
  93483. if (this._yawRange > Math.PI) {
  93484. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93485. localTarget.z = this._maxYawCos * xzlen;
  93486. localTarget.x = this._maxYawSin * xzlen;
  93487. newYaw = this._maxYaw;
  93488. }
  93489. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93490. localTarget.z = this._minYawCos * xzlen;
  93491. localTarget.x = this._minYawSin * xzlen;
  93492. newYaw = this._minYaw;
  93493. }
  93494. }
  93495. else {
  93496. if (yaw > this._maxYaw) {
  93497. localTarget.z = this._maxYawCos * xzlen;
  93498. localTarget.x = this._maxYawSin * xzlen;
  93499. newYaw = this._maxYaw;
  93500. }
  93501. else if (yaw < this._minYaw) {
  93502. localTarget.z = this._minYawCos * xzlen;
  93503. localTarget.x = this._minYawSin * xzlen;
  93504. newYaw = this._minYaw;
  93505. }
  93506. }
  93507. }
  93508. if (this._slerping && this._yawRange > Math.PI) {
  93509. //are we going to be crossing into the min/max region?
  93510. var boneFwd = BoneLookController._tmpVecs[8];
  93511. boneFwd.copyFrom(BABYLON.Axis.Z);
  93512. if (this._transformYawPitch) {
  93513. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93514. }
  93515. var boneRotMat = BoneLookController._tmpMats[4];
  93516. this._boneQuat.toRotationMatrix(boneRotMat);
  93517. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93518. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93519. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93520. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93521. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93522. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93523. if (angBtwTar > angBtwMidYaw) {
  93524. if (xzlen == null) {
  93525. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93526. }
  93527. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93528. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93529. if (angBtwMin < angBtwMax) {
  93530. newYaw = boneYaw + Math.PI * .75;
  93531. localTarget.z = Math.cos(newYaw) * xzlen;
  93532. localTarget.x = Math.sin(newYaw) * xzlen;
  93533. }
  93534. else {
  93535. newYaw = boneYaw - Math.PI * .75;
  93536. localTarget.z = Math.cos(newYaw) * xzlen;
  93537. localTarget.x = Math.sin(newYaw) * xzlen;
  93538. }
  93539. }
  93540. }
  93541. if (yaw != newYaw) {
  93542. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93543. localTarget.addInPlace(bonePos);
  93544. target = localTarget;
  93545. }
  93546. }
  93547. }
  93548. var zaxis = BoneLookController._tmpVecs[5];
  93549. var xaxis = BoneLookController._tmpVecs[6];
  93550. var yaxis = BoneLookController._tmpVecs[7];
  93551. var _tmpQuat = BoneLookController._tmpQuat;
  93552. target.subtractToRef(bonePos, zaxis);
  93553. zaxis.normalize();
  93554. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93555. xaxis.normalize();
  93556. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93557. yaxis.normalize();
  93558. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93559. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93560. return;
  93561. }
  93562. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93563. return;
  93564. }
  93565. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93566. return;
  93567. }
  93568. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93569. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93570. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93571. }
  93572. if (this.slerpAmount < 1) {
  93573. if (!this._slerping) {
  93574. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93575. }
  93576. if (this._transformYawPitch) {
  93577. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93578. }
  93579. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93580. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93581. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93582. this._slerping = true;
  93583. }
  93584. else {
  93585. if (this._transformYawPitch) {
  93586. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93587. }
  93588. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  93589. this._slerping = false;
  93590. }
  93591. };
  93592. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  93593. var angDiff = ang2 - ang1;
  93594. angDiff %= Math.PI * 2;
  93595. if (angDiff > Math.PI) {
  93596. angDiff -= Math.PI * 2;
  93597. }
  93598. else if (angDiff < -Math.PI) {
  93599. angDiff += Math.PI * 2;
  93600. }
  93601. return angDiff;
  93602. };
  93603. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  93604. ang1 %= (2 * Math.PI);
  93605. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93606. ang2 %= (2 * Math.PI);
  93607. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93608. var ab = 0;
  93609. if (ang1 < ang2) {
  93610. ab = ang2 - ang1;
  93611. }
  93612. else {
  93613. ab = ang1 - ang2;
  93614. }
  93615. if (ab > Math.PI) {
  93616. ab = Math.PI * 2 - ab;
  93617. }
  93618. return ab;
  93619. };
  93620. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93621. ang %= (2 * Math.PI);
  93622. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93623. ang1 %= (2 * Math.PI);
  93624. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93625. ang2 %= (2 * Math.PI);
  93626. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93627. if (ang1 < ang2) {
  93628. if (ang > ang1 && ang < ang2) {
  93629. return true;
  93630. }
  93631. }
  93632. else {
  93633. if (ang > ang2 && ang < ang1) {
  93634. return true;
  93635. }
  93636. }
  93637. return false;
  93638. };
  93639. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93640. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93641. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93642. return BoneLookController;
  93643. }());
  93644. BABYLON.BoneLookController = BoneLookController;
  93645. })(BABYLON || (BABYLON = {}));
  93646. //# sourceMappingURL=babylon.boneLookController.js.map
  93647. var BABYLON;
  93648. (function (BABYLON) {
  93649. /**
  93650. * Class used to handle skinning animations
  93651. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93652. */
  93653. var Skeleton = /** @class */ (function () {
  93654. /**
  93655. * Creates a new skeleton
  93656. * @param name defines the skeleton name
  93657. * @param id defines the skeleton Id
  93658. * @param scene defines the hosting scene
  93659. */
  93660. function Skeleton(
  93661. /** defines the skeleton name */
  93662. name,
  93663. /** defines the skeleton Id */
  93664. id, scene) {
  93665. this.name = name;
  93666. this.id = id;
  93667. /**
  93668. * Gets the list of child bones
  93669. */
  93670. this.bones = new Array();
  93671. /**
  93672. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  93673. */
  93674. this.needInitialSkinMatrix = false;
  93675. this._isDirty = true;
  93676. this._meshesWithPoseMatrix = new Array();
  93677. this._identity = BABYLON.Matrix.Identity();
  93678. this._ranges = {};
  93679. this._lastAbsoluteTransformsUpdateId = -1;
  93680. this._canUseTextureForBones = false;
  93681. /**
  93682. * Specifies if the skeleton should be serialized
  93683. */
  93684. this.doNotSerialize = false;
  93685. /**
  93686. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  93687. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  93688. */
  93689. this.useTextureToStoreBoneMatrices = true;
  93690. this._animationPropertiesOverride = null;
  93691. // Events
  93692. /**
  93693. * An observable triggered before computing the skeleton's matrices
  93694. */
  93695. this.onBeforeComputeObservable = new BABYLON.Observable();
  93696. this.bones = [];
  93697. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  93698. this._scene.skeletons.push(this);
  93699. //make sure it will recalculate the matrix next time prepare is called.
  93700. this._isDirty = true;
  93701. var engineCaps = this._scene.getEngine().getCaps();
  93702. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  93703. }
  93704. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  93705. /**
  93706. * Gets or sets the animation properties override
  93707. */
  93708. get: function () {
  93709. if (!this._animationPropertiesOverride) {
  93710. return this._scene.animationPropertiesOverride;
  93711. }
  93712. return this._animationPropertiesOverride;
  93713. },
  93714. set: function (value) {
  93715. this._animationPropertiesOverride = value;
  93716. },
  93717. enumerable: true,
  93718. configurable: true
  93719. });
  93720. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  93721. /**
  93722. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  93723. */
  93724. get: function () {
  93725. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  93726. },
  93727. enumerable: true,
  93728. configurable: true
  93729. });
  93730. // Members
  93731. /**
  93732. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  93733. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  93734. * @returns a Float32Array containing matrices data
  93735. */
  93736. Skeleton.prototype.getTransformMatrices = function (mesh) {
  93737. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  93738. return mesh._bonesTransformMatrices;
  93739. }
  93740. if (!this._transformMatrices) {
  93741. this.prepare();
  93742. }
  93743. return this._transformMatrices;
  93744. };
  93745. /**
  93746. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  93747. * @returns a raw texture containing the data
  93748. */
  93749. Skeleton.prototype.getTransformMatrixTexture = function () {
  93750. return this._transformMatrixTexture;
  93751. };
  93752. /**
  93753. * Gets the current hosting scene
  93754. * @returns a scene object
  93755. */
  93756. Skeleton.prototype.getScene = function () {
  93757. return this._scene;
  93758. };
  93759. // Methods
  93760. /**
  93761. * Gets a string representing the current skeleton data
  93762. * @param fullDetails defines a boolean indicating if we want a verbose version
  93763. * @returns a string representing the current skeleton data
  93764. */
  93765. Skeleton.prototype.toString = function (fullDetails) {
  93766. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  93767. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  93768. if (fullDetails) {
  93769. ret += ", Ranges: {";
  93770. var first = true;
  93771. for (var name_1 in this._ranges) {
  93772. if (first) {
  93773. ret += ", ";
  93774. first = false;
  93775. }
  93776. ret += name_1;
  93777. }
  93778. ret += "}";
  93779. }
  93780. return ret;
  93781. };
  93782. /**
  93783. * Get bone's index searching by name
  93784. * @param name defines bone's name to search for
  93785. * @return the indice of the bone. Returns -1 if not found
  93786. */
  93787. Skeleton.prototype.getBoneIndexByName = function (name) {
  93788. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  93789. if (this.bones[boneIndex].name === name) {
  93790. return boneIndex;
  93791. }
  93792. }
  93793. return -1;
  93794. };
  93795. /**
  93796. * Creater a new animation range
  93797. * @param name defines the name of the range
  93798. * @param from defines the start key
  93799. * @param to defines the end key
  93800. */
  93801. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  93802. // check name not already in use
  93803. if (!this._ranges[name]) {
  93804. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  93805. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93806. if (this.bones[i].animations[0]) {
  93807. this.bones[i].animations[0].createRange(name, from, to);
  93808. }
  93809. }
  93810. }
  93811. };
  93812. /**
  93813. * Delete a specific animation range
  93814. * @param name defines the name of the range
  93815. * @param deleteFrames defines if frames must be removed as well
  93816. */
  93817. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  93818. if (deleteFrames === void 0) { deleteFrames = true; }
  93819. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93820. if (this.bones[i].animations[0]) {
  93821. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  93822. }
  93823. }
  93824. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  93825. };
  93826. /**
  93827. * Gets a specific animation range
  93828. * @param name defines the name of the range to look for
  93829. * @returns the requested animation range or null if not found
  93830. */
  93831. Skeleton.prototype.getAnimationRange = function (name) {
  93832. return this._ranges[name];
  93833. };
  93834. /**
  93835. * Gets the list of all animation ranges defined on this skeleton
  93836. * @returns an array
  93837. */
  93838. Skeleton.prototype.getAnimationRanges = function () {
  93839. var animationRanges = [];
  93840. var name;
  93841. var i = 0;
  93842. for (name in this._ranges) {
  93843. animationRanges[i] = this._ranges[name];
  93844. i++;
  93845. }
  93846. return animationRanges;
  93847. };
  93848. /**
  93849. * Copy animation range from a source skeleton.
  93850. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  93851. * @param source defines the source skeleton
  93852. * @param name defines the name of the range to copy
  93853. * @param rescaleAsRequired defines if rescaling must be applied if required
  93854. * @returns true if operation was successful
  93855. */
  93856. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  93857. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  93858. if (this._ranges[name] || !source.getAnimationRange(name)) {
  93859. return false;
  93860. }
  93861. var ret = true;
  93862. var frameOffset = this._getHighestAnimationFrame() + 1;
  93863. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  93864. var boneDict = {};
  93865. var sourceBones = source.bones;
  93866. var nBones;
  93867. var i;
  93868. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  93869. boneDict[sourceBones[i].name] = sourceBones[i];
  93870. }
  93871. if (this.bones.length !== sourceBones.length) {
  93872. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  93873. ret = false;
  93874. }
  93875. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  93876. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  93877. var boneName = this.bones[i].name;
  93878. var sourceBone = boneDict[boneName];
  93879. if (sourceBone) {
  93880. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  93881. }
  93882. else {
  93883. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  93884. ret = false;
  93885. }
  93886. }
  93887. // do not call createAnimationRange(), since it also is done to bones, which was already done
  93888. var range = source.getAnimationRange(name);
  93889. if (range) {
  93890. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  93891. }
  93892. return ret;
  93893. };
  93894. /**
  93895. * Forces the skeleton to go to rest pose
  93896. */
  93897. Skeleton.prototype.returnToRest = function () {
  93898. for (var index = 0; index < this.bones.length; index++) {
  93899. this.bones[index].returnToRest();
  93900. }
  93901. };
  93902. Skeleton.prototype._getHighestAnimationFrame = function () {
  93903. var ret = 0;
  93904. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93905. if (this.bones[i].animations[0]) {
  93906. var highest = this.bones[i].animations[0].getHighestFrame();
  93907. if (ret < highest) {
  93908. ret = highest;
  93909. }
  93910. }
  93911. }
  93912. return ret;
  93913. };
  93914. /**
  93915. * Begin a specific animation range
  93916. * @param name defines the name of the range to start
  93917. * @param loop defines if looping must be turned on (false by default)
  93918. * @param speedRatio defines the speed ratio to apply (1 by default)
  93919. * @param onAnimationEnd defines a callback which will be called when animation will end
  93920. * @returns a new animatable
  93921. */
  93922. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  93923. var range = this.getAnimationRange(name);
  93924. if (!range) {
  93925. return null;
  93926. }
  93927. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  93928. };
  93929. /** @hidden */
  93930. Skeleton.prototype._markAsDirty = function () {
  93931. this._isDirty = true;
  93932. };
  93933. /** @hidden */
  93934. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  93935. this._meshesWithPoseMatrix.push(mesh);
  93936. };
  93937. /** @hidden */
  93938. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  93939. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  93940. if (index > -1) {
  93941. this._meshesWithPoseMatrix.splice(index, 1);
  93942. }
  93943. };
  93944. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  93945. this.onBeforeComputeObservable.notifyObservers(this);
  93946. for (var index = 0; index < this.bones.length; index++) {
  93947. var bone = this.bones[index];
  93948. var parentBone = bone.getParent();
  93949. if (parentBone) {
  93950. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  93951. }
  93952. else {
  93953. if (initialSkinMatrix) {
  93954. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  93955. }
  93956. else {
  93957. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  93958. }
  93959. }
  93960. if (bone._index !== -1) {
  93961. var mappedIndex = bone._index === null ? index : bone._index;
  93962. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  93963. }
  93964. }
  93965. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  93966. };
  93967. /**
  93968. * Build all resources required to render a skeleton
  93969. */
  93970. Skeleton.prototype.prepare = function () {
  93971. if (!this._isDirty) {
  93972. return;
  93973. }
  93974. if (this.needInitialSkinMatrix) {
  93975. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  93976. var mesh = this._meshesWithPoseMatrix[index];
  93977. var poseMatrix = mesh.getPoseMatrix();
  93978. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  93979. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93980. }
  93981. if (this._synchronizedWithMesh !== mesh) {
  93982. this._synchronizedWithMesh = mesh;
  93983. // Prepare bones
  93984. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  93985. var bone = this.bones[boneIndex];
  93986. if (!bone.getParent()) {
  93987. var matrix = bone.getBaseMatrix();
  93988. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  93989. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  93990. }
  93991. }
  93992. }
  93993. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  93994. }
  93995. }
  93996. else {
  93997. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  93998. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93999. if (this.isUsingTextureForMatrices) {
  94000. if (this._transformMatrixTexture) {
  94001. this._transformMatrixTexture.dispose();
  94002. }
  94003. 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);
  94004. }
  94005. }
  94006. this._computeTransformMatrices(this._transformMatrices, null);
  94007. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  94008. this._transformMatrixTexture.update(this._transformMatrices);
  94009. }
  94010. }
  94011. this._isDirty = false;
  94012. this._scene._activeBones.addCount(this.bones.length, false);
  94013. };
  94014. /**
  94015. * Gets the list of animatables currently running for this skeleton
  94016. * @returns an array of animatables
  94017. */
  94018. Skeleton.prototype.getAnimatables = function () {
  94019. if (!this._animatables || this._animatables.length !== this.bones.length) {
  94020. this._animatables = [];
  94021. for (var index = 0; index < this.bones.length; index++) {
  94022. this._animatables.push(this.bones[index]);
  94023. }
  94024. }
  94025. return this._animatables;
  94026. };
  94027. /**
  94028. * Clone the current skeleton
  94029. * @param name defines the name of the new skeleton
  94030. * @param id defines the id of the enw skeleton
  94031. * @returns the new skeleton
  94032. */
  94033. Skeleton.prototype.clone = function (name, id) {
  94034. var result = new Skeleton(name, id || name, this._scene);
  94035. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94036. for (var index = 0; index < this.bones.length; index++) {
  94037. var source = this.bones[index];
  94038. var parentBone = null;
  94039. var parent_1 = source.getParent();
  94040. if (parent_1) {
  94041. var parentIndex = this.bones.indexOf(parent_1);
  94042. parentBone = result.bones[parentIndex];
  94043. }
  94044. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  94045. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  94046. }
  94047. if (this._ranges) {
  94048. result._ranges = {};
  94049. for (var rangeName in this._ranges) {
  94050. var range = this._ranges[rangeName];
  94051. if (range) {
  94052. result._ranges[rangeName] = range.clone();
  94053. }
  94054. }
  94055. }
  94056. this._isDirty = true;
  94057. return result;
  94058. };
  94059. /**
  94060. * Enable animation blending for this skeleton
  94061. * @param blendingSpeed defines the blending speed to apply
  94062. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  94063. */
  94064. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  94065. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  94066. this.bones.forEach(function (bone) {
  94067. bone.animations.forEach(function (animation) {
  94068. animation.enableBlending = true;
  94069. animation.blendingSpeed = blendingSpeed;
  94070. });
  94071. });
  94072. };
  94073. /**
  94074. * Releases all resources associated with the current skeleton
  94075. */
  94076. Skeleton.prototype.dispose = function () {
  94077. this._meshesWithPoseMatrix = [];
  94078. // Animations
  94079. this.getScene().stopAnimation(this);
  94080. // Remove from scene
  94081. this.getScene().removeSkeleton(this);
  94082. if (this._transformMatrixTexture) {
  94083. this._transformMatrixTexture.dispose();
  94084. this._transformMatrixTexture = null;
  94085. }
  94086. };
  94087. /**
  94088. * Serialize the skeleton in a JSON object
  94089. * @returns a JSON object
  94090. */
  94091. Skeleton.prototype.serialize = function () {
  94092. var serializationObject = {};
  94093. serializationObject.name = this.name;
  94094. serializationObject.id = this.id;
  94095. if (this.dimensionsAtRest) {
  94096. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  94097. }
  94098. serializationObject.bones = [];
  94099. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94100. for (var index = 0; index < this.bones.length; index++) {
  94101. var bone = this.bones[index];
  94102. var parent_2 = bone.getParent();
  94103. var serializedBone = {
  94104. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  94105. name: bone.name,
  94106. matrix: bone.getBaseMatrix().toArray(),
  94107. rest: bone.getRestPose().toArray()
  94108. };
  94109. serializationObject.bones.push(serializedBone);
  94110. if (bone.length) {
  94111. serializedBone.length = bone.length;
  94112. }
  94113. if (bone.metadata) {
  94114. serializedBone.metadata = bone.metadata;
  94115. }
  94116. if (bone.animations && bone.animations.length > 0) {
  94117. serializedBone.animation = bone.animations[0].serialize();
  94118. }
  94119. serializationObject.ranges = [];
  94120. for (var name in this._ranges) {
  94121. var source = this._ranges[name];
  94122. if (!source) {
  94123. continue;
  94124. }
  94125. var range = {};
  94126. range.name = name;
  94127. range.from = source.from;
  94128. range.to = source.to;
  94129. serializationObject.ranges.push(range);
  94130. }
  94131. }
  94132. return serializationObject;
  94133. };
  94134. /**
  94135. * Creates a new skeleton from serialized data
  94136. * @param parsedSkeleton defines the serialized data
  94137. * @param scene defines the hosting scene
  94138. * @returns a new skeleton
  94139. */
  94140. Skeleton.Parse = function (parsedSkeleton, scene) {
  94141. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  94142. if (parsedSkeleton.dimensionsAtRest) {
  94143. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  94144. }
  94145. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  94146. var index;
  94147. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  94148. var parsedBone = parsedSkeleton.bones[index];
  94149. var parentBone = null;
  94150. if (parsedBone.parentBoneIndex > -1) {
  94151. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  94152. }
  94153. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  94154. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  94155. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  94156. bone.id = parsedBone.id;
  94157. }
  94158. if (parsedBone.length) {
  94159. bone.length = parsedBone.length;
  94160. }
  94161. if (parsedBone.metadata) {
  94162. bone.metadata = parsedBone.metadata;
  94163. }
  94164. if (parsedBone.animation) {
  94165. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  94166. }
  94167. }
  94168. // placed after bones, so createAnimationRange can cascade down
  94169. if (parsedSkeleton.ranges) {
  94170. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  94171. var data = parsedSkeleton.ranges[index];
  94172. skeleton.createAnimationRange(data.name, data.from, data.to);
  94173. }
  94174. }
  94175. return skeleton;
  94176. };
  94177. /**
  94178. * Compute all node absolute transforms
  94179. * @param forceUpdate defines if computation must be done even if cache is up to date
  94180. */
  94181. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  94182. if (forceUpdate === void 0) { forceUpdate = false; }
  94183. var renderId = this._scene.getRenderId();
  94184. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  94185. this.bones[0].computeAbsoluteTransforms();
  94186. this._lastAbsoluteTransformsUpdateId = renderId;
  94187. }
  94188. };
  94189. /**
  94190. * Gets the root pose matrix
  94191. * @returns a matrix
  94192. */
  94193. Skeleton.prototype.getPoseMatrix = function () {
  94194. var poseMatrix = null;
  94195. if (this._meshesWithPoseMatrix.length > 0) {
  94196. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  94197. }
  94198. return poseMatrix;
  94199. };
  94200. /**
  94201. * Sorts bones per internal index
  94202. */
  94203. Skeleton.prototype.sortBones = function () {
  94204. var bones = new Array();
  94205. var visited = new Array(this.bones.length);
  94206. for (var index = 0; index < this.bones.length; index++) {
  94207. this._sortBones(index, bones, visited);
  94208. }
  94209. this.bones = bones;
  94210. };
  94211. Skeleton.prototype._sortBones = function (index, bones, visited) {
  94212. if (visited[index]) {
  94213. return;
  94214. }
  94215. visited[index] = true;
  94216. var bone = this.bones[index];
  94217. if (bone._index === undefined) {
  94218. bone._index = index;
  94219. }
  94220. var parentBone = bone.getParent();
  94221. if (parentBone) {
  94222. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  94223. }
  94224. bones.push(bone);
  94225. };
  94226. return Skeleton;
  94227. }());
  94228. BABYLON.Skeleton = Skeleton;
  94229. })(BABYLON || (BABYLON = {}));
  94230. //# sourceMappingURL=babylon.skeleton.js.map
  94231. var BABYLON;
  94232. (function (BABYLON) {
  94233. /**
  94234. * This groups tools to convert HDR texture to native colors array.
  94235. */
  94236. var HDRTools = /** @class */ (function () {
  94237. function HDRTools() {
  94238. }
  94239. HDRTools.Ldexp = function (mantissa, exponent) {
  94240. if (exponent > 1023) {
  94241. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  94242. }
  94243. if (exponent < -1074) {
  94244. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  94245. }
  94246. return mantissa * Math.pow(2, exponent);
  94247. };
  94248. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  94249. if (exponent > 0) { /*nonzero pixel*/
  94250. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  94251. float32array[index + 0] = red * exponent;
  94252. float32array[index + 1] = green * exponent;
  94253. float32array[index + 2] = blue * exponent;
  94254. }
  94255. else {
  94256. float32array[index + 0] = 0;
  94257. float32array[index + 1] = 0;
  94258. float32array[index + 2] = 0;
  94259. }
  94260. };
  94261. HDRTools.readStringLine = function (uint8array, startIndex) {
  94262. var line = "";
  94263. var character = "";
  94264. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  94265. character = String.fromCharCode(uint8array[i]);
  94266. if (character == "\n") {
  94267. break;
  94268. }
  94269. line += character;
  94270. }
  94271. return line;
  94272. };
  94273. /**
  94274. * Reads header information from an RGBE texture stored in a native array.
  94275. * More information on this format are available here:
  94276. * https://en.wikipedia.org/wiki/RGBE_image_format
  94277. *
  94278. * @param uint8array The binary file stored in native array.
  94279. * @return The header information.
  94280. */
  94281. HDRTools.RGBE_ReadHeader = function (uint8array) {
  94282. var height = 0;
  94283. var width = 0;
  94284. var line = this.readStringLine(uint8array, 0);
  94285. if (line[0] != '#' || line[1] != '?') {
  94286. throw "Bad HDR Format.";
  94287. }
  94288. var endOfHeader = false;
  94289. var findFormat = false;
  94290. var lineIndex = 0;
  94291. do {
  94292. lineIndex += (line.length + 1);
  94293. line = this.readStringLine(uint8array, lineIndex);
  94294. if (line == "FORMAT=32-bit_rle_rgbe") {
  94295. findFormat = true;
  94296. }
  94297. else if (line.length == 0) {
  94298. endOfHeader = true;
  94299. }
  94300. } while (!endOfHeader);
  94301. if (!findFormat) {
  94302. throw "HDR Bad header format, unsupported FORMAT";
  94303. }
  94304. lineIndex += (line.length + 1);
  94305. line = this.readStringLine(uint8array, lineIndex);
  94306. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  94307. var match = sizeRegexp.exec(line);
  94308. // TODO. Support +Y and -X if needed.
  94309. if (!match || match.length < 3) {
  94310. throw "HDR Bad header format, no size";
  94311. }
  94312. width = parseInt(match[2]);
  94313. height = parseInt(match[1]);
  94314. if (width < 8 || width > 0x7fff) {
  94315. throw "HDR Bad header format, unsupported size";
  94316. }
  94317. lineIndex += (line.length + 1);
  94318. return {
  94319. height: height,
  94320. width: width,
  94321. dataPosition: lineIndex
  94322. };
  94323. };
  94324. /**
  94325. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  94326. * This RGBE texture needs to store the information as a panorama.
  94327. *
  94328. * More information on this format are available here:
  94329. * https://en.wikipedia.org/wiki/RGBE_image_format
  94330. *
  94331. * @param buffer The binary file stored in an array buffer.
  94332. * @param size The expected size of the extracted cubemap.
  94333. * @return The Cube Map information.
  94334. */
  94335. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  94336. var uint8array = new Uint8Array(buffer);
  94337. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  94338. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94339. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  94340. return cubeMapData;
  94341. };
  94342. /**
  94343. * Returns the pixels data extracted from an RGBE texture.
  94344. * This pixels will be stored left to right up to down in the R G B order in one array.
  94345. *
  94346. * More information on this format are available here:
  94347. * https://en.wikipedia.org/wiki/RGBE_image_format
  94348. *
  94349. * @param uint8array The binary file stored in an array buffer.
  94350. * @param hdrInfo The header information of the file.
  94351. * @return The pixels data in RGB right to left up to down order.
  94352. */
  94353. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  94354. // Keep for multi format supports.
  94355. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94356. };
  94357. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  94358. var num_scanlines = hdrInfo.height;
  94359. var scanline_width = hdrInfo.width;
  94360. var a, b, c, d, count;
  94361. var dataIndex = hdrInfo.dataPosition;
  94362. var index = 0, endIndex = 0, i = 0;
  94363. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  94364. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  94365. // 3 channels of 4 bytes per pixel in float.
  94366. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  94367. var resultArray = new Float32Array(resultBuffer);
  94368. // read in each successive scanline
  94369. while (num_scanlines > 0) {
  94370. a = uint8array[dataIndex++];
  94371. b = uint8array[dataIndex++];
  94372. c = uint8array[dataIndex++];
  94373. d = uint8array[dataIndex++];
  94374. if (a != 2 || b != 2 || (c & 0x80)) {
  94375. // this file is not run length encoded
  94376. throw "HDR Bad header format, not RLE";
  94377. }
  94378. if (((c << 8) | d) != scanline_width) {
  94379. throw "HDR Bad header format, wrong scan line width";
  94380. }
  94381. index = 0;
  94382. // read each of the four channels for the scanline into the buffer
  94383. for (i = 0; i < 4; i++) {
  94384. endIndex = (i + 1) * scanline_width;
  94385. while (index < endIndex) {
  94386. a = uint8array[dataIndex++];
  94387. b = uint8array[dataIndex++];
  94388. if (a > 128) {
  94389. // a run of the same value
  94390. count = a - 128;
  94391. if ((count == 0) || (count > endIndex - index)) {
  94392. throw "HDR Bad Format, bad scanline data (run)";
  94393. }
  94394. while (count-- > 0) {
  94395. scanLineArray[index++] = b;
  94396. }
  94397. }
  94398. else {
  94399. // a non-run
  94400. count = a;
  94401. if ((count == 0) || (count > endIndex - index)) {
  94402. throw "HDR Bad Format, bad scanline data (non-run)";
  94403. }
  94404. scanLineArray[index++] = b;
  94405. if (--count > 0) {
  94406. for (var j = 0; j < count; j++) {
  94407. scanLineArray[index++] = uint8array[dataIndex++];
  94408. }
  94409. }
  94410. }
  94411. }
  94412. }
  94413. // now convert data from buffer into floats
  94414. for (i = 0; i < scanline_width; i++) {
  94415. a = scanLineArray[i];
  94416. b = scanLineArray[i + scanline_width];
  94417. c = scanLineArray[i + 2 * scanline_width];
  94418. d = scanLineArray[i + 3 * scanline_width];
  94419. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94420. }
  94421. num_scanlines--;
  94422. }
  94423. return resultArray;
  94424. };
  94425. return HDRTools;
  94426. }());
  94427. BABYLON.HDRTools = HDRTools;
  94428. })(BABYLON || (BABYLON = {}));
  94429. //# sourceMappingURL=babylon.hdr.js.map
  94430. var BABYLON;
  94431. (function (BABYLON) {
  94432. /**
  94433. * This represents a texture coming from an HDR input.
  94434. *
  94435. * The only supported format is currently panorama picture stored in RGBE format.
  94436. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94437. */
  94438. var HDRCubeTexture = /** @class */ (function (_super) {
  94439. __extends(HDRCubeTexture, _super);
  94440. /**
  94441. * Instantiates an HDRTexture from the following parameters.
  94442. *
  94443. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94444. * @param scene The scene the texture will be used in
  94445. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94446. * @param noMipmap Forces to not generate the mipmap if true
  94447. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94448. * @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)
  94449. * @param reserved Reserved flag for internal use.
  94450. */
  94451. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94452. if (noMipmap === void 0) { noMipmap = false; }
  94453. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94454. if (gammaSpace === void 0) { gammaSpace = false; }
  94455. if (reserved === void 0) { reserved = false; }
  94456. if (onLoad === void 0) { onLoad = null; }
  94457. if (onError === void 0) { onError = null; }
  94458. var _this = _super.call(this, scene) || this;
  94459. _this._generateHarmonics = true;
  94460. _this._onLoad = null;
  94461. _this._onError = null;
  94462. /**
  94463. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94464. */
  94465. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94466. _this._isBlocking = true;
  94467. _this._rotationY = 0;
  94468. /**
  94469. * Gets or sets the center of the bounding box associated with the cube texture
  94470. * It must define where the camera used to render the texture was set
  94471. */
  94472. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94473. if (!url) {
  94474. return _this;
  94475. }
  94476. _this.name = url;
  94477. _this.url = url;
  94478. _this.hasAlpha = false;
  94479. _this.isCube = true;
  94480. _this._textureMatrix = BABYLON.Matrix.Identity();
  94481. _this._onLoad = onLoad;
  94482. _this._onError = onError;
  94483. _this.gammaSpace = gammaSpace;
  94484. _this._noMipmap = noMipmap;
  94485. _this._size = size;
  94486. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94487. if (!_this._texture) {
  94488. if (!scene.useDelayedTextureLoading) {
  94489. _this.loadTexture();
  94490. }
  94491. else {
  94492. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94493. }
  94494. }
  94495. return _this;
  94496. }
  94497. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94498. /**
  94499. * Gets wether or not the texture is blocking during loading.
  94500. */
  94501. get: function () {
  94502. return this._isBlocking;
  94503. },
  94504. /**
  94505. * Sets wether or not the texture is blocking during loading.
  94506. */
  94507. set: function (value) {
  94508. this._isBlocking = value;
  94509. },
  94510. enumerable: true,
  94511. configurable: true
  94512. });
  94513. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94514. /**
  94515. * Gets texture matrix rotation angle around Y axis radians.
  94516. */
  94517. get: function () {
  94518. return this._rotationY;
  94519. },
  94520. /**
  94521. * Sets texture matrix rotation angle around Y axis in radians.
  94522. */
  94523. set: function (value) {
  94524. this._rotationY = value;
  94525. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94526. },
  94527. enumerable: true,
  94528. configurable: true
  94529. });
  94530. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94531. get: function () {
  94532. return this._boundingBoxSize;
  94533. },
  94534. /**
  94535. * Gets or sets the size of the bounding box associated with the cube texture
  94536. * When defined, the cubemap will switch to local mode
  94537. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94538. * @example https://www.babylonjs-playground.com/#RNASML
  94539. */
  94540. set: function (value) {
  94541. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94542. return;
  94543. }
  94544. this._boundingBoxSize = value;
  94545. var scene = this.getScene();
  94546. if (scene) {
  94547. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94548. }
  94549. },
  94550. enumerable: true,
  94551. configurable: true
  94552. });
  94553. /**
  94554. * Occurs when the file is raw .hdr file.
  94555. */
  94556. HDRCubeTexture.prototype.loadTexture = function () {
  94557. var _this = this;
  94558. var callback = function (buffer) {
  94559. _this.lodGenerationOffset = 0.0;
  94560. _this.lodGenerationScale = 0.8;
  94561. var scene = _this.getScene();
  94562. if (!scene) {
  94563. return null;
  94564. }
  94565. // Extract the raw linear data.
  94566. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  94567. // Generate harmonics if needed.
  94568. if (_this._generateHarmonics) {
  94569. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  94570. _this.sphericalPolynomial = sphericalPolynomial;
  94571. }
  94572. var results = [];
  94573. var byteArray = null;
  94574. // Push each faces.
  94575. for (var j = 0; j < 6; j++) {
  94576. // Create uintarray fallback.
  94577. if (!scene.getEngine().getCaps().textureFloat) {
  94578. // 3 channels of 1 bytes per pixel in bytes.
  94579. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  94580. byteArray = new Uint8Array(byteBuffer);
  94581. }
  94582. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  94583. // If special cases.
  94584. if (_this.gammaSpace || byteArray) {
  94585. for (var i = 0; i < _this._size * _this._size; i++) {
  94586. // Put in gamma space if requested.
  94587. if (_this.gammaSpace) {
  94588. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  94589. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  94590. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  94591. }
  94592. // Convert to int texture for fallback.
  94593. if (byteArray) {
  94594. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  94595. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  94596. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  94597. // May use luminance instead if the result is not accurate.
  94598. var max = Math.max(Math.max(r, g), b);
  94599. if (max > 255) {
  94600. var scale = 255 / max;
  94601. r *= scale;
  94602. g *= scale;
  94603. b *= scale;
  94604. }
  94605. byteArray[(i * 3) + 0] = r;
  94606. byteArray[(i * 3) + 1] = g;
  94607. byteArray[(i * 3) + 2] = b;
  94608. }
  94609. }
  94610. }
  94611. if (byteArray) {
  94612. results.push(byteArray);
  94613. }
  94614. else {
  94615. results.push(dataFace);
  94616. }
  94617. }
  94618. return results;
  94619. };
  94620. var scene = this.getScene();
  94621. if (scene) {
  94622. 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);
  94623. }
  94624. };
  94625. HDRCubeTexture.prototype.clone = function () {
  94626. var scene = this.getScene();
  94627. if (!scene) {
  94628. return this;
  94629. }
  94630. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  94631. // Base texture
  94632. newTexture.level = this.level;
  94633. newTexture.wrapU = this.wrapU;
  94634. newTexture.wrapV = this.wrapV;
  94635. newTexture.coordinatesIndex = this.coordinatesIndex;
  94636. newTexture.coordinatesMode = this.coordinatesMode;
  94637. return newTexture;
  94638. };
  94639. // Methods
  94640. HDRCubeTexture.prototype.delayLoad = function () {
  94641. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  94642. return;
  94643. }
  94644. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  94645. this._texture = this._getFromCache(this.url, this._noMipmap);
  94646. if (!this._texture) {
  94647. this.loadTexture();
  94648. }
  94649. };
  94650. /**
  94651. * Get the texture reflection matrix used to rotate/transform the reflection.
  94652. * @returns the reflection matrix
  94653. */
  94654. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  94655. return this._textureMatrix;
  94656. };
  94657. /**
  94658. * Set the texture reflection matrix used to rotate/transform the reflection.
  94659. * @param value Define the reflection matrix to set
  94660. */
  94661. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  94662. this._textureMatrix = value;
  94663. };
  94664. /**
  94665. * Parses a JSON representation of an HDR Texture in order to create the texture
  94666. * @param parsedTexture Define the JSON representation
  94667. * @param scene Define the scene the texture should be created in
  94668. * @param rootUrl Define the root url in case we need to load relative dependencies
  94669. * @returns the newly created texture after parsing
  94670. */
  94671. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  94672. var texture = null;
  94673. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  94674. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  94675. texture.name = parsedTexture.name;
  94676. texture.hasAlpha = parsedTexture.hasAlpha;
  94677. texture.level = parsedTexture.level;
  94678. texture.coordinatesMode = parsedTexture.coordinatesMode;
  94679. texture.isBlocking = parsedTexture.isBlocking;
  94680. }
  94681. if (texture) {
  94682. if (parsedTexture.boundingBoxPosition) {
  94683. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  94684. }
  94685. if (parsedTexture.boundingBoxSize) {
  94686. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  94687. }
  94688. if (parsedTexture.rotationY) {
  94689. texture.rotationY = parsedTexture.rotationY;
  94690. }
  94691. }
  94692. return texture;
  94693. };
  94694. HDRCubeTexture.prototype.serialize = function () {
  94695. if (!this.name) {
  94696. return null;
  94697. }
  94698. var serializationObject = {};
  94699. serializationObject.name = this.name;
  94700. serializationObject.hasAlpha = this.hasAlpha;
  94701. serializationObject.isCube = true;
  94702. serializationObject.level = this.level;
  94703. serializationObject.size = this._size;
  94704. serializationObject.coordinatesMode = this.coordinatesMode;
  94705. serializationObject.useInGammaSpace = this.gammaSpace;
  94706. serializationObject.generateHarmonics = this._generateHarmonics;
  94707. serializationObject.customType = "BABYLON.HDRCubeTexture";
  94708. serializationObject.noMipmap = this._noMipmap;
  94709. serializationObject.isBlocking = this._isBlocking;
  94710. serializationObject.rotationY = this._rotationY;
  94711. return serializationObject;
  94712. };
  94713. HDRCubeTexture._facesMapping = [
  94714. "right",
  94715. "left",
  94716. "up",
  94717. "down",
  94718. "front",
  94719. "back"
  94720. ];
  94721. return HDRCubeTexture;
  94722. }(BABYLON.BaseTexture));
  94723. BABYLON.HDRCubeTexture = HDRCubeTexture;
  94724. })(BABYLON || (BABYLON = {}));
  94725. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  94726. var BABYLON;
  94727. (function (BABYLON) {
  94728. /**
  94729. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  94730. */
  94731. var PanoramaToCubeMapTools = /** @class */ (function () {
  94732. function PanoramaToCubeMapTools() {
  94733. }
  94734. /**
  94735. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  94736. *
  94737. * @param float32Array The source data.
  94738. * @param inputWidth The width of the input panorama.
  94739. * @param inputHeight The height of the input panorama.
  94740. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  94741. * @return The cubemap data
  94742. */
  94743. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  94744. if (!float32Array) {
  94745. throw "ConvertPanoramaToCubemap: input cannot be null";
  94746. }
  94747. if (float32Array.length != inputWidth * inputHeight * 3) {
  94748. throw "ConvertPanoramaToCubemap: input size is wrong";
  94749. }
  94750. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  94751. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  94752. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  94753. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  94754. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  94755. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  94756. return {
  94757. front: textureFront,
  94758. back: textureBack,
  94759. left: textureLeft,
  94760. right: textureRight,
  94761. up: textureUp,
  94762. down: textureDown,
  94763. size: size,
  94764. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  94765. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  94766. gammaSpace: false,
  94767. };
  94768. };
  94769. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  94770. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  94771. var textureArray = new Float32Array(buffer);
  94772. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  94773. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  94774. var dy = 1 / texSize;
  94775. var fy = 0;
  94776. for (var y = 0; y < texSize; y++) {
  94777. var xv1 = faceData[0];
  94778. var xv2 = faceData[2];
  94779. for (var x = 0; x < texSize; x++) {
  94780. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  94781. v.normalize();
  94782. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  94783. // 3 channels per pixels
  94784. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  94785. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  94786. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  94787. xv1 = xv1.add(rotDX1);
  94788. xv2 = xv2.add(rotDX2);
  94789. }
  94790. fy += dy;
  94791. }
  94792. return textureArray;
  94793. };
  94794. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  94795. var theta = Math.atan2(vDir.z, vDir.x);
  94796. var phi = Math.acos(vDir.y);
  94797. while (theta < -Math.PI) {
  94798. theta += 2 * Math.PI;
  94799. }
  94800. while (theta > Math.PI) {
  94801. theta -= 2 * Math.PI;
  94802. }
  94803. var dx = theta / Math.PI;
  94804. var dy = phi / Math.PI;
  94805. // recenter.
  94806. dx = dx * 0.5 + 0.5;
  94807. var px = Math.round(dx * inputWidth);
  94808. if (px < 0) {
  94809. px = 0;
  94810. }
  94811. else if (px >= inputWidth) {
  94812. px = inputWidth - 1;
  94813. }
  94814. var py = Math.round(dy * inputHeight);
  94815. if (py < 0) {
  94816. py = 0;
  94817. }
  94818. else if (py >= inputHeight) {
  94819. py = inputHeight - 1;
  94820. }
  94821. var inputY = (inputHeight - py - 1);
  94822. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  94823. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  94824. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  94825. return {
  94826. r: r,
  94827. g: g,
  94828. b: b
  94829. };
  94830. };
  94831. PanoramaToCubeMapTools.FACE_FRONT = [
  94832. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94833. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94834. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94835. new BABYLON.Vector3(1.0, 1.0, -1.0)
  94836. ];
  94837. PanoramaToCubeMapTools.FACE_BACK = [
  94838. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94839. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94840. new BABYLON.Vector3(1.0, 1.0, 1.0),
  94841. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  94842. ];
  94843. PanoramaToCubeMapTools.FACE_RIGHT = [
  94844. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94845. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94846. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94847. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94848. ];
  94849. PanoramaToCubeMapTools.FACE_LEFT = [
  94850. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94851. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94852. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94853. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  94854. ];
  94855. PanoramaToCubeMapTools.FACE_DOWN = [
  94856. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94857. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94858. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94859. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94860. ];
  94861. PanoramaToCubeMapTools.FACE_UP = [
  94862. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94863. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94864. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94865. new BABYLON.Vector3(1.0, -1.0, -1.0)
  94866. ];
  94867. return PanoramaToCubeMapTools;
  94868. }());
  94869. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  94870. })(BABYLON || (BABYLON = {}));
  94871. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  94872. var BABYLON;
  94873. (function (BABYLON) {
  94874. /**
  94875. * Vector2 wth index property
  94876. */
  94877. var IndexedVector2 = /** @class */ (function (_super) {
  94878. __extends(IndexedVector2, _super);
  94879. function IndexedVector2(original,
  94880. /** Index of the vector2 */
  94881. index) {
  94882. var _this = _super.call(this, original.x, original.y) || this;
  94883. _this.index = index;
  94884. return _this;
  94885. }
  94886. return IndexedVector2;
  94887. }(BABYLON.Vector2));
  94888. /**
  94889. * Defines points to create a polygon
  94890. */
  94891. var PolygonPoints = /** @class */ (function () {
  94892. function PolygonPoints() {
  94893. this.elements = new Array();
  94894. }
  94895. PolygonPoints.prototype.add = function (originalPoints) {
  94896. var _this = this;
  94897. var result = new Array();
  94898. originalPoints.forEach(function (point) {
  94899. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  94900. var newPoint = new IndexedVector2(point, _this.elements.length);
  94901. result.push(newPoint);
  94902. _this.elements.push(newPoint);
  94903. }
  94904. });
  94905. return result;
  94906. };
  94907. PolygonPoints.prototype.computeBounds = function () {
  94908. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94909. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94910. this.elements.forEach(function (point) {
  94911. // x
  94912. if (point.x < lmin.x) {
  94913. lmin.x = point.x;
  94914. }
  94915. else if (point.x > lmax.x) {
  94916. lmax.x = point.x;
  94917. }
  94918. // y
  94919. if (point.y < lmin.y) {
  94920. lmin.y = point.y;
  94921. }
  94922. else if (point.y > lmax.y) {
  94923. lmax.y = point.y;
  94924. }
  94925. });
  94926. return {
  94927. min: lmin,
  94928. max: lmax,
  94929. width: lmax.x - lmin.x,
  94930. height: lmax.y - lmin.y
  94931. };
  94932. };
  94933. return PolygonPoints;
  94934. }());
  94935. /**
  94936. * Polygon
  94937. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  94938. */
  94939. var Polygon = /** @class */ (function () {
  94940. function Polygon() {
  94941. }
  94942. /**
  94943. * Creates a rectangle
  94944. * @param xmin bottom X coord
  94945. * @param ymin bottom Y coord
  94946. * @param xmax top X coord
  94947. * @param ymax top Y coord
  94948. * @returns points that make the resulting rectation
  94949. */
  94950. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  94951. return [
  94952. new BABYLON.Vector2(xmin, ymin),
  94953. new BABYLON.Vector2(xmax, ymin),
  94954. new BABYLON.Vector2(xmax, ymax),
  94955. new BABYLON.Vector2(xmin, ymax)
  94956. ];
  94957. };
  94958. /**
  94959. * Creates a circle
  94960. * @param radius radius of circle
  94961. * @param cx scale in x
  94962. * @param cy scale in y
  94963. * @param numberOfSides number of sides that make up the circle
  94964. * @returns points that make the resulting circle
  94965. */
  94966. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  94967. if (cx === void 0) { cx = 0; }
  94968. if (cy === void 0) { cy = 0; }
  94969. if (numberOfSides === void 0) { numberOfSides = 32; }
  94970. var result = new Array();
  94971. var angle = 0;
  94972. var increment = (Math.PI * 2) / numberOfSides;
  94973. for (var i = 0; i < numberOfSides; i++) {
  94974. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  94975. angle -= increment;
  94976. }
  94977. return result;
  94978. };
  94979. /**
  94980. * Creates a polygon from input string
  94981. * @param input Input polygon data
  94982. * @returns the parsed points
  94983. */
  94984. Polygon.Parse = function (input) {
  94985. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  94986. var i, result = [];
  94987. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  94988. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  94989. }
  94990. return result;
  94991. };
  94992. /**
  94993. * Starts building a polygon from x and y coordinates
  94994. * @param x x coordinate
  94995. * @param y y coordinate
  94996. * @returns the started path2
  94997. */
  94998. Polygon.StartingAt = function (x, y) {
  94999. return BABYLON.Path2.StartingAt(x, y);
  95000. };
  95001. return Polygon;
  95002. }());
  95003. BABYLON.Polygon = Polygon;
  95004. /**
  95005. * Builds a polygon
  95006. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  95007. */
  95008. var PolygonMeshBuilder = /** @class */ (function () {
  95009. /**
  95010. * Creates a PolygonMeshBuilder
  95011. * @param name name of the builder
  95012. * @param contours Path of the polygon
  95013. * @param scene scene to add to
  95014. */
  95015. function PolygonMeshBuilder(name, contours, scene) {
  95016. this._points = new PolygonPoints();
  95017. this._outlinepoints = new PolygonPoints();
  95018. this._holes = new Array();
  95019. this._epoints = new Array();
  95020. this._eholes = new Array();
  95021. this._name = name;
  95022. this._scene = scene;
  95023. var points;
  95024. if (contours instanceof BABYLON.Path2) {
  95025. points = contours.getPoints();
  95026. }
  95027. else {
  95028. points = contours;
  95029. }
  95030. this._addToepoint(points);
  95031. this._points.add(points);
  95032. this._outlinepoints.add(points);
  95033. if (typeof earcut === 'undefined') {
  95034. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  95035. }
  95036. }
  95037. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  95038. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  95039. var p = points_1[_i];
  95040. this._epoints.push(p.x, p.y);
  95041. }
  95042. };
  95043. /**
  95044. * Adds a whole within the polygon
  95045. * @param hole Array of points defining the hole
  95046. * @returns this
  95047. */
  95048. PolygonMeshBuilder.prototype.addHole = function (hole) {
  95049. this._points.add(hole);
  95050. var holepoints = new PolygonPoints();
  95051. holepoints.add(hole);
  95052. this._holes.push(holepoints);
  95053. this._eholes.push(this._epoints.length / 2);
  95054. this._addToepoint(hole);
  95055. return this;
  95056. };
  95057. /**
  95058. * Creates the polygon
  95059. * @param updatable If the mesh should be updatable
  95060. * @param depth The depth of the mesh created
  95061. * @returns the created mesh
  95062. */
  95063. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  95064. var _this = this;
  95065. if (updatable === void 0) { updatable = false; }
  95066. if (depth === void 0) { depth = 0; }
  95067. var result = new BABYLON.Mesh(this._name, this._scene);
  95068. var normals = new Array();
  95069. var positions = new Array();
  95070. var uvs = new Array();
  95071. var bounds = this._points.computeBounds();
  95072. this._points.elements.forEach(function (p) {
  95073. normals.push(0, 1.0, 0);
  95074. positions.push(p.x, 0, p.y);
  95075. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  95076. });
  95077. var indices = new Array();
  95078. var res = earcut(this._epoints, this._eholes, 2);
  95079. for (var i = 0; i < res.length; i++) {
  95080. indices.push(res[i]);
  95081. }
  95082. if (depth > 0) {
  95083. var positionscount = (positions.length / 3); //get the current pointcount
  95084. this._points.elements.forEach(function (p) {
  95085. normals.push(0, -1.0, 0);
  95086. positions.push(p.x, -depth, p.y);
  95087. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  95088. });
  95089. var totalCount = indices.length;
  95090. for (var i = 0; i < totalCount; i += 3) {
  95091. var i0 = indices[i + 0];
  95092. var i1 = indices[i + 1];
  95093. var i2 = indices[i + 2];
  95094. indices.push(i2 + positionscount);
  95095. indices.push(i1 + positionscount);
  95096. indices.push(i0 + positionscount);
  95097. }
  95098. //Add the sides
  95099. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  95100. this._holes.forEach(function (hole) {
  95101. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  95102. });
  95103. }
  95104. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  95105. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  95106. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  95107. result.setIndices(indices);
  95108. return result;
  95109. };
  95110. /**
  95111. * Adds a side to the polygon
  95112. * @param positions points that make the polygon
  95113. * @param normals normals of the polygon
  95114. * @param uvs uvs of the polygon
  95115. * @param indices indices of the polygon
  95116. * @param bounds bounds of the polygon
  95117. * @param points points of the polygon
  95118. * @param depth depth of the polygon
  95119. * @param flip flip of the polygon
  95120. */
  95121. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  95122. var StartIndex = positions.length / 3;
  95123. var ulength = 0;
  95124. for (var i = 0; i < points.elements.length; i++) {
  95125. var p = points.elements[i];
  95126. var p1;
  95127. if ((i + 1) > points.elements.length - 1) {
  95128. p1 = points.elements[0];
  95129. }
  95130. else {
  95131. p1 = points.elements[i + 1];
  95132. }
  95133. positions.push(p.x, 0, p.y);
  95134. positions.push(p.x, -depth, p.y);
  95135. positions.push(p1.x, 0, p1.y);
  95136. positions.push(p1.x, -depth, p1.y);
  95137. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  95138. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  95139. var v3 = v2.subtract(v1);
  95140. var v4 = new BABYLON.Vector3(0, 1, 0);
  95141. var vn = BABYLON.Vector3.Cross(v3, v4);
  95142. vn = vn.normalize();
  95143. uvs.push(ulength / bounds.width, 0);
  95144. uvs.push(ulength / bounds.width, 1);
  95145. ulength += v3.length();
  95146. uvs.push((ulength / bounds.width), 0);
  95147. uvs.push((ulength / bounds.width), 1);
  95148. if (!flip) {
  95149. normals.push(-vn.x, -vn.y, -vn.z);
  95150. normals.push(-vn.x, -vn.y, -vn.z);
  95151. normals.push(-vn.x, -vn.y, -vn.z);
  95152. normals.push(-vn.x, -vn.y, -vn.z);
  95153. indices.push(StartIndex);
  95154. indices.push(StartIndex + 1);
  95155. indices.push(StartIndex + 2);
  95156. indices.push(StartIndex + 1);
  95157. indices.push(StartIndex + 3);
  95158. indices.push(StartIndex + 2);
  95159. }
  95160. else {
  95161. normals.push(vn.x, vn.y, vn.z);
  95162. normals.push(vn.x, vn.y, vn.z);
  95163. normals.push(vn.x, vn.y, vn.z);
  95164. normals.push(vn.x, vn.y, vn.z);
  95165. indices.push(StartIndex);
  95166. indices.push(StartIndex + 2);
  95167. indices.push(StartIndex + 1);
  95168. indices.push(StartIndex + 1);
  95169. indices.push(StartIndex + 2);
  95170. indices.push(StartIndex + 3);
  95171. }
  95172. StartIndex += 4;
  95173. }
  95174. };
  95175. return PolygonMeshBuilder;
  95176. }());
  95177. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  95178. })(BABYLON || (BABYLON = {}));
  95179. //# sourceMappingURL=babylon.polygonMesh.js.map
  95180. var BABYLON;
  95181. (function (BABYLON) {
  95182. /**
  95183. * Unique ID when we import meshes from Babylon to CSG
  95184. */
  95185. var currentCSGMeshId = 0;
  95186. /**
  95187. * Represents a vertex of a polygon. Use your own vertex class instead of this
  95188. * one to provide additional features like texture coordinates and vertex
  95189. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  95190. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  95191. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  95192. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  95193. * is not used anywhere else.
  95194. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  95195. */
  95196. var Vertex = /** @class */ (function () {
  95197. /**
  95198. * Initializes the vertex
  95199. * @param pos The position of the vertex
  95200. * @param normal The normal of the vertex
  95201. * @param uv The texture coordinate of the vertex
  95202. */
  95203. function Vertex(
  95204. /**
  95205. * The position of the vertex
  95206. */
  95207. pos,
  95208. /**
  95209. * The normal of the vertex
  95210. */
  95211. normal,
  95212. /**
  95213. * The texture coordinate of the vertex
  95214. */
  95215. uv) {
  95216. this.pos = pos;
  95217. this.normal = normal;
  95218. this.uv = uv;
  95219. }
  95220. /**
  95221. * Make a clone, or deep copy, of the vertex
  95222. * @returns A new Vertex
  95223. */
  95224. Vertex.prototype.clone = function () {
  95225. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  95226. };
  95227. /**
  95228. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  95229. * orientation of a polygon is flipped.
  95230. */
  95231. Vertex.prototype.flip = function () {
  95232. this.normal = this.normal.scale(-1);
  95233. };
  95234. /**
  95235. * Create a new vertex between this vertex and `other` by linearly
  95236. * interpolating all properties using a parameter of `t`. Subclasses should
  95237. * override this to interpolate additional properties.
  95238. * @param other the vertex to interpolate against
  95239. * @param t The factor used to linearly interpolate between the vertices
  95240. */
  95241. Vertex.prototype.interpolate = function (other, t) {
  95242. 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));
  95243. };
  95244. return Vertex;
  95245. }());
  95246. /**
  95247. * Represents a plane in 3D space.
  95248. */
  95249. var Plane = /** @class */ (function () {
  95250. /**
  95251. * Initializes the plane
  95252. * @param normal The normal for the plane
  95253. * @param w
  95254. */
  95255. function Plane(normal, w) {
  95256. this.normal = normal;
  95257. this.w = w;
  95258. }
  95259. /**
  95260. * Construct a plane from three points
  95261. * @param a Point a
  95262. * @param b Point b
  95263. * @param c Point c
  95264. */
  95265. Plane.FromPoints = function (a, b, c) {
  95266. var v0 = c.subtract(a);
  95267. var v1 = b.subtract(a);
  95268. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  95269. return null;
  95270. }
  95271. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  95272. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  95273. };
  95274. /**
  95275. * Clone, or make a deep copy of the plane
  95276. * @returns a new Plane
  95277. */
  95278. Plane.prototype.clone = function () {
  95279. return new Plane(this.normal.clone(), this.w);
  95280. };
  95281. /**
  95282. * Flip the face of the plane
  95283. */
  95284. Plane.prototype.flip = function () {
  95285. this.normal.scaleInPlace(-1);
  95286. this.w = -this.w;
  95287. };
  95288. /**
  95289. * Split `polygon` by this plane if needed, then put the polygon or polygon
  95290. * fragments in the appropriate lists. Coplanar polygons go into either
  95291. `* coplanarFront` or `coplanarBack` depending on their orientation with
  95292. * respect to this plane. Polygons in front or in back of this plane go into
  95293. * either `front` or `back`
  95294. * @param polygon The polygon to be split
  95295. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  95296. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  95297. * @param front Will contain the polygons in front of the plane
  95298. * @param back Will contain the polygons begind the plane
  95299. */
  95300. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  95301. var COPLANAR = 0;
  95302. var FRONT = 1;
  95303. var BACK = 2;
  95304. var SPANNING = 3;
  95305. // Classify each point as well as the entire polygon into one of the above
  95306. // four classes.
  95307. var polygonType = 0;
  95308. var types = [];
  95309. var i;
  95310. var t;
  95311. for (i = 0; i < polygon.vertices.length; i++) {
  95312. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  95313. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  95314. polygonType |= type;
  95315. types.push(type);
  95316. }
  95317. // Put the polygon in the correct list, splitting it when necessary
  95318. switch (polygonType) {
  95319. case COPLANAR:
  95320. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  95321. break;
  95322. case FRONT:
  95323. front.push(polygon);
  95324. break;
  95325. case BACK:
  95326. back.push(polygon);
  95327. break;
  95328. case SPANNING:
  95329. var f = [], b = [];
  95330. for (i = 0; i < polygon.vertices.length; i++) {
  95331. var j = (i + 1) % polygon.vertices.length;
  95332. var ti = types[i], tj = types[j];
  95333. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  95334. if (ti !== BACK) {
  95335. f.push(vi);
  95336. }
  95337. if (ti !== FRONT) {
  95338. b.push(ti !== BACK ? vi.clone() : vi);
  95339. }
  95340. if ((ti | tj) === SPANNING) {
  95341. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  95342. var v = vi.interpolate(vj, t);
  95343. f.push(v);
  95344. b.push(v.clone());
  95345. }
  95346. }
  95347. var poly;
  95348. if (f.length >= 3) {
  95349. poly = new Polygon(f, polygon.shared);
  95350. if (poly.plane) {
  95351. front.push(poly);
  95352. }
  95353. }
  95354. if (b.length >= 3) {
  95355. poly = new Polygon(b, polygon.shared);
  95356. if (poly.plane) {
  95357. back.push(poly);
  95358. }
  95359. }
  95360. break;
  95361. }
  95362. };
  95363. /**
  95364. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  95365. * point is on the plane
  95366. */
  95367. Plane.EPSILON = 1e-5;
  95368. return Plane;
  95369. }());
  95370. /**
  95371. * Represents a convex polygon. The vertices used to initialize a polygon must
  95372. * be coplanar and form a convex loop.
  95373. *
  95374. * Each convex polygon has a `shared` property, which is shared between all
  95375. * polygons that are clones of each other or were split from the same polygon.
  95376. * This can be used to define per-polygon properties (such as surface color)
  95377. */
  95378. var Polygon = /** @class */ (function () {
  95379. /**
  95380. * Initializes the polygon
  95381. * @param vertices The vertices of the polygon
  95382. * @param shared The properties shared across all polygons
  95383. */
  95384. function Polygon(vertices, shared) {
  95385. this.vertices = vertices;
  95386. this.shared = shared;
  95387. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95388. }
  95389. /**
  95390. * Clones, or makes a deep copy, or the polygon
  95391. */
  95392. Polygon.prototype.clone = function () {
  95393. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95394. return new Polygon(vertices, this.shared);
  95395. };
  95396. /**
  95397. * Flips the faces of the polygon
  95398. */
  95399. Polygon.prototype.flip = function () {
  95400. this.vertices.reverse().map(function (v) { v.flip(); });
  95401. this.plane.flip();
  95402. };
  95403. return Polygon;
  95404. }());
  95405. /**
  95406. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95407. * by picking a polygon to split along. That polygon (and all other coplanar
  95408. * polygons) are added directly to that node and the other polygons are added to
  95409. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95410. * no distinction between internal and leaf nodes
  95411. */
  95412. var Node = /** @class */ (function () {
  95413. /**
  95414. * Initializes the node
  95415. * @param polygons A collection of polygons held in the node
  95416. */
  95417. function Node(polygons) {
  95418. this.plane = null;
  95419. this.front = null;
  95420. this.back = null;
  95421. this.polygons = new Array();
  95422. if (polygons) {
  95423. this.build(polygons);
  95424. }
  95425. }
  95426. /**
  95427. * Clones, or makes a deep copy, of the node
  95428. * @returns The cloned node
  95429. */
  95430. Node.prototype.clone = function () {
  95431. var node = new Node();
  95432. node.plane = this.plane && this.plane.clone();
  95433. node.front = this.front && this.front.clone();
  95434. node.back = this.back && this.back.clone();
  95435. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95436. return node;
  95437. };
  95438. /**
  95439. * Convert solid space to empty space and empty space to solid space
  95440. */
  95441. Node.prototype.invert = function () {
  95442. for (var i = 0; i < this.polygons.length; i++) {
  95443. this.polygons[i].flip();
  95444. }
  95445. if (this.plane) {
  95446. this.plane.flip();
  95447. }
  95448. if (this.front) {
  95449. this.front.invert();
  95450. }
  95451. if (this.back) {
  95452. this.back.invert();
  95453. }
  95454. var temp = this.front;
  95455. this.front = this.back;
  95456. this.back = temp;
  95457. };
  95458. /**
  95459. * Recursively remove all polygons in `polygons` that are inside this BSP
  95460. * tree.
  95461. * @param polygons Polygons to remove from the BSP
  95462. * @returns Polygons clipped from the BSP
  95463. */
  95464. Node.prototype.clipPolygons = function (polygons) {
  95465. if (!this.plane) {
  95466. return polygons.slice();
  95467. }
  95468. var front = new Array(), back = new Array();
  95469. for (var i = 0; i < polygons.length; i++) {
  95470. this.plane.splitPolygon(polygons[i], front, back, front, back);
  95471. }
  95472. if (this.front) {
  95473. front = this.front.clipPolygons(front);
  95474. }
  95475. if (this.back) {
  95476. back = this.back.clipPolygons(back);
  95477. }
  95478. else {
  95479. back = [];
  95480. }
  95481. return front.concat(back);
  95482. };
  95483. /**
  95484. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95485. * `bsp`.
  95486. * @param bsp BSP containing polygons to remove from this BSP
  95487. */
  95488. Node.prototype.clipTo = function (bsp) {
  95489. this.polygons = bsp.clipPolygons(this.polygons);
  95490. if (this.front) {
  95491. this.front.clipTo(bsp);
  95492. }
  95493. if (this.back) {
  95494. this.back.clipTo(bsp);
  95495. }
  95496. };
  95497. /**
  95498. * Return a list of all polygons in this BSP tree
  95499. * @returns List of all polygons in this BSP tree
  95500. */
  95501. Node.prototype.allPolygons = function () {
  95502. var polygons = this.polygons.slice();
  95503. if (this.front) {
  95504. polygons = polygons.concat(this.front.allPolygons());
  95505. }
  95506. if (this.back) {
  95507. polygons = polygons.concat(this.back.allPolygons());
  95508. }
  95509. return polygons;
  95510. };
  95511. /**
  95512. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95513. * new polygons are filtered down to the bottom of the tree and become new
  95514. * nodes there. Each set of polygons is partitioned using the first polygon
  95515. * (no heuristic is used to pick a good split)
  95516. * @param polygons Polygons used to construct the BSP tree
  95517. */
  95518. Node.prototype.build = function (polygons) {
  95519. if (!polygons.length) {
  95520. return;
  95521. }
  95522. if (!this.plane) {
  95523. this.plane = polygons[0].plane.clone();
  95524. }
  95525. var front = new Array(), back = new Array();
  95526. for (var i = 0; i < polygons.length; i++) {
  95527. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95528. }
  95529. if (front.length) {
  95530. if (!this.front) {
  95531. this.front = new Node();
  95532. }
  95533. this.front.build(front);
  95534. }
  95535. if (back.length) {
  95536. if (!this.back) {
  95537. this.back = new Node();
  95538. }
  95539. this.back.build(back);
  95540. }
  95541. };
  95542. return Node;
  95543. }());
  95544. /**
  95545. * Class for building Constructive Solid Geometry
  95546. */
  95547. var CSG = /** @class */ (function () {
  95548. function CSG() {
  95549. this.polygons = new Array();
  95550. }
  95551. /**
  95552. * Convert the BABYLON.Mesh to BABYLON.CSG
  95553. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  95554. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  95555. */
  95556. CSG.FromMesh = function (mesh) {
  95557. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  95558. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  95559. if (mesh instanceof BABYLON.Mesh) {
  95560. mesh.computeWorldMatrix(true);
  95561. matrix = mesh.getWorldMatrix();
  95562. meshPosition = mesh.position.clone();
  95563. meshRotation = mesh.rotation.clone();
  95564. if (mesh.rotationQuaternion) {
  95565. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  95566. }
  95567. meshScaling = mesh.scaling.clone();
  95568. }
  95569. else {
  95570. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  95571. }
  95572. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  95573. var subMeshes = mesh.subMeshes;
  95574. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  95575. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  95576. vertices = [];
  95577. for (var j = 0; j < 3; j++) {
  95578. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  95579. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  95580. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  95581. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  95582. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  95583. vertex = new Vertex(position, normal, uv);
  95584. vertices.push(vertex);
  95585. }
  95586. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  95587. // To handle the case of degenerated triangle
  95588. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  95589. if (polygon.plane) {
  95590. polygons.push(polygon);
  95591. }
  95592. }
  95593. }
  95594. var csg = CSG.FromPolygons(polygons);
  95595. csg.matrix = matrix;
  95596. csg.position = meshPosition;
  95597. csg.rotation = meshRotation;
  95598. csg.scaling = meshScaling;
  95599. csg.rotationQuaternion = meshRotationQuaternion;
  95600. currentCSGMeshId++;
  95601. return csg;
  95602. };
  95603. /**
  95604. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  95605. * @param polygons Polygons used to construct a BABYLON.CSG solid
  95606. */
  95607. CSG.FromPolygons = function (polygons) {
  95608. var csg = new CSG();
  95609. csg.polygons = polygons;
  95610. return csg;
  95611. };
  95612. /**
  95613. * Clones, or makes a deep copy, of the BABYLON.CSG
  95614. * @returns A new BABYLON.CSG
  95615. */
  95616. CSG.prototype.clone = function () {
  95617. var csg = new CSG();
  95618. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  95619. csg.copyTransformAttributes(this);
  95620. return csg;
  95621. };
  95622. /**
  95623. * Unions this CSG with another CSG
  95624. * @param csg The CSG to union against this CSG
  95625. * @returns The unioned CSG
  95626. */
  95627. CSG.prototype.union = function (csg) {
  95628. var a = new Node(this.clone().polygons);
  95629. var b = new Node(csg.clone().polygons);
  95630. a.clipTo(b);
  95631. b.clipTo(a);
  95632. b.invert();
  95633. b.clipTo(a);
  95634. b.invert();
  95635. a.build(b.allPolygons());
  95636. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95637. };
  95638. /**
  95639. * Unions this CSG with another CSG in place
  95640. * @param csg The CSG to union against this CSG
  95641. */
  95642. CSG.prototype.unionInPlace = function (csg) {
  95643. var a = new Node(this.polygons);
  95644. var b = new Node(csg.polygons);
  95645. a.clipTo(b);
  95646. b.clipTo(a);
  95647. b.invert();
  95648. b.clipTo(a);
  95649. b.invert();
  95650. a.build(b.allPolygons());
  95651. this.polygons = a.allPolygons();
  95652. };
  95653. /**
  95654. * Subtracts this CSG with another CSG
  95655. * @param csg The CSG to subtract against this CSG
  95656. * @returns A new BABYLON.CSG
  95657. */
  95658. CSG.prototype.subtract = function (csg) {
  95659. var a = new Node(this.clone().polygons);
  95660. var b = new Node(csg.clone().polygons);
  95661. a.invert();
  95662. a.clipTo(b);
  95663. b.clipTo(a);
  95664. b.invert();
  95665. b.clipTo(a);
  95666. b.invert();
  95667. a.build(b.allPolygons());
  95668. a.invert();
  95669. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95670. };
  95671. /**
  95672. * Subtracts this CSG with another CSG in place
  95673. * @param csg The CSG to subtact against this CSG
  95674. */
  95675. CSG.prototype.subtractInPlace = function (csg) {
  95676. var a = new Node(this.polygons);
  95677. var b = new Node(csg.polygons);
  95678. a.invert();
  95679. a.clipTo(b);
  95680. b.clipTo(a);
  95681. b.invert();
  95682. b.clipTo(a);
  95683. b.invert();
  95684. a.build(b.allPolygons());
  95685. a.invert();
  95686. this.polygons = a.allPolygons();
  95687. };
  95688. /**
  95689. * Intersect this CSG with another CSG
  95690. * @param csg The CSG to intersect against this CSG
  95691. * @returns A new BABYLON.CSG
  95692. */
  95693. CSG.prototype.intersect = function (csg) {
  95694. var a = new Node(this.clone().polygons);
  95695. var b = new Node(csg.clone().polygons);
  95696. a.invert();
  95697. b.clipTo(a);
  95698. b.invert();
  95699. a.clipTo(b);
  95700. b.clipTo(a);
  95701. a.build(b.allPolygons());
  95702. a.invert();
  95703. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95704. };
  95705. /**
  95706. * Intersects this CSG with another CSG in place
  95707. * @param csg The CSG to intersect against this CSG
  95708. */
  95709. CSG.prototype.intersectInPlace = function (csg) {
  95710. var a = new Node(this.polygons);
  95711. var b = new Node(csg.polygons);
  95712. a.invert();
  95713. b.clipTo(a);
  95714. b.invert();
  95715. a.clipTo(b);
  95716. b.clipTo(a);
  95717. a.build(b.allPolygons());
  95718. a.invert();
  95719. this.polygons = a.allPolygons();
  95720. };
  95721. /**
  95722. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  95723. * not modified.
  95724. * @returns A new BABYLON.CSG solid with solid and empty space switched
  95725. */
  95726. CSG.prototype.inverse = function () {
  95727. var csg = this.clone();
  95728. csg.inverseInPlace();
  95729. return csg;
  95730. };
  95731. /**
  95732. * Inverses the BABYLON.CSG in place
  95733. */
  95734. CSG.prototype.inverseInPlace = function () {
  95735. this.polygons.map(function (p) { p.flip(); });
  95736. };
  95737. /**
  95738. * This is used to keep meshes transformations so they can be restored
  95739. * when we build back a Babylon Mesh
  95740. * NB : All CSG operations are performed in world coordinates
  95741. * @param csg The BABYLON.CSG to copy the transform attributes from
  95742. * @returns This BABYLON.CSG
  95743. */
  95744. CSG.prototype.copyTransformAttributes = function (csg) {
  95745. this.matrix = csg.matrix;
  95746. this.position = csg.position;
  95747. this.rotation = csg.rotation;
  95748. this.scaling = csg.scaling;
  95749. this.rotationQuaternion = csg.rotationQuaternion;
  95750. return this;
  95751. };
  95752. /**
  95753. * Build Raw mesh from CSG
  95754. * Coordinates here are in world space
  95755. * @param name The name of the mesh geometry
  95756. * @param scene The BABYLON.Scene
  95757. * @param keepSubMeshes Specifies if the submeshes should be kept
  95758. * @returns A new BABYLON.Mesh
  95759. */
  95760. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  95761. var matrix = this.matrix.clone();
  95762. matrix.invert();
  95763. 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;
  95764. if (keepSubMeshes) {
  95765. // Sort Polygons, since subMeshes are indices range
  95766. polygons.sort(function (a, b) {
  95767. if (a.shared.meshId === b.shared.meshId) {
  95768. return a.shared.subMeshId - b.shared.subMeshId;
  95769. }
  95770. else {
  95771. return a.shared.meshId - b.shared.meshId;
  95772. }
  95773. });
  95774. }
  95775. for (var i = 0, il = polygons.length; i < il; i++) {
  95776. polygon = polygons[i];
  95777. // Building SubMeshes
  95778. if (!subMesh_dict[polygon.shared.meshId]) {
  95779. subMesh_dict[polygon.shared.meshId] = {};
  95780. }
  95781. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  95782. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  95783. indexStart: +Infinity,
  95784. indexEnd: -Infinity,
  95785. materialIndex: polygon.shared.materialIndex
  95786. };
  95787. }
  95788. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  95789. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  95790. polygonIndices[0] = 0;
  95791. polygonIndices[1] = j - 1;
  95792. polygonIndices[2] = j;
  95793. for (var k = 0; k < 3; k++) {
  95794. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  95795. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  95796. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  95797. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  95798. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  95799. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  95800. // Check if 2 points can be merged
  95801. if (!(typeof vertex_idx !== 'undefined' &&
  95802. normals[vertex_idx * 3] === localNormal.x &&
  95803. normals[vertex_idx * 3 + 1] === localNormal.y &&
  95804. normals[vertex_idx * 3 + 2] === localNormal.z &&
  95805. uvs[vertex_idx * 2] === uv.x &&
  95806. uvs[vertex_idx * 2 + 1] === uv.y)) {
  95807. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  95808. uvs.push(uv.x, uv.y);
  95809. normals.push(normal.x, normal.y, normal.z);
  95810. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  95811. }
  95812. indices.push(vertex_idx);
  95813. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  95814. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  95815. currentIndex++;
  95816. }
  95817. }
  95818. }
  95819. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  95820. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  95821. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  95822. mesh.setIndices(indices, null);
  95823. if (keepSubMeshes) {
  95824. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  95825. var materialIndexOffset = 0, materialMaxIndex;
  95826. mesh.subMeshes = new Array();
  95827. for (var m in subMesh_dict) {
  95828. materialMaxIndex = -1;
  95829. for (var sm in subMesh_dict[m]) {
  95830. subMesh_obj = subMesh_dict[m][sm];
  95831. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  95832. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  95833. }
  95834. materialIndexOffset += ++materialMaxIndex;
  95835. }
  95836. }
  95837. return mesh;
  95838. };
  95839. /**
  95840. * Build Mesh from CSG taking material and transforms into account
  95841. * @param name The name of the BABYLON.Mesh
  95842. * @param material The material of the BABYLON.Mesh
  95843. * @param scene The BABYLON.Scene
  95844. * @param keepSubMeshes Specifies if submeshes should be kept
  95845. * @returns The new BABYLON.Mesh
  95846. */
  95847. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  95848. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  95849. mesh.material = material;
  95850. mesh.position.copyFrom(this.position);
  95851. mesh.rotation.copyFrom(this.rotation);
  95852. if (this.rotationQuaternion) {
  95853. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  95854. }
  95855. mesh.scaling.copyFrom(this.scaling);
  95856. mesh.computeWorldMatrix(true);
  95857. return mesh;
  95858. };
  95859. return CSG;
  95860. }());
  95861. BABYLON.CSG = CSG;
  95862. })(BABYLON || (BABYLON = {}));
  95863. //# sourceMappingURL=babylon.csg.js.map
  95864. var BABYLON;
  95865. (function (BABYLON) {
  95866. /**
  95867. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95868. * It controls one of the indiviual texture used in the effect.
  95869. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95870. */
  95871. var LensFlare = /** @class */ (function () {
  95872. /**
  95873. * Instantiates a new Lens Flare.
  95874. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95875. * It controls one of the indiviual texture used in the effect.
  95876. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95877. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  95878. * @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.
  95879. * @param color Define the lens color
  95880. * @param imgUrl Define the lens texture url
  95881. * @param system Define the `lensFlareSystem` this flare is part of
  95882. */
  95883. function LensFlare(
  95884. /**
  95885. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  95886. */
  95887. size,
  95888. /**
  95889. * 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.
  95890. */
  95891. position, color, imgUrl, system) {
  95892. this.size = size;
  95893. this.position = position;
  95894. /**
  95895. * Define the alpha mode to render this particular lens.
  95896. */
  95897. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  95898. this.color = color || new BABYLON.Color3(1, 1, 1);
  95899. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  95900. this._system = system;
  95901. system.lensFlares.push(this);
  95902. }
  95903. /**
  95904. * Creates a new Lens Flare.
  95905. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95906. * It controls one of the indiviual texture used in the effect.
  95907. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95908. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  95909. * @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.
  95910. * @param color Define the lens color
  95911. * @param imgUrl Define the lens texture url
  95912. * @param system Define the `lensFlareSystem` this flare is part of
  95913. * @returns The newly created Lens Flare
  95914. */
  95915. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  95916. return new LensFlare(size, position, color, imgUrl, system);
  95917. };
  95918. /**
  95919. * Dispose and release the lens flare with its associated resources.
  95920. */
  95921. LensFlare.prototype.dispose = function () {
  95922. if (this.texture) {
  95923. this.texture.dispose();
  95924. }
  95925. // Remove from scene
  95926. var index = this._system.lensFlares.indexOf(this);
  95927. this._system.lensFlares.splice(index, 1);
  95928. };
  95929. return LensFlare;
  95930. }());
  95931. BABYLON.LensFlare = LensFlare;
  95932. })(BABYLON || (BABYLON = {}));
  95933. //# sourceMappingURL=babylon.lensFlare.js.map
  95934. var BABYLON;
  95935. (function (BABYLON) {
  95936. // Adds the parser to the scene parsers.
  95937. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  95938. // Lens flares
  95939. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  95940. if (!container.lensFlareSystems) {
  95941. container.lensFlareSystems = new Array();
  95942. }
  95943. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  95944. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  95945. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  95946. container.lensFlareSystems.push(lf);
  95947. }
  95948. }
  95949. });
  95950. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  95951. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95952. if (this.lensFlareSystems[index].name === name) {
  95953. return this.lensFlareSystems[index];
  95954. }
  95955. }
  95956. return null;
  95957. };
  95958. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  95959. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95960. if (this.lensFlareSystems[index].id === id) {
  95961. return this.lensFlareSystems[index];
  95962. }
  95963. }
  95964. return null;
  95965. };
  95966. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  95967. var index = this.lensFlareSystems.indexOf(toRemove);
  95968. if (index !== -1) {
  95969. this.lensFlareSystems.splice(index, 1);
  95970. }
  95971. return index;
  95972. };
  95973. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  95974. this.lensFlareSystems.push(newLensFlareSystem);
  95975. };
  95976. /**
  95977. * Defines the lens flare scene component responsible to manage any lens flares
  95978. * in a given scene.
  95979. */
  95980. var LensFlareSystemSceneComponent = /** @class */ (function () {
  95981. /**
  95982. * Creates a new instance of the component for the given scene
  95983. * @param scene Defines the scene to register the component in
  95984. */
  95985. function LensFlareSystemSceneComponent(scene) {
  95986. /**
  95987. * The component name helpfull to identify the component in the list of scene components.
  95988. */
  95989. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  95990. this.scene = scene;
  95991. scene.lensFlareSystems = new Array();
  95992. }
  95993. /**
  95994. * Registers the component in a given scene
  95995. */
  95996. LensFlareSystemSceneComponent.prototype.register = function () {
  95997. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  95998. };
  95999. /**
  96000. * Rebuilds the elements related to this component in case of
  96001. * context lost for instance.
  96002. */
  96003. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  96004. // Nothing to do for lens flare
  96005. };
  96006. /**
  96007. * Adds all the element from the container to the scene
  96008. * @param container the container holding the elements
  96009. */
  96010. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  96011. var _this = this;
  96012. if (!container.lensFlareSystems) {
  96013. return;
  96014. }
  96015. container.lensFlareSystems.forEach(function (o) {
  96016. _this.scene.addLensFlareSystem(o);
  96017. });
  96018. };
  96019. /**
  96020. * Removes all the elements in the container from the scene
  96021. * @param container contains the elements to remove
  96022. */
  96023. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  96024. var _this = this;
  96025. if (!container.lensFlareSystems) {
  96026. return;
  96027. }
  96028. container.lensFlareSystems.forEach(function (o) {
  96029. _this.scene.removeLensFlareSystem(o);
  96030. });
  96031. };
  96032. /**
  96033. * Serializes the component data to the specified json object
  96034. * @param serializationObject The object to serialize to
  96035. */
  96036. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  96037. // Lens flares
  96038. serializationObject.lensFlareSystems = [];
  96039. var lensFlareSystems = this.scene.lensFlareSystems;
  96040. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  96041. var lensFlareSystem = lensFlareSystems_1[_i];
  96042. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  96043. }
  96044. };
  96045. /**
  96046. * Disposes the component and the associated ressources.
  96047. */
  96048. LensFlareSystemSceneComponent.prototype.dispose = function () {
  96049. var lensFlareSystems = this.scene.lensFlareSystems;
  96050. while (lensFlareSystems.length) {
  96051. lensFlareSystems[0].dispose();
  96052. }
  96053. };
  96054. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  96055. // Lens flares
  96056. if (this.scene.lensFlaresEnabled) {
  96057. var lensFlareSystems = this.scene.lensFlareSystems;
  96058. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96059. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  96060. var lensFlareSystem = lensFlareSystems_2[_i];
  96061. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  96062. lensFlareSystem.render();
  96063. }
  96064. }
  96065. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96066. }
  96067. };
  96068. return LensFlareSystemSceneComponent;
  96069. }());
  96070. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  96071. })(BABYLON || (BABYLON = {}));
  96072. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  96073. var BABYLON;
  96074. (function (BABYLON) {
  96075. /**
  96076. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96077. * It is usually composed of several `BABYLON.lensFlare`.
  96078. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96079. */
  96080. var LensFlareSystem = /** @class */ (function () {
  96081. /**
  96082. * Instantiates a lens flare system.
  96083. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96084. * It is usually composed of several `BABYLON.lensFlare`.
  96085. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96086. * @param name Define the name of the lens flare system in the scene
  96087. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  96088. * @param scene Define the scene the lens flare system belongs to
  96089. */
  96090. function LensFlareSystem(
  96091. /**
  96092. * Define the name of the lens flare system
  96093. */
  96094. name, emitter, scene) {
  96095. this.name = name;
  96096. /**
  96097. * List of lens flares used in this system.
  96098. */
  96099. this.lensFlares = new Array();
  96100. /**
  96101. * Define a limit from the border the lens flare can be visible.
  96102. */
  96103. this.borderLimit = 300;
  96104. /**
  96105. * Define a viewport border we do not want to see the lens flare in.
  96106. */
  96107. this.viewportBorder = 0;
  96108. /**
  96109. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  96110. */
  96111. this.layerMask = 0x0FFFFFFF;
  96112. this._vertexBuffers = {};
  96113. this._isEnabled = true;
  96114. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  96115. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  96116. if (!component) {
  96117. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  96118. scene._addComponent(component);
  96119. }
  96120. this._emitter = emitter;
  96121. this.id = name;
  96122. scene.lensFlareSystems.push(this);
  96123. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  96124. var engine = scene.getEngine();
  96125. // VBO
  96126. var vertices = [];
  96127. vertices.push(1, 1);
  96128. vertices.push(-1, 1);
  96129. vertices.push(-1, -1);
  96130. vertices.push(1, -1);
  96131. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  96132. // Indices
  96133. var indices = [];
  96134. indices.push(0);
  96135. indices.push(1);
  96136. indices.push(2);
  96137. indices.push(0);
  96138. indices.push(2);
  96139. indices.push(3);
  96140. this._indexBuffer = engine.createIndexBuffer(indices);
  96141. // Effects
  96142. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  96143. }
  96144. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  96145. /**
  96146. * Define if the lens flare system is enabled.
  96147. */
  96148. get: function () {
  96149. return this._isEnabled;
  96150. },
  96151. set: function (value) {
  96152. this._isEnabled = value;
  96153. },
  96154. enumerable: true,
  96155. configurable: true
  96156. });
  96157. /**
  96158. * Get the scene the effects belongs to.
  96159. * @returns the scene holding the lens flare system
  96160. */
  96161. LensFlareSystem.prototype.getScene = function () {
  96162. return this._scene;
  96163. };
  96164. /**
  96165. * Get the emitter of the lens flare system.
  96166. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96167. * @returns the emitter of the lens flare system
  96168. */
  96169. LensFlareSystem.prototype.getEmitter = function () {
  96170. return this._emitter;
  96171. };
  96172. /**
  96173. * Set the emitter of the lens flare system.
  96174. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96175. * @param newEmitter Define the new emitter of the system
  96176. */
  96177. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  96178. this._emitter = newEmitter;
  96179. };
  96180. /**
  96181. * Get the lens flare system emitter position.
  96182. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  96183. * @returns the position
  96184. */
  96185. LensFlareSystem.prototype.getEmitterPosition = function () {
  96186. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  96187. };
  96188. /**
  96189. * @hidden
  96190. */
  96191. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  96192. var position = this.getEmitterPosition();
  96193. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  96194. this._positionX = position.x;
  96195. this._positionY = position.y;
  96196. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  96197. if (this.viewportBorder > 0) {
  96198. globalViewport.x -= this.viewportBorder;
  96199. globalViewport.y -= this.viewportBorder;
  96200. globalViewport.width += this.viewportBorder * 2;
  96201. globalViewport.height += this.viewportBorder * 2;
  96202. position.x += this.viewportBorder;
  96203. position.y += this.viewportBorder;
  96204. this._positionX += this.viewportBorder;
  96205. this._positionY += this.viewportBorder;
  96206. }
  96207. if (position.z > 0) {
  96208. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  96209. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  96210. return true;
  96211. }
  96212. }
  96213. return true;
  96214. }
  96215. return false;
  96216. };
  96217. /** @hidden */
  96218. LensFlareSystem.prototype._isVisible = function () {
  96219. if (!this._isEnabled || !this._scene.activeCamera) {
  96220. return false;
  96221. }
  96222. var emitterPosition = this.getEmitterPosition();
  96223. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  96224. var distance = direction.length();
  96225. direction.normalize();
  96226. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  96227. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  96228. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  96229. };
  96230. /**
  96231. * @hidden
  96232. */
  96233. LensFlareSystem.prototype.render = function () {
  96234. if (!this._effect.isReady() || !this._scene.activeCamera) {
  96235. return false;
  96236. }
  96237. var engine = this._scene.getEngine();
  96238. var viewport = this._scene.activeCamera.viewport;
  96239. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  96240. // Position
  96241. if (!this.computeEffectivePosition(globalViewport)) {
  96242. return false;
  96243. }
  96244. // Visibility
  96245. if (!this._isVisible()) {
  96246. return false;
  96247. }
  96248. // Intensity
  96249. var awayX;
  96250. var awayY;
  96251. if (this._positionX < this.borderLimit + globalViewport.x) {
  96252. awayX = this.borderLimit + globalViewport.x - this._positionX;
  96253. }
  96254. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  96255. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  96256. }
  96257. else {
  96258. awayX = 0;
  96259. }
  96260. if (this._positionY < this.borderLimit + globalViewport.y) {
  96261. awayY = this.borderLimit + globalViewport.y - this._positionY;
  96262. }
  96263. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  96264. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  96265. }
  96266. else {
  96267. awayY = 0;
  96268. }
  96269. var away = (awayX > awayY) ? awayX : awayY;
  96270. away -= this.viewportBorder;
  96271. if (away > this.borderLimit) {
  96272. away = this.borderLimit;
  96273. }
  96274. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  96275. if (intensity < 0) {
  96276. return false;
  96277. }
  96278. if (intensity > 1.0) {
  96279. intensity = 1.0;
  96280. }
  96281. if (this.viewportBorder > 0) {
  96282. globalViewport.x += this.viewportBorder;
  96283. globalViewport.y += this.viewportBorder;
  96284. globalViewport.width -= this.viewportBorder * 2;
  96285. globalViewport.height -= this.viewportBorder * 2;
  96286. this._positionX -= this.viewportBorder;
  96287. this._positionY -= this.viewportBorder;
  96288. }
  96289. // Position
  96290. var centerX = globalViewport.x + globalViewport.width / 2;
  96291. var centerY = globalViewport.y + globalViewport.height / 2;
  96292. var distX = centerX - this._positionX;
  96293. var distY = centerY - this._positionY;
  96294. // Effects
  96295. engine.enableEffect(this._effect);
  96296. engine.setState(false);
  96297. engine.setDepthBuffer(false);
  96298. // VBOs
  96299. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  96300. // Flares
  96301. for (var index = 0; index < this.lensFlares.length; index++) {
  96302. var flare = this.lensFlares[index];
  96303. engine.setAlphaMode(flare.alphaMode);
  96304. var x = centerX - (distX * flare.position);
  96305. var y = centerY - (distY * flare.position);
  96306. var cw = flare.size;
  96307. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  96308. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  96309. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  96310. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  96311. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  96312. // Texture
  96313. this._effect.setTexture("textureSampler", flare.texture);
  96314. // Color
  96315. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  96316. // Draw order
  96317. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  96318. }
  96319. engine.setDepthBuffer(true);
  96320. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  96321. return true;
  96322. };
  96323. /**
  96324. * Dispose and release the lens flare with its associated resources.
  96325. */
  96326. LensFlareSystem.prototype.dispose = function () {
  96327. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  96328. if (vertexBuffer) {
  96329. vertexBuffer.dispose();
  96330. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  96331. }
  96332. if (this._indexBuffer) {
  96333. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  96334. this._indexBuffer = null;
  96335. }
  96336. while (this.lensFlares.length) {
  96337. this.lensFlares[0].dispose();
  96338. }
  96339. // Remove from scene
  96340. var index = this._scene.lensFlareSystems.indexOf(this);
  96341. this._scene.lensFlareSystems.splice(index, 1);
  96342. };
  96343. /**
  96344. * Parse a lens flare system from a JSON repressentation
  96345. * @param parsedLensFlareSystem Define the JSON to parse
  96346. * @param scene Define the scene the parsed system should be instantiated in
  96347. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  96348. * @returns the parsed system
  96349. */
  96350. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  96351. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  96352. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  96353. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  96354. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  96355. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  96356. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  96357. var parsedFlare = parsedLensFlareSystem.flares[index];
  96358. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  96359. }
  96360. return lensFlareSystem;
  96361. };
  96362. /**
  96363. * Serialize the current Lens Flare System into a JSON representation.
  96364. * @returns the serialized JSON
  96365. */
  96366. LensFlareSystem.prototype.serialize = function () {
  96367. var serializationObject = {};
  96368. serializationObject.id = this.id;
  96369. serializationObject.name = this.name;
  96370. serializationObject.emitterId = this.getEmitter().id;
  96371. serializationObject.borderLimit = this.borderLimit;
  96372. serializationObject.flares = [];
  96373. for (var index = 0; index < this.lensFlares.length; index++) {
  96374. var flare = this.lensFlares[index];
  96375. serializationObject.flares.push({
  96376. size: flare.size,
  96377. position: flare.position,
  96378. color: flare.color.asArray(),
  96379. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  96380. });
  96381. }
  96382. return serializationObject;
  96383. };
  96384. return LensFlareSystem;
  96385. }());
  96386. BABYLON.LensFlareSystem = LensFlareSystem;
  96387. })(BABYLON || (BABYLON = {}));
  96388. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  96389. var BABYLON;
  96390. (function (BABYLON) {
  96391. /**
  96392. * This is a holder class for the physics joint created by the physics plugin
  96393. * It holds a set of functions to control the underlying joint
  96394. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96395. */
  96396. var PhysicsJoint = /** @class */ (function () {
  96397. /**
  96398. * Initializes the physics joint
  96399. * @param type The type of the physics joint
  96400. * @param jointData The data for the physics joint
  96401. */
  96402. function PhysicsJoint(
  96403. /**
  96404. * The type of the physics joint
  96405. */
  96406. type,
  96407. /**
  96408. * The data for the physics joint
  96409. */
  96410. jointData) {
  96411. this.type = type;
  96412. this.jointData = jointData;
  96413. jointData.nativeParams = jointData.nativeParams || {};
  96414. }
  96415. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96416. /**
  96417. * Gets the physics joint
  96418. */
  96419. get: function () {
  96420. return this._physicsJoint;
  96421. },
  96422. /**
  96423. * Sets the physics joint
  96424. */
  96425. set: function (newJoint) {
  96426. if (this._physicsJoint) {
  96427. //remove from the wolrd
  96428. }
  96429. this._physicsJoint = newJoint;
  96430. },
  96431. enumerable: true,
  96432. configurable: true
  96433. });
  96434. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96435. /**
  96436. * Sets the physics plugin
  96437. */
  96438. set: function (physicsPlugin) {
  96439. this._physicsPlugin = physicsPlugin;
  96440. },
  96441. enumerable: true,
  96442. configurable: true
  96443. });
  96444. /**
  96445. * Execute a function that is physics-plugin specific.
  96446. * @param {Function} func the function that will be executed.
  96447. * It accepts two parameters: the physics world and the physics joint
  96448. */
  96449. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96450. func(this._physicsPlugin.world, this._physicsJoint);
  96451. };
  96452. //TODO check if the native joints are the same
  96453. //Joint Types
  96454. /**
  96455. * Distance-Joint type
  96456. */
  96457. PhysicsJoint.DistanceJoint = 0;
  96458. /**
  96459. * Hinge-Joint type
  96460. */
  96461. PhysicsJoint.HingeJoint = 1;
  96462. /**
  96463. * Ball-and-Socket joint type
  96464. */
  96465. PhysicsJoint.BallAndSocketJoint = 2;
  96466. /**
  96467. * Wheel-Joint type
  96468. */
  96469. PhysicsJoint.WheelJoint = 3;
  96470. /**
  96471. * Slider-Joint type
  96472. */
  96473. PhysicsJoint.SliderJoint = 4;
  96474. //OIMO
  96475. /**
  96476. * Prismatic-Joint type
  96477. */
  96478. PhysicsJoint.PrismaticJoint = 5;
  96479. //
  96480. /**
  96481. * Universal-Joint type
  96482. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96483. */
  96484. PhysicsJoint.UniversalJoint = 6;
  96485. /**
  96486. * Hinge-Joint 2 type
  96487. */
  96488. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96489. //Cannon
  96490. /**
  96491. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96492. */
  96493. PhysicsJoint.PointToPointJoint = 8;
  96494. //Cannon only at the moment
  96495. /**
  96496. * Spring-Joint type
  96497. */
  96498. PhysicsJoint.SpringJoint = 9;
  96499. /**
  96500. * Lock-Joint type
  96501. */
  96502. PhysicsJoint.LockJoint = 10;
  96503. return PhysicsJoint;
  96504. }());
  96505. BABYLON.PhysicsJoint = PhysicsJoint;
  96506. /**
  96507. * A class representing a physics distance joint
  96508. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96509. */
  96510. var DistanceJoint = /** @class */ (function (_super) {
  96511. __extends(DistanceJoint, _super);
  96512. /**
  96513. *
  96514. * @param jointData The data for the Distance-Joint
  96515. */
  96516. function DistanceJoint(jointData) {
  96517. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96518. }
  96519. /**
  96520. * Update the predefined distance.
  96521. * @param maxDistance The maximum preferred distance
  96522. * @param minDistance The minimum preferred distance
  96523. */
  96524. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96525. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96526. };
  96527. return DistanceJoint;
  96528. }(PhysicsJoint));
  96529. BABYLON.DistanceJoint = DistanceJoint;
  96530. /**
  96531. * Represents a Motor-Enabled Joint
  96532. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96533. */
  96534. var MotorEnabledJoint = /** @class */ (function (_super) {
  96535. __extends(MotorEnabledJoint, _super);
  96536. /**
  96537. * Initializes the Motor-Enabled Joint
  96538. * @param type The type of the joint
  96539. * @param jointData The physica joint data for the joint
  96540. */
  96541. function MotorEnabledJoint(type, jointData) {
  96542. return _super.call(this, type, jointData) || this;
  96543. }
  96544. /**
  96545. * Set the motor values.
  96546. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96547. * @param force the force to apply
  96548. * @param maxForce max force for this motor.
  96549. */
  96550. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96551. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96552. };
  96553. /**
  96554. * Set the motor's limits.
  96555. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96556. * @param upperLimit The upper limit of the motor
  96557. * @param lowerLimit The lower limit of the motor
  96558. */
  96559. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96560. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96561. };
  96562. return MotorEnabledJoint;
  96563. }(PhysicsJoint));
  96564. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  96565. /**
  96566. * This class represents a single physics Hinge-Joint
  96567. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96568. */
  96569. var HingeJoint = /** @class */ (function (_super) {
  96570. __extends(HingeJoint, _super);
  96571. /**
  96572. * Initializes the Hinge-Joint
  96573. * @param jointData The joint data for the Hinge-Joint
  96574. */
  96575. function HingeJoint(jointData) {
  96576. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  96577. }
  96578. /**
  96579. * Set the motor values.
  96580. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96581. * @param {number} force the force to apply
  96582. * @param {number} maxForce max force for this motor.
  96583. */
  96584. HingeJoint.prototype.setMotor = function (force, maxForce) {
  96585. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96586. };
  96587. /**
  96588. * Set the motor's limits.
  96589. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96590. * @param upperLimit The upper limit of the motor
  96591. * @param lowerLimit The lower limit of the motor
  96592. */
  96593. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96594. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96595. };
  96596. return HingeJoint;
  96597. }(MotorEnabledJoint));
  96598. BABYLON.HingeJoint = HingeJoint;
  96599. /**
  96600. * This class represents a dual hinge physics joint (same as wheel joint)
  96601. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96602. */
  96603. var Hinge2Joint = /** @class */ (function (_super) {
  96604. __extends(Hinge2Joint, _super);
  96605. /**
  96606. * Initializes the Hinge2-Joint
  96607. * @param jointData The joint data for the Hinge2-Joint
  96608. */
  96609. function Hinge2Joint(jointData) {
  96610. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  96611. }
  96612. /**
  96613. * Set the motor values.
  96614. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96615. * @param {number} force the force to apply
  96616. * @param {number} maxForce max force for this motor.
  96617. * @param {motorIndex} the motor's index, 0 or 1.
  96618. */
  96619. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  96620. if (motorIndex === void 0) { motorIndex = 0; }
  96621. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  96622. };
  96623. /**
  96624. * Set the motor limits.
  96625. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96626. * @param {number} upperLimit the upper limit
  96627. * @param {number} lowerLimit lower limit
  96628. * @param {motorIndex} the motor's index, 0 or 1.
  96629. */
  96630. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  96631. if (motorIndex === void 0) { motorIndex = 0; }
  96632. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  96633. };
  96634. return Hinge2Joint;
  96635. }(MotorEnabledJoint));
  96636. BABYLON.Hinge2Joint = Hinge2Joint;
  96637. })(BABYLON || (BABYLON = {}));
  96638. //# sourceMappingURL=babylon.physicsJoint.js.map
  96639. var BABYLON;
  96640. (function (BABYLON) {
  96641. /**
  96642. * Represents a physics imposter
  96643. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96644. */
  96645. var PhysicsImpostor = /** @class */ (function () {
  96646. /**
  96647. * Initializes the physics imposter
  96648. * @param object The physics-enabled object used as the physics imposter
  96649. * @param type The type of the physics imposter
  96650. * @param _options The options for the physics imposter
  96651. * @param _scene The Babylon scene
  96652. */
  96653. function PhysicsImpostor(
  96654. /**
  96655. * The physics-enabled object used as the physics imposter
  96656. */
  96657. object,
  96658. /**
  96659. * The type of the physics imposter
  96660. */
  96661. type, _options, _scene) {
  96662. if (_options === void 0) { _options = { mass: 0 }; }
  96663. var _this = this;
  96664. this.object = object;
  96665. this.type = type;
  96666. this._options = _options;
  96667. this._scene = _scene;
  96668. this._bodyUpdateRequired = false;
  96669. this._onBeforePhysicsStepCallbacks = new Array();
  96670. this._onAfterPhysicsStepCallbacks = new Array();
  96671. this._onPhysicsCollideCallbacks = [];
  96672. this._deltaPosition = BABYLON.Vector3.Zero();
  96673. this._isDisposed = false;
  96674. //temp variables for parent rotation calculations
  96675. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  96676. this._tmpQuat = new BABYLON.Quaternion();
  96677. this._tmpQuat2 = new BABYLON.Quaternion();
  96678. /**
  96679. * this function is executed by the physics engine.
  96680. */
  96681. this.beforeStep = function () {
  96682. if (!_this._physicsEngine) {
  96683. return;
  96684. }
  96685. _this.object.translate(_this._deltaPosition, -1);
  96686. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  96687. _this.object.computeWorldMatrix(false);
  96688. if (_this.object.parent && _this.object.rotationQuaternion) {
  96689. _this.getParentsRotation();
  96690. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  96691. }
  96692. else {
  96693. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  96694. }
  96695. if (!_this._options.disableBidirectionalTransformation) {
  96696. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  96697. }
  96698. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  96699. func(_this);
  96700. });
  96701. };
  96702. /**
  96703. * this function is executed by the physics engine
  96704. */
  96705. this.afterStep = function () {
  96706. if (!_this._physicsEngine) {
  96707. return;
  96708. }
  96709. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  96710. func(_this);
  96711. });
  96712. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  96713. // object has now its world rotation. needs to be converted to local.
  96714. if (_this.object.parent && _this.object.rotationQuaternion) {
  96715. _this.getParentsRotation();
  96716. _this._tmpQuat.conjugateInPlace();
  96717. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  96718. }
  96719. // take the position set and make it the absolute position of this object.
  96720. _this.object.setAbsolutePosition(_this.object.position);
  96721. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  96722. _this.object.translate(_this._deltaPosition, 1);
  96723. };
  96724. /**
  96725. * Legacy collision detection event support
  96726. */
  96727. this.onCollideEvent = null;
  96728. /**
  96729. * event and body object due to cannon's event-based architecture.
  96730. */
  96731. this.onCollide = function (e) {
  96732. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  96733. return;
  96734. }
  96735. if (!_this._physicsEngine) {
  96736. return;
  96737. }
  96738. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  96739. if (otherImpostor) {
  96740. // Legacy collision detection event support
  96741. if (_this.onCollideEvent) {
  96742. _this.onCollideEvent(_this, otherImpostor);
  96743. }
  96744. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  96745. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  96746. }).forEach(function (obj) {
  96747. obj.callback(_this, otherImpostor);
  96748. });
  96749. }
  96750. };
  96751. //sanity check!
  96752. if (!this.object) {
  96753. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  96754. return;
  96755. }
  96756. // Legacy support for old syntax.
  96757. if (!this._scene && object.getScene) {
  96758. this._scene = object.getScene();
  96759. }
  96760. if (!this._scene) {
  96761. return;
  96762. }
  96763. this._physicsEngine = this._scene.getPhysicsEngine();
  96764. if (!this._physicsEngine) {
  96765. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  96766. }
  96767. else {
  96768. //set the object's quaternion, if not set
  96769. if (!this.object.rotationQuaternion) {
  96770. if (this.object.rotation) {
  96771. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  96772. }
  96773. else {
  96774. this.object.rotationQuaternion = new BABYLON.Quaternion();
  96775. }
  96776. }
  96777. //default options params
  96778. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  96779. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  96780. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  96781. this._joints = [];
  96782. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  96783. if (!this.object.parent || this._options.ignoreParent) {
  96784. this._init();
  96785. }
  96786. else if (this.object.parent.physicsImpostor) {
  96787. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  96788. }
  96789. }
  96790. }
  96791. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  96792. /**
  96793. * Specifies if the physics imposter is disposed
  96794. */
  96795. get: function () {
  96796. return this._isDisposed;
  96797. },
  96798. enumerable: true,
  96799. configurable: true
  96800. });
  96801. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  96802. /**
  96803. * Gets the mass of the physics imposter
  96804. */
  96805. get: function () {
  96806. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  96807. },
  96808. set: function (value) {
  96809. this.setMass(value);
  96810. },
  96811. enumerable: true,
  96812. configurable: true
  96813. });
  96814. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  96815. /**
  96816. * Gets the coefficient of friction
  96817. */
  96818. get: function () {
  96819. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  96820. },
  96821. /**
  96822. * Sets the coefficient of friction
  96823. */
  96824. set: function (value) {
  96825. if (!this._physicsEngine) {
  96826. return;
  96827. }
  96828. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  96829. },
  96830. enumerable: true,
  96831. configurable: true
  96832. });
  96833. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  96834. /**
  96835. * Gets the coefficient of restitution
  96836. */
  96837. get: function () {
  96838. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  96839. },
  96840. /**
  96841. * Sets the coefficient of restitution
  96842. */
  96843. set: function (value) {
  96844. if (!this._physicsEngine) {
  96845. return;
  96846. }
  96847. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  96848. },
  96849. enumerable: true,
  96850. configurable: true
  96851. });
  96852. /**
  96853. * This function will completly initialize this impostor.
  96854. * It will create a new body - but only if this mesh has no parent.
  96855. * If it has, this impostor will not be used other than to define the impostor
  96856. * of the child mesh.
  96857. * @hidden
  96858. */
  96859. PhysicsImpostor.prototype._init = function () {
  96860. if (!this._physicsEngine) {
  96861. return;
  96862. }
  96863. this._physicsEngine.removeImpostor(this);
  96864. this.physicsBody = null;
  96865. this._parent = this._parent || this._getPhysicsParent();
  96866. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  96867. this._physicsEngine.addImpostor(this);
  96868. }
  96869. };
  96870. PhysicsImpostor.prototype._getPhysicsParent = function () {
  96871. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  96872. var parentMesh = this.object.parent;
  96873. return parentMesh.physicsImpostor;
  96874. }
  96875. return null;
  96876. };
  96877. /**
  96878. * Should a new body be generated.
  96879. * @returns boolean specifying if body initialization is required
  96880. */
  96881. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  96882. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  96883. };
  96884. /**
  96885. * Sets the updated scaling
  96886. * @param updated Specifies if the scaling is updated
  96887. */
  96888. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  96889. this.forceUpdate();
  96890. };
  96891. /**
  96892. * Force a regeneration of this or the parent's impostor's body.
  96893. * Use under cautious - This will remove all joints already implemented.
  96894. */
  96895. PhysicsImpostor.prototype.forceUpdate = function () {
  96896. this._init();
  96897. if (this.parent && !this._options.ignoreParent) {
  96898. this.parent.forceUpdate();
  96899. }
  96900. };
  96901. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  96902. /*public get mesh(): AbstractMesh {
  96903. return this._mesh;
  96904. }*/
  96905. /**
  96906. * Gets the body that holds this impostor. Either its own, or its parent.
  96907. */
  96908. get: function () {
  96909. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  96910. },
  96911. /**
  96912. * Set the physics body. Used mainly by the physics engine/plugin
  96913. */
  96914. set: function (physicsBody) {
  96915. if (this._physicsBody && this._physicsEngine) {
  96916. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  96917. }
  96918. this._physicsBody = physicsBody;
  96919. this.resetUpdateFlags();
  96920. },
  96921. enumerable: true,
  96922. configurable: true
  96923. });
  96924. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  96925. /**
  96926. * Get the parent of the physics imposter
  96927. * @returns Physics imposter or null
  96928. */
  96929. get: function () {
  96930. return !this._options.ignoreParent && this._parent ? this._parent : null;
  96931. },
  96932. /**
  96933. * Sets the parent of the physics imposter
  96934. */
  96935. set: function (value) {
  96936. this._parent = value;
  96937. },
  96938. enumerable: true,
  96939. configurable: true
  96940. });
  96941. /**
  96942. * Resets the update flags
  96943. */
  96944. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  96945. this._bodyUpdateRequired = false;
  96946. };
  96947. /**
  96948. * Gets the object extend size
  96949. * @returns the object extend size
  96950. */
  96951. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  96952. if (this.object.getBoundingInfo) {
  96953. var q = this.object.rotationQuaternion;
  96954. //reset rotation
  96955. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  96956. //calculate the world matrix with no rotation
  96957. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96958. var boundingInfo = this.object.getBoundingInfo();
  96959. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  96960. //bring back the rotation
  96961. this.object.rotationQuaternion = q;
  96962. //calculate the world matrix with the new rotation
  96963. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96964. return size;
  96965. }
  96966. else {
  96967. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  96968. }
  96969. };
  96970. /**
  96971. * Gets the object center
  96972. * @returns The object center
  96973. */
  96974. PhysicsImpostor.prototype.getObjectCenter = function () {
  96975. if (this.object.getBoundingInfo) {
  96976. var boundingInfo = this.object.getBoundingInfo();
  96977. return boundingInfo.boundingBox.centerWorld;
  96978. }
  96979. else {
  96980. return this.object.position;
  96981. }
  96982. };
  96983. /**
  96984. * Get a specific parametes from the options parameter
  96985. * @param paramName The object parameter name
  96986. * @returns The object parameter
  96987. */
  96988. PhysicsImpostor.prototype.getParam = function (paramName) {
  96989. return this._options[paramName];
  96990. };
  96991. /**
  96992. * Sets a specific parameter in the options given to the physics plugin
  96993. * @param paramName The parameter name
  96994. * @param value The value of the parameter
  96995. */
  96996. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  96997. this._options[paramName] = value;
  96998. this._bodyUpdateRequired = true;
  96999. };
  97000. /**
  97001. * Specifically change the body's mass option. Won't recreate the physics body object
  97002. * @param mass The mass of the physics imposter
  97003. */
  97004. PhysicsImpostor.prototype.setMass = function (mass) {
  97005. if (this.getParam("mass") !== mass) {
  97006. this.setParam("mass", mass);
  97007. }
  97008. if (this._physicsEngine) {
  97009. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  97010. }
  97011. };
  97012. /**
  97013. * Gets the linear velocity
  97014. * @returns linear velocity or null
  97015. */
  97016. PhysicsImpostor.prototype.getLinearVelocity = function () {
  97017. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  97018. };
  97019. /**
  97020. * Sets the linear velocity
  97021. * @param velocity linear velocity or null
  97022. */
  97023. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  97024. if (this._physicsEngine) {
  97025. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  97026. }
  97027. };
  97028. /**
  97029. * Gets the angular velocity
  97030. * @returns angular velocity or null
  97031. */
  97032. PhysicsImpostor.prototype.getAngularVelocity = function () {
  97033. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  97034. };
  97035. /**
  97036. * Sets the angular velocity
  97037. * @param velocity The velocity or null
  97038. */
  97039. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  97040. if (this._physicsEngine) {
  97041. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  97042. }
  97043. };
  97044. /**
  97045. * Execute a function with the physics plugin native code
  97046. * Provide a function the will have two variables - the world object and the physics body object
  97047. * @param func The function to execute with the physics plugin native code
  97048. */
  97049. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  97050. if (this._physicsEngine) {
  97051. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  97052. }
  97053. };
  97054. /**
  97055. * Register a function that will be executed before the physics world is stepping forward
  97056. * @param func The function to execute before the physics world is stepped forward
  97057. */
  97058. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  97059. this._onBeforePhysicsStepCallbacks.push(func);
  97060. };
  97061. /**
  97062. * Unregister a function that will be executed before the physics world is stepping forward
  97063. * @param func The function to execute before the physics world is stepped forward
  97064. */
  97065. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  97066. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  97067. if (index > -1) {
  97068. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  97069. }
  97070. else {
  97071. BABYLON.Tools.Warn("Function to remove was not found");
  97072. }
  97073. };
  97074. /**
  97075. * Register a function that will be executed after the physics step
  97076. * @param func The function to execute after physics step
  97077. */
  97078. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  97079. this._onAfterPhysicsStepCallbacks.push(func);
  97080. };
  97081. /**
  97082. * Unregisters a function that will be executed after the physics step
  97083. * @param func The function to execute after physics step
  97084. */
  97085. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  97086. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  97087. if (index > -1) {
  97088. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  97089. }
  97090. else {
  97091. BABYLON.Tools.Warn("Function to remove was not found");
  97092. }
  97093. };
  97094. /**
  97095. * register a function that will be executed when this impostor collides against a different body
  97096. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  97097. * @param func Callback that is executed on collision
  97098. */
  97099. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  97100. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97101. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  97102. };
  97103. /**
  97104. * Unregisters the physics imposter on contact
  97105. * @param collideAgainst The physics object to collide against
  97106. * @param func Callback to execute on collision
  97107. */
  97108. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  97109. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97110. var index = -1;
  97111. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  97112. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  97113. // chcek the arrays match
  97114. var sameList = cbDef.otherImpostors.every(function (impostor) {
  97115. return collidedAgainstList.indexOf(impostor) > -1;
  97116. });
  97117. if (sameList) {
  97118. index = idx;
  97119. }
  97120. return sameList;
  97121. }
  97122. return false;
  97123. });
  97124. if (found) {
  97125. this._onPhysicsCollideCallbacks.splice(index, 1);
  97126. }
  97127. else {
  97128. BABYLON.Tools.Warn("Function to remove was not found");
  97129. }
  97130. };
  97131. /**
  97132. * Get the parent rotation
  97133. * @returns The parent rotation
  97134. */
  97135. PhysicsImpostor.prototype.getParentsRotation = function () {
  97136. var parent = this.object.parent;
  97137. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  97138. while (parent) {
  97139. if (parent.rotationQuaternion) {
  97140. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  97141. }
  97142. else {
  97143. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  97144. }
  97145. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  97146. parent = parent.parent;
  97147. }
  97148. return this._tmpQuat;
  97149. };
  97150. /**
  97151. * Apply a force
  97152. * @param force The force to apply
  97153. * @param contactPoint The contact point for the force
  97154. * @returns The physics imposter
  97155. */
  97156. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  97157. if (this._physicsEngine) {
  97158. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  97159. }
  97160. return this;
  97161. };
  97162. /**
  97163. * Apply an impulse
  97164. * @param force The impulse force
  97165. * @param contactPoint The contact point for the impulse force
  97166. * @returns The physics imposter
  97167. */
  97168. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  97169. if (this._physicsEngine) {
  97170. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  97171. }
  97172. return this;
  97173. };
  97174. /**
  97175. * A help function to create a joint
  97176. * @param otherImpostor A physics imposter used to create a joint
  97177. * @param jointType The type of joint
  97178. * @param jointData The data for the joint
  97179. * @returns The physics imposter
  97180. */
  97181. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  97182. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  97183. this.addJoint(otherImpostor, joint);
  97184. return this;
  97185. };
  97186. /**
  97187. * Add a joint to this impostor with a different impostor
  97188. * @param otherImpostor A physics imposter used to add a joint
  97189. * @param joint The joint to add
  97190. * @returns The physics imposter
  97191. */
  97192. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  97193. this._joints.push({
  97194. otherImpostor: otherImpostor,
  97195. joint: joint
  97196. });
  97197. if (this._physicsEngine) {
  97198. this._physicsEngine.addJoint(this, otherImpostor, joint);
  97199. }
  97200. return this;
  97201. };
  97202. /**
  97203. * Will keep this body still, in a sleep mode.
  97204. * @returns the physics imposter
  97205. */
  97206. PhysicsImpostor.prototype.sleep = function () {
  97207. if (this._physicsEngine) {
  97208. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  97209. }
  97210. return this;
  97211. };
  97212. /**
  97213. * Wake the body up.
  97214. * @returns The physics imposter
  97215. */
  97216. PhysicsImpostor.prototype.wakeUp = function () {
  97217. if (this._physicsEngine) {
  97218. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  97219. }
  97220. return this;
  97221. };
  97222. /**
  97223. * Clones the physics imposter
  97224. * @param newObject The physics imposter clones to this physics-enabled object
  97225. * @returns A nullable physics imposter
  97226. */
  97227. PhysicsImpostor.prototype.clone = function (newObject) {
  97228. if (!newObject) {
  97229. return null;
  97230. }
  97231. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  97232. };
  97233. /**
  97234. * Disposes the physics imposter
  97235. */
  97236. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  97237. var _this = this;
  97238. //no dispose if no physics engine is available.
  97239. if (!this._physicsEngine) {
  97240. return;
  97241. }
  97242. this._joints.forEach(function (j) {
  97243. if (_this._physicsEngine) {
  97244. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  97245. }
  97246. });
  97247. //dispose the physics body
  97248. this._physicsEngine.removeImpostor(this);
  97249. if (this.parent) {
  97250. this.parent.forceUpdate();
  97251. }
  97252. else {
  97253. /*this._object.getChildMeshes().forEach(function(mesh) {
  97254. if (mesh.physicsImpostor) {
  97255. if (disposeChildren) {
  97256. mesh.physicsImpostor.dispose();
  97257. mesh.physicsImpostor = null;
  97258. }
  97259. }
  97260. })*/
  97261. }
  97262. this._isDisposed = true;
  97263. };
  97264. /**
  97265. * Sets the delta position
  97266. * @param position The delta position amount
  97267. */
  97268. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  97269. this._deltaPosition.copyFrom(position);
  97270. };
  97271. /**
  97272. * Sets the delta rotation
  97273. * @param rotation The delta rotation amount
  97274. */
  97275. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  97276. if (!this._deltaRotation) {
  97277. this._deltaRotation = new BABYLON.Quaternion();
  97278. }
  97279. this._deltaRotation.copyFrom(rotation);
  97280. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  97281. };
  97282. /**
  97283. * Gets the box size of the physics imposter and stores the result in the input parameter
  97284. * @param result Stores the box size
  97285. * @returns The physics imposter
  97286. */
  97287. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  97288. if (this._physicsEngine) {
  97289. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  97290. }
  97291. return this;
  97292. };
  97293. /**
  97294. * Gets the radius of the physics imposter
  97295. * @returns Radius of the physics imposter
  97296. */
  97297. PhysicsImpostor.prototype.getRadius = function () {
  97298. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  97299. };
  97300. /**
  97301. * Sync a bone with this impostor
  97302. * @param bone The bone to sync to the impostor.
  97303. * @param boneMesh The mesh that the bone is influencing.
  97304. * @param jointPivot The pivot of the joint / bone in local space.
  97305. * @param distToJoint Optional distance from the impostor to the joint.
  97306. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97307. */
  97308. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  97309. var tempVec = PhysicsImpostor._tmpVecs[0];
  97310. var mesh = this.object;
  97311. if (mesh.rotationQuaternion) {
  97312. if (adjustRotation) {
  97313. var tempQuat = PhysicsImpostor._tmpQuat;
  97314. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  97315. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  97316. }
  97317. else {
  97318. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  97319. }
  97320. }
  97321. tempVec.x = 0;
  97322. tempVec.y = 0;
  97323. tempVec.z = 0;
  97324. if (jointPivot) {
  97325. tempVec.x = jointPivot.x;
  97326. tempVec.y = jointPivot.y;
  97327. tempVec.z = jointPivot.z;
  97328. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  97329. if (distToJoint === undefined || distToJoint === null) {
  97330. distToJoint = jointPivot.length();
  97331. }
  97332. tempVec.x *= distToJoint;
  97333. tempVec.y *= distToJoint;
  97334. tempVec.z *= distToJoint;
  97335. }
  97336. if (bone.getParent()) {
  97337. tempVec.addInPlace(mesh.getAbsolutePosition());
  97338. bone.setAbsolutePosition(tempVec, boneMesh);
  97339. }
  97340. else {
  97341. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  97342. boneMesh.position.x -= tempVec.x;
  97343. boneMesh.position.y -= tempVec.y;
  97344. boneMesh.position.z -= tempVec.z;
  97345. }
  97346. };
  97347. /**
  97348. * Sync impostor to a bone
  97349. * @param bone The bone that the impostor will be synced to.
  97350. * @param boneMesh The mesh that the bone is influencing.
  97351. * @param jointPivot The pivot of the joint / bone in local space.
  97352. * @param distToJoint Optional distance from the impostor to the joint.
  97353. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97354. * @param boneAxis Optional vector3 axis the bone is aligned with
  97355. */
  97356. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  97357. var mesh = this.object;
  97358. if (mesh.rotationQuaternion) {
  97359. if (adjustRotation) {
  97360. var tempQuat = PhysicsImpostor._tmpQuat;
  97361. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  97362. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  97363. }
  97364. else {
  97365. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  97366. }
  97367. }
  97368. var pos = PhysicsImpostor._tmpVecs[0];
  97369. var boneDir = PhysicsImpostor._tmpVecs[1];
  97370. if (!boneAxis) {
  97371. boneAxis = PhysicsImpostor._tmpVecs[2];
  97372. boneAxis.x = 0;
  97373. boneAxis.y = 1;
  97374. boneAxis.z = 0;
  97375. }
  97376. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  97377. bone.getAbsolutePositionToRef(boneMesh, pos);
  97378. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  97379. distToJoint = jointPivot.length();
  97380. }
  97381. if (distToJoint !== undefined && distToJoint !== null) {
  97382. pos.x += boneDir.x * distToJoint;
  97383. pos.y += boneDir.y * distToJoint;
  97384. pos.z += boneDir.z * distToJoint;
  97385. }
  97386. mesh.setAbsolutePosition(pos);
  97387. };
  97388. /**
  97389. * The default object size of the imposter
  97390. */
  97391. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97392. /**
  97393. * The identity quaternion of the imposter
  97394. */
  97395. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97396. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97397. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97398. //Impostor types
  97399. /**
  97400. * No-Imposter type
  97401. */
  97402. PhysicsImpostor.NoImpostor = 0;
  97403. /**
  97404. * Sphere-Imposter type
  97405. */
  97406. PhysicsImpostor.SphereImpostor = 1;
  97407. /**
  97408. * Box-Imposter type
  97409. */
  97410. PhysicsImpostor.BoxImpostor = 2;
  97411. /**
  97412. * Plane-Imposter type
  97413. */
  97414. PhysicsImpostor.PlaneImpostor = 3;
  97415. /**
  97416. * Mesh-imposter type
  97417. */
  97418. PhysicsImpostor.MeshImpostor = 4;
  97419. /**
  97420. * Cylinder-Imposter type
  97421. */
  97422. PhysicsImpostor.CylinderImpostor = 7;
  97423. /**
  97424. * Particle-Imposter type
  97425. */
  97426. PhysicsImpostor.ParticleImpostor = 8;
  97427. /**
  97428. * Heightmap-Imposter type
  97429. */
  97430. PhysicsImpostor.HeightmapImpostor = 9;
  97431. return PhysicsImpostor;
  97432. }());
  97433. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97434. })(BABYLON || (BABYLON = {}));
  97435. //# sourceMappingURL=babylon.physicsImpostor.js.map
  97436. var BABYLON;
  97437. (function (BABYLON) {
  97438. /**
  97439. * Class used to control physics engine
  97440. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97441. */
  97442. var PhysicsEngine = /** @class */ (function () {
  97443. /**
  97444. * Creates a new Physics Engine
  97445. * @param gravity defines the gravity vector used by the simulation
  97446. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97447. */
  97448. function PhysicsEngine(gravity, _physicsPlugin) {
  97449. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97450. this._physicsPlugin = _physicsPlugin;
  97451. this._impostors = [];
  97452. this._joints = [];
  97453. if (!this._physicsPlugin.isSupported()) {
  97454. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97455. + "Please make sure it is included.");
  97456. }
  97457. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97458. this.setGravity(gravity);
  97459. this.setTimeStep();
  97460. }
  97461. /**
  97462. * Sets the gravity vector used by the simulation
  97463. * @param gravity defines the gravity vector to use
  97464. */
  97465. PhysicsEngine.prototype.setGravity = function (gravity) {
  97466. this.gravity = gravity;
  97467. this._physicsPlugin.setGravity(this.gravity);
  97468. };
  97469. /**
  97470. * Set the time step of the physics engine.
  97471. * Default is 1/60.
  97472. * To slow it down, enter 1/600 for example.
  97473. * To speed it up, 1/30
  97474. * @param newTimeStep defines the new timestep to apply to this world.
  97475. */
  97476. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  97477. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  97478. this._physicsPlugin.setTimeStep(newTimeStep);
  97479. };
  97480. /**
  97481. * Get the time step of the physics engine.
  97482. * @returns the current time step
  97483. */
  97484. PhysicsEngine.prototype.getTimeStep = function () {
  97485. return this._physicsPlugin.getTimeStep();
  97486. };
  97487. /**
  97488. * Release all resources
  97489. */
  97490. PhysicsEngine.prototype.dispose = function () {
  97491. this._impostors.forEach(function (impostor) {
  97492. impostor.dispose();
  97493. });
  97494. this._physicsPlugin.dispose();
  97495. };
  97496. /**
  97497. * Gets the name of the current physics plugin
  97498. * @returns the name of the plugin
  97499. */
  97500. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97501. return this._physicsPlugin.name;
  97502. };
  97503. /**
  97504. * Adding a new impostor for the impostor tracking.
  97505. * This will be done by the impostor itself.
  97506. * @param impostor the impostor to add
  97507. */
  97508. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97509. impostor.uniqueId = this._impostors.push(impostor);
  97510. //if no parent, generate the body
  97511. if (!impostor.parent) {
  97512. this._physicsPlugin.generatePhysicsBody(impostor);
  97513. }
  97514. };
  97515. /**
  97516. * Remove an impostor from the engine.
  97517. * This impostor and its mesh will not longer be updated by the physics engine.
  97518. * @param impostor the impostor to remove
  97519. */
  97520. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97521. var index = this._impostors.indexOf(impostor);
  97522. if (index > -1) {
  97523. var removed = this._impostors.splice(index, 1);
  97524. //Is it needed?
  97525. if (removed.length) {
  97526. //this will also remove it from the world.
  97527. removed[0].physicsBody = null;
  97528. }
  97529. }
  97530. };
  97531. /**
  97532. * Add a joint to the physics engine
  97533. * @param mainImpostor defines the main impostor to which the joint is added.
  97534. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97535. * @param joint defines the joint that will connect both impostors.
  97536. */
  97537. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97538. var impostorJoint = {
  97539. mainImpostor: mainImpostor,
  97540. connectedImpostor: connectedImpostor,
  97541. joint: joint
  97542. };
  97543. joint.physicsPlugin = this._physicsPlugin;
  97544. this._joints.push(impostorJoint);
  97545. this._physicsPlugin.generateJoint(impostorJoint);
  97546. };
  97547. /**
  97548. * Removes a joint from the simulation
  97549. * @param mainImpostor defines the impostor used with the joint
  97550. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97551. * @param joint defines the joint to remove
  97552. */
  97553. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  97554. var matchingJoints = this._joints.filter(function (impostorJoint) {
  97555. return (impostorJoint.connectedImpostor === connectedImpostor
  97556. && impostorJoint.joint === joint
  97557. && impostorJoint.mainImpostor === mainImpostor);
  97558. });
  97559. if (matchingJoints.length) {
  97560. this._physicsPlugin.removeJoint(matchingJoints[0]);
  97561. //TODO remove it from the list as well
  97562. }
  97563. };
  97564. /**
  97565. * Called by the scene. No need to call it.
  97566. * @param delta defines the timespam between frames
  97567. */
  97568. PhysicsEngine.prototype._step = function (delta) {
  97569. var _this = this;
  97570. //check if any mesh has no body / requires an update
  97571. this._impostors.forEach(function (impostor) {
  97572. if (impostor.isBodyInitRequired()) {
  97573. _this._physicsPlugin.generatePhysicsBody(impostor);
  97574. }
  97575. });
  97576. if (delta > 0.1) {
  97577. delta = 0.1;
  97578. }
  97579. else if (delta <= 0) {
  97580. delta = 1.0 / 60.0;
  97581. }
  97582. this._physicsPlugin.executeStep(delta, this._impostors);
  97583. };
  97584. /**
  97585. * Gets the current plugin used to run the simulation
  97586. * @returns current plugin
  97587. */
  97588. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  97589. return this._physicsPlugin;
  97590. };
  97591. /**
  97592. * Gets the list of physic impostors
  97593. * @returns an array of PhysicsImpostor
  97594. */
  97595. PhysicsEngine.prototype.getImpostors = function () {
  97596. return this._impostors;
  97597. };
  97598. /**
  97599. * Gets the impostor for a physics enabled object
  97600. * @param object defines the object impersonated by the impostor
  97601. * @returns the PhysicsImpostor or null if not found
  97602. */
  97603. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  97604. for (var i = 0; i < this._impostors.length; ++i) {
  97605. if (this._impostors[i].object === object) {
  97606. return this._impostors[i];
  97607. }
  97608. }
  97609. return null;
  97610. };
  97611. /**
  97612. * Gets the impostor for a physics body object
  97613. * @param body defines physics body used by the impostor
  97614. * @returns the PhysicsImpostor or null if not found
  97615. */
  97616. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  97617. for (var i = 0; i < this._impostors.length; ++i) {
  97618. if (this._impostors[i].physicsBody === body) {
  97619. return this._impostors[i];
  97620. }
  97621. }
  97622. return null;
  97623. };
  97624. /**
  97625. * Global value used to control the smallest number supported by the simulation
  97626. */
  97627. PhysicsEngine.Epsilon = 0.001;
  97628. return PhysicsEngine;
  97629. }());
  97630. BABYLON.PhysicsEngine = PhysicsEngine;
  97631. })(BABYLON || (BABYLON = {}));
  97632. //# sourceMappingURL=babylon.physicsEngine.js.map
  97633. var BABYLON;
  97634. (function (BABYLON) {
  97635. /**
  97636. * A helper for physics simulations
  97637. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97638. */
  97639. var PhysicsHelper = /** @class */ (function () {
  97640. /**
  97641. * Initializes the Physics helper
  97642. * @param scene Babylon.js scene
  97643. */
  97644. function PhysicsHelper(scene) {
  97645. this._scene = scene;
  97646. this._physicsEngine = this._scene.getPhysicsEngine();
  97647. if (!this._physicsEngine) {
  97648. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  97649. }
  97650. }
  97651. /**
  97652. * Applies a radial explosion impulse
  97653. * @param origin the origin of the explosion
  97654. * @param radius the explosion radius
  97655. * @param strength the explosion strength
  97656. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97657. * @returns A physics radial explosion event, or null
  97658. */
  97659. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  97660. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97661. if (!this._physicsEngine) {
  97662. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  97663. return null;
  97664. }
  97665. var impostors = this._physicsEngine.getImpostors();
  97666. if (impostors.length === 0) {
  97667. return null;
  97668. }
  97669. var event = new PhysicsRadialExplosionEvent(this._scene);
  97670. impostors.forEach(function (impostor) {
  97671. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97672. if (!impostorForceAndContactPoint) {
  97673. return;
  97674. }
  97675. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97676. });
  97677. event.dispose(false);
  97678. return event;
  97679. };
  97680. /**
  97681. * Applies a radial explosion force
  97682. * @param origin the origin of the explosion
  97683. * @param radius the explosion radius
  97684. * @param strength the explosion strength
  97685. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97686. * @returns A physics radial explosion event, or null
  97687. */
  97688. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  97689. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97690. if (!this._physicsEngine) {
  97691. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97692. return null;
  97693. }
  97694. var impostors = this._physicsEngine.getImpostors();
  97695. if (impostors.length === 0) {
  97696. return null;
  97697. }
  97698. var event = new PhysicsRadialExplosionEvent(this._scene);
  97699. impostors.forEach(function (impostor) {
  97700. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97701. if (!impostorForceAndContactPoint) {
  97702. return;
  97703. }
  97704. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97705. });
  97706. event.dispose(false);
  97707. return event;
  97708. };
  97709. /**
  97710. * Creates a gravitational field
  97711. * @param origin the origin of the explosion
  97712. * @param radius the explosion radius
  97713. * @param strength the explosion strength
  97714. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97715. * @returns A physics gravitational field event, or null
  97716. */
  97717. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  97718. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97719. if (!this._physicsEngine) {
  97720. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97721. return null;
  97722. }
  97723. var impostors = this._physicsEngine.getImpostors();
  97724. if (impostors.length === 0) {
  97725. return null;
  97726. }
  97727. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  97728. event.dispose(false);
  97729. return event;
  97730. };
  97731. /**
  97732. * Creates a physics updraft event
  97733. * @param origin the origin of the updraft
  97734. * @param radius the radius of the updraft
  97735. * @param strength the strength of the updraft
  97736. * @param height the height of the updraft
  97737. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  97738. * @returns A physics updraft event, or null
  97739. */
  97740. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  97741. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  97742. if (!this._physicsEngine) {
  97743. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97744. return null;
  97745. }
  97746. if (this._physicsEngine.getImpostors().length === 0) {
  97747. return null;
  97748. }
  97749. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  97750. event.dispose(false);
  97751. return event;
  97752. };
  97753. /**
  97754. * Creates a physics vortex event
  97755. * @param origin the of the vortex
  97756. * @param radius the radius of the vortex
  97757. * @param strength the strength of the vortex
  97758. * @param height the height of the vortex
  97759. * @returns a Physics vortex event, or null
  97760. * A physics vortex event or null
  97761. */
  97762. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  97763. if (!this._physicsEngine) {
  97764. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97765. return null;
  97766. }
  97767. if (this._physicsEngine.getImpostors().length === 0) {
  97768. return null;
  97769. }
  97770. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  97771. event.dispose(false);
  97772. return event;
  97773. };
  97774. return PhysicsHelper;
  97775. }());
  97776. BABYLON.PhysicsHelper = PhysicsHelper;
  97777. /**
  97778. * Represents a physics radial explosion event
  97779. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97780. */
  97781. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  97782. /**
  97783. * Initializes a radial explosioin event
  97784. * @param scene BabylonJS scene
  97785. */
  97786. function PhysicsRadialExplosionEvent(scene) {
  97787. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  97788. this._rays = [];
  97789. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  97790. this._scene = scene;
  97791. }
  97792. /**
  97793. * Returns the data related to the radial explosion event (sphere & rays).
  97794. * @returns The radial explosion event data
  97795. */
  97796. PhysicsRadialExplosionEvent.prototype.getData = function () {
  97797. this._dataFetched = true;
  97798. return {
  97799. sphere: this._sphere,
  97800. rays: this._rays,
  97801. };
  97802. };
  97803. /**
  97804. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  97805. * @param impostor A physics imposter
  97806. * @param origin the origin of the explosion
  97807. * @param radius the explosion radius
  97808. * @param strength the explosion strength
  97809. * @param falloff possible options: Constant & Linear
  97810. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  97811. */
  97812. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  97813. if (impostor.mass === 0) {
  97814. return null;
  97815. }
  97816. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  97817. return null;
  97818. }
  97819. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97820. return null;
  97821. }
  97822. var impostorObjectCenter = impostor.getObjectCenter();
  97823. var direction = impostorObjectCenter.subtract(origin);
  97824. var ray = new BABYLON.Ray(origin, direction, radius);
  97825. this._rays.push(ray);
  97826. var hit = ray.intersectsMesh(impostor.object);
  97827. var contactPoint = hit.pickedPoint;
  97828. if (!contactPoint) {
  97829. return null;
  97830. }
  97831. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  97832. if (distanceFromOrigin > radius) {
  97833. return null;
  97834. }
  97835. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  97836. ? strength
  97837. : strength * (1 - (distanceFromOrigin / radius));
  97838. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97839. return { force: force, contactPoint: contactPoint };
  97840. };
  97841. /**
  97842. * Disposes the sphere.
  97843. * @param force Specifies if the sphere should be disposed by force
  97844. */
  97845. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  97846. var _this = this;
  97847. if (force === void 0) { force = true; }
  97848. if (force) {
  97849. this._sphere.dispose();
  97850. }
  97851. else {
  97852. setTimeout(function () {
  97853. if (!_this._dataFetched) {
  97854. _this._sphere.dispose();
  97855. }
  97856. }, 0);
  97857. }
  97858. };
  97859. /*** Helpers ***/
  97860. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  97861. if (!this._sphere) {
  97862. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  97863. this._sphere.isVisible = false;
  97864. }
  97865. };
  97866. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  97867. var impostorObject = impostor.object;
  97868. this._prepareSphere();
  97869. this._sphere.position = origin;
  97870. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  97871. this._sphere._updateBoundingInfo();
  97872. this._sphere.computeWorldMatrix(true);
  97873. return this._sphere.intersectsMesh(impostorObject, true);
  97874. };
  97875. return PhysicsRadialExplosionEvent;
  97876. }());
  97877. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  97878. /**
  97879. * Represents a gravitational field event
  97880. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97881. */
  97882. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  97883. /**
  97884. * Initializes the physics gravitational field event
  97885. * @param physicsHelper A physics helper
  97886. * @param scene BabylonJS scene
  97887. * @param origin The origin position of the gravitational field event
  97888. * @param radius The radius of the gravitational field event
  97889. * @param strength The strength of the gravitational field event
  97890. * @param falloff The falloff for the gravitational field event
  97891. */
  97892. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  97893. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97894. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97895. this._physicsHelper = physicsHelper;
  97896. this._scene = scene;
  97897. this._origin = origin;
  97898. this._radius = radius;
  97899. this._strength = strength;
  97900. this._falloff = falloff;
  97901. this._tickCallback = this._tick.bind(this);
  97902. }
  97903. /**
  97904. * Returns the data related to the gravitational field event (sphere).
  97905. * @returns A gravitational field event
  97906. */
  97907. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  97908. this._dataFetched = true;
  97909. return {
  97910. sphere: this._sphere,
  97911. };
  97912. };
  97913. /**
  97914. * Enables the gravitational field.
  97915. */
  97916. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  97917. this._tickCallback.call(this);
  97918. this._scene.registerBeforeRender(this._tickCallback);
  97919. };
  97920. /**
  97921. * Disables the gravitational field.
  97922. */
  97923. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  97924. this._scene.unregisterBeforeRender(this._tickCallback);
  97925. };
  97926. /**
  97927. * Disposes the sphere.
  97928. * @param force The force to dispose from the gravitational field event
  97929. */
  97930. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  97931. var _this = this;
  97932. if (force === void 0) { force = true; }
  97933. if (force) {
  97934. this._sphere.dispose();
  97935. }
  97936. else {
  97937. setTimeout(function () {
  97938. if (!_this._dataFetched) {
  97939. _this._sphere.dispose();
  97940. }
  97941. }, 0);
  97942. }
  97943. };
  97944. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  97945. // Since the params won't change, we fetch the event only once
  97946. if (this._sphere) {
  97947. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97948. }
  97949. else {
  97950. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97951. if (radialExplosionEvent) {
  97952. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  97953. }
  97954. }
  97955. };
  97956. return PhysicsGravitationalFieldEvent;
  97957. }());
  97958. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  97959. /**
  97960. * Represents a physics updraft event
  97961. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97962. */
  97963. var PhysicsUpdraftEvent = /** @class */ (function () {
  97964. /**
  97965. * Initializes the physics updraft event
  97966. * @param _scene BabylonJS scene
  97967. * @param _origin The origin position of the updraft
  97968. * @param _radius The radius of the updraft
  97969. * @param _strength The strength of the updraft
  97970. * @param _height The height of the updraft
  97971. * @param _updraftMode The mode of the updraft
  97972. */
  97973. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  97974. this._scene = _scene;
  97975. this._origin = _origin;
  97976. this._radius = _radius;
  97977. this._strength = _strength;
  97978. this._height = _height;
  97979. this._updraftMode = _updraftMode;
  97980. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97981. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  97982. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97983. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97984. this._physicsEngine = this._scene.getPhysicsEngine();
  97985. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97986. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97987. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97988. this._originDirection = this._origin.subtract(this._originTop).normalize();
  97989. }
  97990. this._tickCallback = this._tick.bind(this);
  97991. }
  97992. /**
  97993. * Returns the data related to the updraft event (cylinder).
  97994. * @returns A physics updraft event
  97995. */
  97996. PhysicsUpdraftEvent.prototype.getData = function () {
  97997. this._dataFetched = true;
  97998. return {
  97999. cylinder: this._cylinder,
  98000. };
  98001. };
  98002. /**
  98003. * Enables the updraft.
  98004. */
  98005. PhysicsUpdraftEvent.prototype.enable = function () {
  98006. this._tickCallback.call(this);
  98007. this._scene.registerBeforeRender(this._tickCallback);
  98008. };
  98009. /**
  98010. * Disables the cortex.
  98011. */
  98012. PhysicsUpdraftEvent.prototype.disable = function () {
  98013. this._scene.unregisterBeforeRender(this._tickCallback);
  98014. };
  98015. /**
  98016. * Disposes the sphere.
  98017. * @param force Specifies if the updraft should be disposed by force
  98018. */
  98019. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  98020. var _this = this;
  98021. if (force === void 0) { force = true; }
  98022. if (force) {
  98023. this._cylinder.dispose();
  98024. }
  98025. else {
  98026. setTimeout(function () {
  98027. if (!_this._dataFetched) {
  98028. _this._cylinder.dispose();
  98029. }
  98030. }, 0);
  98031. }
  98032. };
  98033. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98034. if (impostor.mass === 0) {
  98035. return null;
  98036. }
  98037. if (!this._intersectsWithCylinder(impostor)) {
  98038. return null;
  98039. }
  98040. var impostorObjectCenter = impostor.getObjectCenter();
  98041. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98042. var direction = this._originDirection;
  98043. }
  98044. else {
  98045. var direction = impostorObjectCenter.subtract(this._originTop);
  98046. }
  98047. var multiplier = this._strength * -1;
  98048. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98049. return { force: force, contactPoint: impostorObjectCenter };
  98050. };
  98051. PhysicsUpdraftEvent.prototype._tick = function () {
  98052. var _this = this;
  98053. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98054. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98055. if (!impostorForceAndContactPoint) {
  98056. return;
  98057. }
  98058. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98059. });
  98060. };
  98061. /*** Helpers ***/
  98062. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  98063. if (!this._cylinder) {
  98064. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  98065. height: this._height,
  98066. diameter: this._radius * 2,
  98067. }, this._scene);
  98068. this._cylinder.isVisible = false;
  98069. }
  98070. };
  98071. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  98072. var impostorObject = impostor.object;
  98073. this._prepareCylinder();
  98074. this._cylinder.position = this._cylinderPosition;
  98075. return this._cylinder.intersectsMesh(impostorObject, true);
  98076. };
  98077. return PhysicsUpdraftEvent;
  98078. }());
  98079. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  98080. /**
  98081. * Represents a physics vortex event
  98082. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98083. */
  98084. var PhysicsVortexEvent = /** @class */ (function () {
  98085. /**
  98086. * Initializes the physics vortex event
  98087. * @param _scene The BabylonJS scene
  98088. * @param _origin The origin position of the vortex
  98089. * @param _radius The radius of the vortex
  98090. * @param _strength The strength of the vortex
  98091. * @param _height The height of the vortex
  98092. */
  98093. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  98094. this._scene = _scene;
  98095. this._origin = _origin;
  98096. this._radius = _radius;
  98097. this._strength = _strength;
  98098. this._height = _height;
  98099. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98100. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  98101. this._updraftMultiplier = 0.02;
  98102. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98103. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98104. this._physicsEngine = this._scene.getPhysicsEngine();
  98105. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98106. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98107. this._tickCallback = this._tick.bind(this);
  98108. }
  98109. /**
  98110. * Returns the data related to the vortex event (cylinder).
  98111. * @returns The physics vortex event data
  98112. */
  98113. PhysicsVortexEvent.prototype.getData = function () {
  98114. this._dataFetched = true;
  98115. return {
  98116. cylinder: this._cylinder,
  98117. };
  98118. };
  98119. /**
  98120. * Enables the vortex.
  98121. */
  98122. PhysicsVortexEvent.prototype.enable = function () {
  98123. this._tickCallback.call(this);
  98124. this._scene.registerBeforeRender(this._tickCallback);
  98125. };
  98126. /**
  98127. * Disables the cortex.
  98128. */
  98129. PhysicsVortexEvent.prototype.disable = function () {
  98130. this._scene.unregisterBeforeRender(this._tickCallback);
  98131. };
  98132. /**
  98133. * Disposes the sphere.
  98134. * @param force
  98135. */
  98136. PhysicsVortexEvent.prototype.dispose = function (force) {
  98137. var _this = this;
  98138. if (force === void 0) { force = true; }
  98139. if (force) {
  98140. this._cylinder.dispose();
  98141. }
  98142. else {
  98143. setTimeout(function () {
  98144. if (!_this._dataFetched) {
  98145. _this._cylinder.dispose();
  98146. }
  98147. }, 0);
  98148. }
  98149. };
  98150. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98151. if (impostor.mass === 0) {
  98152. return null;
  98153. }
  98154. if (!this._intersectsWithCylinder(impostor)) {
  98155. return null;
  98156. }
  98157. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98158. return null;
  98159. }
  98160. var impostorObjectCenter = impostor.getObjectCenter();
  98161. 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)
  98162. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  98163. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  98164. var hit = ray.intersectsMesh(impostor.object);
  98165. var contactPoint = hit.pickedPoint;
  98166. if (!contactPoint) {
  98167. return null;
  98168. }
  98169. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  98170. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  98171. var directionToOrigin = contactPoint.normalize();
  98172. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98173. directionToOrigin = directionToOrigin.negate();
  98174. }
  98175. // TODO: find a more physically based solution
  98176. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98177. var forceX = directionToOrigin.x * this._strength / 8;
  98178. var forceY = directionToOrigin.y * this._updraftMultiplier;
  98179. var forceZ = directionToOrigin.z * this._strength / 8;
  98180. }
  98181. else {
  98182. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  98183. var forceY = this._originTop.y * this._updraftMultiplier;
  98184. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  98185. }
  98186. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  98187. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  98188. return { force: force, contactPoint: impostorObjectCenter };
  98189. };
  98190. PhysicsVortexEvent.prototype._tick = function () {
  98191. var _this = this;
  98192. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98193. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98194. if (!impostorForceAndContactPoint) {
  98195. return;
  98196. }
  98197. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98198. });
  98199. };
  98200. /*** Helpers ***/
  98201. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  98202. if (!this._cylinder) {
  98203. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  98204. height: this._height,
  98205. diameter: this._radius * 2,
  98206. }, this._scene);
  98207. this._cylinder.isVisible = false;
  98208. }
  98209. };
  98210. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  98211. var impostorObject = impostor.object;
  98212. this._prepareCylinder();
  98213. this._cylinder.position = this._cylinderPosition;
  98214. return this._cylinder.intersectsMesh(impostorObject, true);
  98215. };
  98216. return PhysicsVortexEvent;
  98217. }());
  98218. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  98219. /**
  98220. * The strenght of the force in correspondence to the distance of the affected object
  98221. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98222. */
  98223. var PhysicsRadialImpulseFalloff;
  98224. (function (PhysicsRadialImpulseFalloff) {
  98225. /** Defines that impulse is constant in strength across it's whole radius */
  98226. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  98227. /** DEfines that impulse gets weaker if it's further from the origin */
  98228. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  98229. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  98230. /**
  98231. * The strength of the force in correspondence to the distance of the affected object
  98232. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98233. */
  98234. var PhysicsUpdraftMode;
  98235. (function (PhysicsUpdraftMode) {
  98236. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  98237. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  98238. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  98239. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  98240. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  98241. })(BABYLON || (BABYLON = {}));
  98242. //# sourceMappingURL=babylon.physicsHelper.js.map
  98243. var BABYLON;
  98244. (function (BABYLON) {
  98245. /** @hidden */
  98246. var CannonJSPlugin = /** @class */ (function () {
  98247. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  98248. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  98249. if (iterations === void 0) { iterations = 10; }
  98250. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  98251. this.name = "CannonJSPlugin";
  98252. this._physicsMaterials = new Array();
  98253. this._fixedTimeStep = 1 / 60;
  98254. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  98255. this.BJSCANNON = CANNON;
  98256. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  98257. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  98258. this._tmpPosition = BABYLON.Vector3.Zero();
  98259. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  98260. this._tmpUnityRotation = new BABYLON.Quaternion();
  98261. if (!this.isSupported()) {
  98262. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  98263. return;
  98264. }
  98265. this._extendNamespace();
  98266. this.world = new this.BJSCANNON.World();
  98267. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  98268. this.world.solver.iterations = iterations;
  98269. }
  98270. CannonJSPlugin.prototype.setGravity = function (gravity) {
  98271. this.world.gravity.copy(gravity);
  98272. };
  98273. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  98274. this._fixedTimeStep = timeStep;
  98275. };
  98276. CannonJSPlugin.prototype.getTimeStep = function () {
  98277. return this._fixedTimeStep;
  98278. };
  98279. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  98280. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  98281. };
  98282. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98283. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98284. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98285. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  98286. };
  98287. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98288. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98289. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98290. impostor.physicsBody.applyForce(impulse, worldPoint);
  98291. };
  98292. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98293. //parent-child relationship. Does this impostor has a parent impostor?
  98294. if (impostor.parent) {
  98295. if (impostor.physicsBody) {
  98296. this.removePhysicsBody(impostor);
  98297. //TODO is that needed?
  98298. impostor.forceUpdate();
  98299. }
  98300. return;
  98301. }
  98302. //should a new body be created for this impostor?
  98303. if (impostor.isBodyInitRequired()) {
  98304. var shape = this._createShape(impostor);
  98305. //unregister events, if body is being changed
  98306. var oldBody = impostor.physicsBody;
  98307. if (oldBody) {
  98308. this.removePhysicsBody(impostor);
  98309. }
  98310. //create the body and material
  98311. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  98312. var bodyCreationObject = {
  98313. mass: impostor.getParam("mass"),
  98314. material: material
  98315. };
  98316. // A simple extend, in case native options were used.
  98317. var nativeOptions = impostor.getParam("nativeOptions");
  98318. for (var key in nativeOptions) {
  98319. if (nativeOptions.hasOwnProperty(key)) {
  98320. bodyCreationObject[key] = nativeOptions[key];
  98321. }
  98322. }
  98323. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  98324. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  98325. this.world.addEventListener("preStep", impostor.beforeStep);
  98326. this.world.addEventListener("postStep", impostor.afterStep);
  98327. impostor.physicsBody.addShape(shape);
  98328. this.world.add(impostor.physicsBody);
  98329. //try to keep the body moving in the right direction by taking old properties.
  98330. //Should be tested!
  98331. if (oldBody) {
  98332. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  98333. impostor.physicsBody[param].copy(oldBody[param]);
  98334. });
  98335. }
  98336. this._processChildMeshes(impostor);
  98337. }
  98338. //now update the body's transformation
  98339. this._updatePhysicsBodyTransformation(impostor);
  98340. };
  98341. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  98342. var _this = this;
  98343. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  98344. var currentRotation = mainImpostor.object.rotationQuaternion;
  98345. if (meshChildren.length) {
  98346. var processMesh = function (localPosition, mesh) {
  98347. if (!currentRotation || !mesh.rotationQuaternion) {
  98348. return;
  98349. }
  98350. var childImpostor = mesh.getPhysicsImpostor();
  98351. if (childImpostor) {
  98352. var parent = childImpostor.parent;
  98353. if (parent !== mainImpostor) {
  98354. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  98355. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  98356. if (childImpostor.physicsBody) {
  98357. _this.removePhysicsBody(childImpostor);
  98358. childImpostor.physicsBody = null;
  98359. }
  98360. childImpostor.parent = mainImpostor;
  98361. childImpostor.resetUpdateFlags();
  98362. 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));
  98363. //Add the mass of the children.
  98364. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  98365. }
  98366. }
  98367. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  98368. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  98369. };
  98370. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  98371. }
  98372. };
  98373. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98374. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  98375. this.world.removeEventListener("preStep", impostor.beforeStep);
  98376. this.world.removeEventListener("postStep", impostor.afterStep);
  98377. this.world.remove(impostor.physicsBody);
  98378. };
  98379. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98380. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98381. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98382. if (!mainBody || !connectedBody) {
  98383. return;
  98384. }
  98385. var constraint;
  98386. var jointData = impostorJoint.joint.jointData;
  98387. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98388. var constraintData = {
  98389. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98390. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98391. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98392. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98393. maxForce: jointData.nativeParams.maxForce,
  98394. collideConnected: !!jointData.collision
  98395. };
  98396. switch (impostorJoint.joint.type) {
  98397. case BABYLON.PhysicsJoint.HingeJoint:
  98398. case BABYLON.PhysicsJoint.Hinge2Joint:
  98399. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98400. break;
  98401. case BABYLON.PhysicsJoint.DistanceJoint:
  98402. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98403. break;
  98404. case BABYLON.PhysicsJoint.SpringJoint:
  98405. var springData = jointData;
  98406. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98407. restLength: springData.length,
  98408. stiffness: springData.stiffness,
  98409. damping: springData.damping,
  98410. localAnchorA: constraintData.pivotA,
  98411. localAnchorB: constraintData.pivotB
  98412. });
  98413. break;
  98414. case BABYLON.PhysicsJoint.LockJoint:
  98415. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98416. break;
  98417. case BABYLON.PhysicsJoint.PointToPointJoint:
  98418. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98419. default:
  98420. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98421. break;
  98422. }
  98423. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98424. constraint.collideConnected = !!jointData.collision;
  98425. impostorJoint.joint.physicsJoint = constraint;
  98426. //don't add spring as constraint, as it is not one.
  98427. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98428. this.world.addConstraint(constraint);
  98429. }
  98430. else {
  98431. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98432. constraint.applyForce();
  98433. };
  98434. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98435. }
  98436. };
  98437. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98438. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98439. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98440. }
  98441. else {
  98442. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98443. }
  98444. };
  98445. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98446. var index;
  98447. var mat;
  98448. for (index = 0; index < this._physicsMaterials.length; index++) {
  98449. mat = this._physicsMaterials[index];
  98450. if (mat.friction === friction && mat.restitution === restitution) {
  98451. return mat;
  98452. }
  98453. }
  98454. var currentMat = new this.BJSCANNON.Material(name);
  98455. currentMat.friction = friction;
  98456. currentMat.restitution = restitution;
  98457. this._physicsMaterials.push(currentMat);
  98458. return currentMat;
  98459. };
  98460. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98461. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  98462. };
  98463. CannonJSPlugin.prototype._createShape = function (impostor) {
  98464. var object = impostor.object;
  98465. var returnValue;
  98466. var extendSize = impostor.getObjectExtendSize();
  98467. switch (impostor.type) {
  98468. case BABYLON.PhysicsImpostor.SphereImpostor:
  98469. var radiusX = extendSize.x;
  98470. var radiusY = extendSize.y;
  98471. var radiusZ = extendSize.z;
  98472. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  98473. break;
  98474. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  98475. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98476. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  98477. break;
  98478. case BABYLON.PhysicsImpostor.BoxImpostor:
  98479. var box = extendSize.scale(0.5);
  98480. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  98481. break;
  98482. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98483. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98484. returnValue = new this.BJSCANNON.Plane();
  98485. break;
  98486. case BABYLON.PhysicsImpostor.MeshImpostor:
  98487. // should transform the vertex data to world coordinates!!
  98488. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98489. var rawFaces = object.getIndices ? object.getIndices() : [];
  98490. if (!rawVerts) {
  98491. return;
  98492. }
  98493. // get only scale! so the object could transform correctly.
  98494. var oldPosition = object.position.clone();
  98495. var oldRotation = object.rotation && object.rotation.clone();
  98496. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98497. object.position.copyFromFloats(0, 0, 0);
  98498. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98499. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98500. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98501. var transform = object.computeWorldMatrix(true);
  98502. // convert rawVerts to object space
  98503. var temp = new Array();
  98504. var index;
  98505. for (index = 0; index < rawVerts.length; index += 3) {
  98506. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98507. }
  98508. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98509. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98510. //now set back the transformation!
  98511. object.position.copyFrom(oldPosition);
  98512. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98513. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98514. break;
  98515. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98516. var oldPosition2 = object.position.clone();
  98517. var oldRotation2 = object.rotation && object.rotation.clone();
  98518. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98519. object.position.copyFromFloats(0, 0, 0);
  98520. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98521. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98522. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98523. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98524. returnValue = this._createHeightmap(object);
  98525. object.position.copyFrom(oldPosition2);
  98526. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98527. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98528. object.computeWorldMatrix(true);
  98529. break;
  98530. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98531. returnValue = new this.BJSCANNON.Particle();
  98532. break;
  98533. }
  98534. return returnValue;
  98535. };
  98536. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98537. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98538. var transform = object.computeWorldMatrix(true);
  98539. // convert rawVerts to object space
  98540. var temp = new Array();
  98541. var index;
  98542. for (index = 0; index < pos.length; index += 3) {
  98543. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98544. }
  98545. pos = temp;
  98546. var matrix = new Array();
  98547. //For now pointDepth will not be used and will be automatically calculated.
  98548. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  98549. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  98550. var boundingInfo = object.getBoundingInfo();
  98551. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  98552. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  98553. var elementSize = dim * 2 / arraySize;
  98554. for (var i = 0; i < pos.length; i = i + 3) {
  98555. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  98556. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  98557. var y = -pos[i + 2] + minY;
  98558. if (!matrix[x]) {
  98559. matrix[x] = [];
  98560. }
  98561. if (!matrix[x][z]) {
  98562. matrix[x][z] = y;
  98563. }
  98564. matrix[x][z] = Math.max(y, matrix[x][z]);
  98565. }
  98566. for (var x = 0; x <= arraySize; ++x) {
  98567. if (!matrix[x]) {
  98568. var loc = 1;
  98569. while (!matrix[(x + loc) % arraySize]) {
  98570. loc++;
  98571. }
  98572. matrix[x] = matrix[(x + loc) % arraySize].slice();
  98573. //console.log("missing x", x);
  98574. }
  98575. for (var z = 0; z <= arraySize; ++z) {
  98576. if (!matrix[x][z]) {
  98577. var loc = 1;
  98578. var newValue;
  98579. while (newValue === undefined) {
  98580. newValue = matrix[x][(z + loc++) % arraySize];
  98581. }
  98582. matrix[x][z] = newValue;
  98583. }
  98584. }
  98585. }
  98586. var shape = new this.BJSCANNON.Heightfield(matrix, {
  98587. elementSize: elementSize
  98588. });
  98589. //For future reference, needed for body transformation
  98590. shape.minY = minY;
  98591. return shape;
  98592. };
  98593. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  98594. var object = impostor.object;
  98595. //make sure it is updated...
  98596. object.computeWorldMatrix && object.computeWorldMatrix(true);
  98597. // The delta between the mesh position and the mesh bounding box center
  98598. var bInfo = object.getBoundingInfo();
  98599. if (!bInfo) {
  98600. return;
  98601. }
  98602. var center = impostor.getObjectCenter();
  98603. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  98604. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  98605. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  98606. this._tmpPosition.copyFrom(center);
  98607. var quaternion = object.rotationQuaternion;
  98608. if (!quaternion) {
  98609. return;
  98610. }
  98611. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  98612. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  98613. //-90 DEG in X, precalculated
  98614. quaternion = quaternion.multiply(this._minus90X);
  98615. //Invert! (Precalculated, 90 deg in X)
  98616. //No need to clone. this will never change.
  98617. impostor.setDeltaRotation(this._plus90X);
  98618. }
  98619. //If it is a heightfield, if should be centered.
  98620. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  98621. var mesh = object;
  98622. var boundingInfo = mesh.getBoundingInfo();
  98623. //calculate the correct body position:
  98624. var rotationQuaternion = mesh.rotationQuaternion;
  98625. mesh.rotationQuaternion = this._tmpUnityRotation;
  98626. mesh.computeWorldMatrix(true);
  98627. //get original center with no rotation
  98628. var c = center.clone();
  98629. var oldPivot = mesh.getPivotMatrix();
  98630. if (oldPivot) {
  98631. // create a copy the pivot Matrix as it is modified in place
  98632. oldPivot = oldPivot.clone();
  98633. }
  98634. else {
  98635. oldPivot = BABYLON.Matrix.Identity();
  98636. }
  98637. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  98638. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  98639. mesh.setPreTransformMatrix(p);
  98640. mesh.computeWorldMatrix(true);
  98641. //calculate the translation
  98642. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  98643. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  98644. //add it inverted to the delta
  98645. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  98646. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  98647. //rotation is back
  98648. mesh.rotationQuaternion = rotationQuaternion;
  98649. mesh.setPreTransformMatrix(oldPivot);
  98650. mesh.computeWorldMatrix(true);
  98651. }
  98652. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  98653. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  98654. //this._tmpPosition.copyFrom(object.position);
  98655. }
  98656. impostor.setDeltaPosition(this._tmpDeltaPosition);
  98657. //Now update the impostor object
  98658. impostor.physicsBody.position.copy(this._tmpPosition);
  98659. impostor.physicsBody.quaternion.copy(quaternion);
  98660. };
  98661. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98662. impostor.object.position.copyFrom(impostor.physicsBody.position);
  98663. if (impostor.object.rotationQuaternion) {
  98664. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  98665. }
  98666. };
  98667. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98668. impostor.physicsBody.position.copy(newPosition);
  98669. impostor.physicsBody.quaternion.copy(newRotation);
  98670. };
  98671. CannonJSPlugin.prototype.isSupported = function () {
  98672. return this.BJSCANNON !== undefined;
  98673. };
  98674. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98675. impostor.physicsBody.velocity.copy(velocity);
  98676. };
  98677. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98678. impostor.physicsBody.angularVelocity.copy(velocity);
  98679. };
  98680. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98681. var v = impostor.physicsBody.velocity;
  98682. if (!v) {
  98683. return null;
  98684. }
  98685. return new BABYLON.Vector3(v.x, v.y, v.z);
  98686. };
  98687. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98688. var v = impostor.physicsBody.angularVelocity;
  98689. if (!v) {
  98690. return null;
  98691. }
  98692. return new BABYLON.Vector3(v.x, v.y, v.z);
  98693. };
  98694. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98695. impostor.physicsBody.mass = mass;
  98696. impostor.physicsBody.updateMassProperties();
  98697. };
  98698. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  98699. return impostor.physicsBody.mass;
  98700. };
  98701. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  98702. return impostor.physicsBody.material.friction;
  98703. };
  98704. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98705. impostor.physicsBody.material.friction = friction;
  98706. };
  98707. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98708. return impostor.physicsBody.material.restitution;
  98709. };
  98710. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98711. impostor.physicsBody.material.restitution = restitution;
  98712. };
  98713. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  98714. impostor.physicsBody.sleep();
  98715. };
  98716. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  98717. impostor.physicsBody.wakeUp();
  98718. };
  98719. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98720. joint.physicsJoint.distance = maxDistance;
  98721. };
  98722. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98723. // if (!motorIndex) {
  98724. // joint.physicsJoint.enableMotor();
  98725. // }
  98726. // }
  98727. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98728. // if (!motorIndex) {
  98729. // joint.physicsJoint.disableMotor();
  98730. // }
  98731. // }
  98732. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98733. if (!motorIndex) {
  98734. joint.physicsJoint.enableMotor();
  98735. joint.physicsJoint.setMotorSpeed(speed);
  98736. if (maxForce) {
  98737. this.setLimit(joint, maxForce);
  98738. }
  98739. }
  98740. };
  98741. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  98742. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  98743. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  98744. };
  98745. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98746. var body = impostor.physicsBody;
  98747. mesh.position.x = body.position.x;
  98748. mesh.position.y = body.position.y;
  98749. mesh.position.z = body.position.z;
  98750. if (mesh.rotationQuaternion) {
  98751. mesh.rotationQuaternion.x = body.quaternion.x;
  98752. mesh.rotationQuaternion.y = body.quaternion.y;
  98753. mesh.rotationQuaternion.z = body.quaternion.z;
  98754. mesh.rotationQuaternion.w = body.quaternion.w;
  98755. }
  98756. };
  98757. CannonJSPlugin.prototype.getRadius = function (impostor) {
  98758. var shape = impostor.physicsBody.shapes[0];
  98759. return shape.boundingSphereRadius;
  98760. };
  98761. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98762. var shape = impostor.physicsBody.shapes[0];
  98763. result.x = shape.halfExtents.x * 2;
  98764. result.y = shape.halfExtents.y * 2;
  98765. result.z = shape.halfExtents.z * 2;
  98766. };
  98767. CannonJSPlugin.prototype.dispose = function () {
  98768. };
  98769. CannonJSPlugin.prototype._extendNamespace = function () {
  98770. //this will force cannon to execute at least one step when using interpolation
  98771. var step_tmp1 = new this.BJSCANNON.Vec3();
  98772. var Engine = this.BJSCANNON;
  98773. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  98774. maxSubSteps = maxSubSteps || 10;
  98775. timeSinceLastCalled = timeSinceLastCalled || 0;
  98776. if (timeSinceLastCalled === 0) {
  98777. this.internalStep(dt);
  98778. this.time += dt;
  98779. }
  98780. else {
  98781. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  98782. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  98783. var t0 = performance.now();
  98784. for (var i = 0; i !== internalSteps; i++) {
  98785. this.internalStep(dt);
  98786. if (performance.now() - t0 > dt * 1000) {
  98787. break;
  98788. }
  98789. }
  98790. this.time += timeSinceLastCalled;
  98791. var h = this.time % dt;
  98792. var h_div_dt = h / dt;
  98793. var interpvelo = step_tmp1;
  98794. var bodies = this.bodies;
  98795. for (var j = 0; j !== bodies.length; j++) {
  98796. var b = bodies[j];
  98797. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  98798. b.position.vsub(b.previousPosition, interpvelo);
  98799. interpvelo.scale(h_div_dt, interpvelo);
  98800. b.position.vadd(interpvelo, b.interpolatedPosition);
  98801. }
  98802. else {
  98803. b.interpolatedPosition.copy(b.position);
  98804. b.interpolatedQuaternion.copy(b.quaternion);
  98805. }
  98806. }
  98807. }
  98808. };
  98809. };
  98810. return CannonJSPlugin;
  98811. }());
  98812. BABYLON.CannonJSPlugin = CannonJSPlugin;
  98813. })(BABYLON || (BABYLON = {}));
  98814. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  98815. var BABYLON;
  98816. (function (BABYLON) {
  98817. /** @hidden */
  98818. var OimoJSPlugin = /** @class */ (function () {
  98819. function OimoJSPlugin(iterations) {
  98820. this.name = "OimoJSPlugin";
  98821. this._tmpImpostorsArray = [];
  98822. this._tmpPositionVector = BABYLON.Vector3.Zero();
  98823. this.BJSOIMO = OIMO;
  98824. this.world = new this.BJSOIMO.World({
  98825. iterations: iterations
  98826. });
  98827. this.world.clear();
  98828. }
  98829. OimoJSPlugin.prototype.setGravity = function (gravity) {
  98830. this.world.gravity.copy(gravity);
  98831. };
  98832. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  98833. this.world.timeStep = timeStep;
  98834. };
  98835. OimoJSPlugin.prototype.getTimeStep = function () {
  98836. return this.world.timeStep;
  98837. };
  98838. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  98839. var _this = this;
  98840. impostors.forEach(function (impostor) {
  98841. impostor.beforeStep();
  98842. });
  98843. this.world.step();
  98844. impostors.forEach(function (impostor) {
  98845. impostor.afterStep();
  98846. //update the ordered impostors array
  98847. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  98848. });
  98849. //check for collisions
  98850. var contact = this.world.contacts;
  98851. while (contact !== null) {
  98852. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  98853. contact = contact.next;
  98854. continue;
  98855. }
  98856. //is this body colliding with any other? get the impostor
  98857. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  98858. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  98859. if (!mainImpostor || !collidingImpostor) {
  98860. contact = contact.next;
  98861. continue;
  98862. }
  98863. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  98864. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  98865. contact = contact.next;
  98866. }
  98867. };
  98868. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98869. var mass = impostor.physicsBody.mass;
  98870. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  98871. };
  98872. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98873. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  98874. this.applyImpulse(impostor, force, contactPoint);
  98875. };
  98876. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98877. var _this = this;
  98878. //parent-child relationship. Does this impostor has a parent impostor?
  98879. if (impostor.parent) {
  98880. if (impostor.physicsBody) {
  98881. this.removePhysicsBody(impostor);
  98882. //TODO is that needed?
  98883. impostor.forceUpdate();
  98884. }
  98885. return;
  98886. }
  98887. if (impostor.isBodyInitRequired()) {
  98888. var bodyConfig = {
  98889. name: impostor.uniqueId,
  98890. //Oimo must have mass, also for static objects.
  98891. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  98892. size: [],
  98893. type: [],
  98894. pos: [],
  98895. posShape: [],
  98896. rot: [],
  98897. rotShape: [],
  98898. move: impostor.getParam("mass") !== 0,
  98899. density: impostor.getParam("mass"),
  98900. friction: impostor.getParam("friction"),
  98901. restitution: impostor.getParam("restitution"),
  98902. //Supporting older versions of Oimo
  98903. world: this.world
  98904. };
  98905. var impostors = [impostor];
  98906. var addToArray = function (parent) {
  98907. if (!parent.getChildMeshes) {
  98908. return;
  98909. }
  98910. parent.getChildMeshes().forEach(function (m) {
  98911. if (m.physicsImpostor) {
  98912. impostors.push(m.physicsImpostor);
  98913. //m.physicsImpostor._init();
  98914. }
  98915. });
  98916. };
  98917. addToArray(impostor.object);
  98918. var checkWithEpsilon_1 = function (value) {
  98919. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  98920. };
  98921. var globalQuaternion_1 = new BABYLON.Quaternion();
  98922. impostors.forEach(function (i) {
  98923. if (!i.object.rotationQuaternion) {
  98924. return;
  98925. }
  98926. //get the correct bounding box
  98927. var oldQuaternion = i.object.rotationQuaternion;
  98928. globalQuaternion_1 = oldQuaternion.clone();
  98929. var rot = oldQuaternion.toEulerAngles();
  98930. var extendSize = i.getObjectExtendSize();
  98931. var radToDeg = 57.295779513082320876;
  98932. if (i === impostor) {
  98933. var center = impostor.getObjectCenter();
  98934. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  98935. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  98936. //Can also use Array.prototype.push.apply
  98937. bodyConfig.pos.push(center.x);
  98938. bodyConfig.pos.push(center.y);
  98939. bodyConfig.pos.push(center.z);
  98940. bodyConfig.posShape.push(0, 0, 0);
  98941. bodyConfig.rotShape.push(0, 0, 0);
  98942. }
  98943. else {
  98944. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  98945. bodyConfig.posShape.push(localPosition.x);
  98946. bodyConfig.posShape.push(localPosition.y);
  98947. bodyConfig.posShape.push(localPosition.z);
  98948. bodyConfig.pos.push(0, 0, 0);
  98949. bodyConfig.rotShape.push(rot.x * radToDeg);
  98950. bodyConfig.rotShape.push(rot.y * radToDeg);
  98951. bodyConfig.rotShape.push(rot.z * radToDeg);
  98952. }
  98953. // register mesh
  98954. switch (i.type) {
  98955. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98956. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  98957. case BABYLON.PhysicsImpostor.SphereImpostor:
  98958. var radiusX = extendSize.x;
  98959. var radiusY = extendSize.y;
  98960. var radiusZ = extendSize.z;
  98961. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  98962. bodyConfig.type.push('sphere');
  98963. //due to the way oimo works with compounds, add 3 times
  98964. bodyConfig.size.push(size);
  98965. bodyConfig.size.push(size);
  98966. bodyConfig.size.push(size);
  98967. break;
  98968. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98969. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  98970. var sizeY = checkWithEpsilon_1(extendSize.y);
  98971. bodyConfig.type.push('cylinder');
  98972. bodyConfig.size.push(sizeX);
  98973. bodyConfig.size.push(sizeY);
  98974. //due to the way oimo works with compounds, add one more value.
  98975. bodyConfig.size.push(sizeY);
  98976. break;
  98977. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98978. case BABYLON.PhysicsImpostor.BoxImpostor:
  98979. default:
  98980. var sizeX = checkWithEpsilon_1(extendSize.x);
  98981. var sizeY = checkWithEpsilon_1(extendSize.y);
  98982. var sizeZ = checkWithEpsilon_1(extendSize.z);
  98983. bodyConfig.type.push('box');
  98984. //if (i === impostor) {
  98985. bodyConfig.size.push(sizeX);
  98986. bodyConfig.size.push(sizeY);
  98987. bodyConfig.size.push(sizeZ);
  98988. //} else {
  98989. // bodyConfig.size.push(0,0,0);
  98990. //}
  98991. break;
  98992. }
  98993. //actually not needed, but hey...
  98994. i.object.rotationQuaternion = oldQuaternion;
  98995. });
  98996. impostor.physicsBody = this.world.add(bodyConfig);
  98997. // set the quaternion, ignoring the previously defined (euler) rotation
  98998. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  98999. // update with delta 0, so the body will reveive the new rotation.
  99000. impostor.physicsBody.updatePosition(0);
  99001. }
  99002. else {
  99003. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  99004. }
  99005. impostor.setDeltaPosition(this._tmpPositionVector);
  99006. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  99007. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  99008. };
  99009. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  99010. //impostor.physicsBody.dispose();
  99011. //Same as : (older oimo versions)
  99012. this.world.removeRigidBody(impostor.physicsBody);
  99013. };
  99014. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  99015. var mainBody = impostorJoint.mainImpostor.physicsBody;
  99016. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  99017. if (!mainBody || !connectedBody) {
  99018. return;
  99019. }
  99020. var jointData = impostorJoint.joint.jointData;
  99021. var options = jointData.nativeParams || {};
  99022. var type;
  99023. var nativeJointData = {
  99024. body1: mainBody,
  99025. body2: connectedBody,
  99026. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  99027. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  99028. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  99029. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  99030. min: options.min,
  99031. max: options.max,
  99032. collision: options.collision || jointData.collision,
  99033. spring: options.spring,
  99034. //supporting older version of Oimo
  99035. world: this.world
  99036. };
  99037. switch (impostorJoint.joint.type) {
  99038. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  99039. type = "jointBall";
  99040. break;
  99041. case BABYLON.PhysicsJoint.SpringJoint:
  99042. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  99043. var springData = jointData;
  99044. nativeJointData.min = springData.length || nativeJointData.min;
  99045. //Max should also be set, just make sure it is at least min
  99046. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  99047. case BABYLON.PhysicsJoint.DistanceJoint:
  99048. type = "jointDistance";
  99049. nativeJointData.max = jointData.maxDistance;
  99050. break;
  99051. case BABYLON.PhysicsJoint.PrismaticJoint:
  99052. type = "jointPrisme";
  99053. break;
  99054. case BABYLON.PhysicsJoint.SliderJoint:
  99055. type = "jointSlide";
  99056. break;
  99057. case BABYLON.PhysicsJoint.WheelJoint:
  99058. type = "jointWheel";
  99059. break;
  99060. case BABYLON.PhysicsJoint.HingeJoint:
  99061. default:
  99062. type = "jointHinge";
  99063. break;
  99064. }
  99065. nativeJointData.type = type;
  99066. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  99067. };
  99068. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  99069. //Bug in Oimo prevents us from disposing a joint in the playground
  99070. //joint.joint.physicsJoint.dispose();
  99071. //So we will bruteforce it!
  99072. try {
  99073. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  99074. }
  99075. catch (e) {
  99076. BABYLON.Tools.Warn(e);
  99077. }
  99078. };
  99079. OimoJSPlugin.prototype.isSupported = function () {
  99080. return this.BJSOIMO !== undefined;
  99081. };
  99082. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99083. if (!impostor.physicsBody.sleeping) {
  99084. //TODO check that
  99085. /*if (impostor.physicsBody.shapes.next) {
  99086. var parentShape = this._getLastShape(impostor.physicsBody);
  99087. impostor.object.position.copyFrom(parentShape.position);
  99088. console.log(parentShape.position);
  99089. } else {*/
  99090. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  99091. //}
  99092. if (impostor.object.rotationQuaternion) {
  99093. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  99094. }
  99095. }
  99096. };
  99097. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99098. var body = impostor.physicsBody;
  99099. body.position.copy(newPosition);
  99100. body.orientation.copy(newRotation);
  99101. body.syncShapes();
  99102. body.awake();
  99103. };
  99104. /*private _getLastShape(body: any): any {
  99105. var lastShape = body.shapes;
  99106. while (lastShape.next) {
  99107. lastShape = lastShape.next;
  99108. }
  99109. return lastShape;
  99110. }*/
  99111. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99112. impostor.physicsBody.linearVelocity.copy(velocity);
  99113. };
  99114. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99115. impostor.physicsBody.angularVelocity.copy(velocity);
  99116. };
  99117. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99118. var v = impostor.physicsBody.linearVelocity;
  99119. if (!v) {
  99120. return null;
  99121. }
  99122. return new BABYLON.Vector3(v.x, v.y, v.z);
  99123. };
  99124. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99125. var v = impostor.physicsBody.angularVelocity;
  99126. if (!v) {
  99127. return null;
  99128. }
  99129. return new BABYLON.Vector3(v.x, v.y, v.z);
  99130. };
  99131. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99132. var staticBody = mass === 0;
  99133. //this will actually set the body's density and not its mass.
  99134. //But this is how oimo treats the mass variable.
  99135. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  99136. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  99137. };
  99138. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  99139. return impostor.physicsBody.shapes.density;
  99140. };
  99141. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  99142. return impostor.physicsBody.shapes.friction;
  99143. };
  99144. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99145. impostor.physicsBody.shapes.friction = friction;
  99146. };
  99147. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99148. return impostor.physicsBody.shapes.restitution;
  99149. };
  99150. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99151. impostor.physicsBody.shapes.restitution = restitution;
  99152. };
  99153. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  99154. impostor.physicsBody.sleep();
  99155. };
  99156. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  99157. impostor.physicsBody.awake();
  99158. };
  99159. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99160. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  99161. if (minDistance !== void 0) {
  99162. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  99163. }
  99164. };
  99165. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99166. //TODO separate rotational and transational motors.
  99167. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  99168. if (motor) {
  99169. motor.setMotor(speed, maxForce);
  99170. }
  99171. };
  99172. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  99173. //TODO separate rotational and transational motors.
  99174. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  99175. if (motor) {
  99176. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  99177. }
  99178. };
  99179. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99180. var body = impostor.physicsBody;
  99181. mesh.position.x = body.position.x;
  99182. mesh.position.y = body.position.y;
  99183. mesh.position.z = body.position.z;
  99184. if (mesh.rotationQuaternion) {
  99185. mesh.rotationQuaternion.x = body.orientation.x;
  99186. mesh.rotationQuaternion.y = body.orientation.y;
  99187. mesh.rotationQuaternion.z = body.orientation.z;
  99188. mesh.rotationQuaternion.w = body.orientation.s;
  99189. }
  99190. };
  99191. OimoJSPlugin.prototype.getRadius = function (impostor) {
  99192. return impostor.physicsBody.shapes.radius;
  99193. };
  99194. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99195. var shape = impostor.physicsBody.shapes;
  99196. result.x = shape.halfWidth * 2;
  99197. result.y = shape.halfHeight * 2;
  99198. result.z = shape.halfDepth * 2;
  99199. };
  99200. OimoJSPlugin.prototype.dispose = function () {
  99201. this.world.clear();
  99202. };
  99203. return OimoJSPlugin;
  99204. }());
  99205. BABYLON.OimoJSPlugin = OimoJSPlugin;
  99206. })(BABYLON || (BABYLON = {}));
  99207. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  99208. var BABYLON;
  99209. (function (BABYLON) {
  99210. /**
  99211. * Gets the current physics engine
  99212. * @returns a IPhysicsEngine or null if none attached
  99213. */
  99214. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  99215. return this._physicsEngine;
  99216. };
  99217. /**
  99218. * Enables physics to the current scene
  99219. * @param gravity defines the scene's gravity for the physics engine
  99220. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  99221. * @return a boolean indicating if the physics engine was initialized
  99222. */
  99223. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  99224. if (gravity === void 0) { gravity = null; }
  99225. if (this._physicsEngine) {
  99226. return true;
  99227. }
  99228. // Register the component to the scene
  99229. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  99230. if (!component) {
  99231. component = new PhysicsEngineSceneComponent(this);
  99232. this._addComponent(component);
  99233. }
  99234. try {
  99235. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  99236. return true;
  99237. }
  99238. catch (e) {
  99239. BABYLON.Tools.Error(e.message);
  99240. return false;
  99241. }
  99242. };
  99243. /**
  99244. * Disables and disposes the physics engine associated with the scene
  99245. */
  99246. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  99247. if (!this._physicsEngine) {
  99248. return;
  99249. }
  99250. this._physicsEngine.dispose();
  99251. this._physicsEngine = null;
  99252. };
  99253. /**
  99254. * Gets a boolean indicating if there is an active physics engine
  99255. * @returns a boolean indicating if there is an active physics engine
  99256. */
  99257. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  99258. return this._physicsEngine !== undefined;
  99259. };
  99260. /**
  99261. * Deletes a physics compound impostor
  99262. * @param compound defines the compound to delete
  99263. */
  99264. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  99265. var mesh = compound.parts[0].mesh;
  99266. if (mesh.physicsImpostor) {
  99267. mesh.physicsImpostor.dispose( /*true*/);
  99268. mesh.physicsImpostor = null;
  99269. }
  99270. };
  99271. /** @hidden */
  99272. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  99273. if (this._physicsEngine) {
  99274. this.onBeforePhysicsObservable.notifyObservers(this);
  99275. this._physicsEngine._step(step / 1000);
  99276. this.onAfterPhysicsObservable.notifyObservers(this);
  99277. }
  99278. };
  99279. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  99280. get: function () {
  99281. return this._physicsImpostor;
  99282. },
  99283. set: function (value) {
  99284. var _this = this;
  99285. if (this._physicsImpostor === value) {
  99286. return;
  99287. }
  99288. if (this._disposePhysicsObserver) {
  99289. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  99290. }
  99291. this._physicsImpostor = value;
  99292. if (value) {
  99293. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  99294. // Physics
  99295. if (_this.physicsImpostor) {
  99296. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  99297. _this.physicsImpostor = null;
  99298. }
  99299. });
  99300. }
  99301. },
  99302. enumerable: true,
  99303. configurable: true
  99304. });
  99305. /**
  99306. * Gets the current physics impostor
  99307. * @see http://doc.babylonjs.com/features/physics_engine
  99308. * @returns a physics impostor or null
  99309. */
  99310. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  99311. return this.physicsImpostor;
  99312. };
  99313. /**
  99314. * Apply a physic impulse to the mesh
  99315. * @param force defines the force to apply
  99316. * @param contactPoint defines where to apply the force
  99317. * @returns the current mesh
  99318. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  99319. */
  99320. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  99321. if (!this.physicsImpostor) {
  99322. return this;
  99323. }
  99324. this.physicsImpostor.applyImpulse(force, contactPoint);
  99325. return this;
  99326. };
  99327. /**
  99328. * Creates a physic joint between two meshes
  99329. * @param otherMesh defines the other mesh to use
  99330. * @param pivot1 defines the pivot to use on this mesh
  99331. * @param pivot2 defines the pivot to use on the other mesh
  99332. * @param options defines additional options (can be plugin dependent)
  99333. * @returns the current mesh
  99334. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  99335. */
  99336. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  99337. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  99338. return this;
  99339. }
  99340. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  99341. mainPivot: pivot1,
  99342. connectedPivot: pivot2,
  99343. nativeParams: options
  99344. });
  99345. return this;
  99346. };
  99347. /**
  99348. * Defines the physics engine scene component responsible to manage a physics engine
  99349. */
  99350. var PhysicsEngineSceneComponent = /** @class */ (function () {
  99351. /**
  99352. * Creates a new instance of the component for the given scene
  99353. * @param scene Defines the scene to register the component in
  99354. */
  99355. function PhysicsEngineSceneComponent(scene) {
  99356. var _this = this;
  99357. /**
  99358. * The component name helpful to identify the component in the list of scene components.
  99359. */
  99360. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  99361. this.scene = scene;
  99362. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  99363. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  99364. // Replace the function used to get the deterministic frame time
  99365. this.scene.getDeterministicFrameTime = function () {
  99366. if (_this.scene._physicsEngine) {
  99367. return _this.scene._physicsEngine.getTimeStep() * 1000;
  99368. }
  99369. return 1000.0 / 60.0;
  99370. };
  99371. }
  99372. /**
  99373. * Registers the component in a given scene
  99374. */
  99375. PhysicsEngineSceneComponent.prototype.register = function () {
  99376. };
  99377. /**
  99378. * Rebuilds the elements related to this component in case of
  99379. * context lost for instance.
  99380. */
  99381. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  99382. // Nothing to do for this component
  99383. };
  99384. /**
  99385. * Disposes the component and the associated ressources
  99386. */
  99387. PhysicsEngineSceneComponent.prototype.dispose = function () {
  99388. this.scene.onBeforePhysicsObservable.clear();
  99389. this.scene.onAfterPhysicsObservable.clear();
  99390. if (this.scene._physicsEngine) {
  99391. this.scene.disablePhysicsEngine();
  99392. }
  99393. };
  99394. return PhysicsEngineSceneComponent;
  99395. }());
  99396. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  99397. })(BABYLON || (BABYLON = {}));
  99398. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  99399. var BABYLON;
  99400. (function (BABYLON) {
  99401. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  99402. // All values and structures referenced from:
  99403. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  99404. var DDS_MAGIC = 0x20534444;
  99405. var
  99406. //DDSD_CAPS = 0x1,
  99407. //DDSD_HEIGHT = 0x2,
  99408. //DDSD_WIDTH = 0x4,
  99409. //DDSD_PITCH = 0x8,
  99410. //DDSD_PIXELFORMAT = 0x1000,
  99411. DDSD_MIPMAPCOUNT = 0x20000;
  99412. //DDSD_LINEARSIZE = 0x80000,
  99413. //DDSD_DEPTH = 0x800000;
  99414. // var DDSCAPS_COMPLEX = 0x8,
  99415. // DDSCAPS_MIPMAP = 0x400000,
  99416. // DDSCAPS_TEXTURE = 0x1000;
  99417. var DDSCAPS2_CUBEMAP = 0x200;
  99418. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  99419. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  99420. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  99421. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  99422. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  99423. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  99424. // DDSCAPS2_VOLUME = 0x200000;
  99425. var
  99426. //DDPF_ALPHAPIXELS = 0x1,
  99427. //DDPF_ALPHA = 0x2,
  99428. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  99429. //DDPF_YUV = 0x200,
  99430. DDPF_LUMINANCE = 0x20000;
  99431. function FourCCToInt32(value) {
  99432. return value.charCodeAt(0) +
  99433. (value.charCodeAt(1) << 8) +
  99434. (value.charCodeAt(2) << 16) +
  99435. (value.charCodeAt(3) << 24);
  99436. }
  99437. function Int32ToFourCC(value) {
  99438. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  99439. }
  99440. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  99441. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  99442. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  99443. var FOURCC_DX10 = FourCCToInt32("DX10");
  99444. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  99445. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  99446. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  99447. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  99448. var headerLengthInt = 31; // The header length in 32 bit ints
  99449. // Offsets into the header array
  99450. var off_magic = 0;
  99451. var off_size = 1;
  99452. var off_flags = 2;
  99453. var off_height = 3;
  99454. var off_width = 4;
  99455. var off_mipmapCount = 7;
  99456. var off_pfFlags = 20;
  99457. var off_pfFourCC = 21;
  99458. var off_RGBbpp = 22;
  99459. var off_RMask = 23;
  99460. var off_GMask = 24;
  99461. var off_BMask = 25;
  99462. var off_AMask = 26;
  99463. // var off_caps1 = 27;
  99464. var off_caps2 = 28;
  99465. // var off_caps3 = 29;
  99466. // var off_caps4 = 30;
  99467. var off_dxgiFormat = 32;
  99468. /**
  99469. * Class used to provide DDS decompression tools
  99470. */
  99471. var DDSTools = /** @class */ (function () {
  99472. function DDSTools() {
  99473. }
  99474. /**
  99475. * Gets DDS information from an array buffer
  99476. * @param arrayBuffer defines the array buffer to read data from
  99477. * @returns the DDS information
  99478. */
  99479. DDSTools.GetDDSInfo = function (arrayBuffer) {
  99480. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99481. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  99482. var mipmapCount = 1;
  99483. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  99484. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99485. }
  99486. var fourCC = header[off_pfFourCC];
  99487. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  99488. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99489. switch (fourCC) {
  99490. case FOURCC_D3DFMT_R16G16B16A16F:
  99491. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99492. break;
  99493. case FOURCC_D3DFMT_R32G32B32A32F:
  99494. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99495. break;
  99496. case FOURCC_DX10:
  99497. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  99498. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99499. break;
  99500. }
  99501. }
  99502. return {
  99503. width: header[off_width],
  99504. height: header[off_height],
  99505. mipmapCount: mipmapCount,
  99506. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  99507. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  99508. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  99509. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  99510. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  99511. dxgiFormat: dxgiFormat,
  99512. textureType: textureType
  99513. };
  99514. };
  99515. DDSTools._ToHalfFloat = function (value) {
  99516. if (!DDSTools._FloatView) {
  99517. DDSTools._FloatView = new Float32Array(1);
  99518. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  99519. }
  99520. DDSTools._FloatView[0] = value;
  99521. var x = DDSTools._Int32View[0];
  99522. var bits = (x >> 16) & 0x8000; /* Get the sign */
  99523. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  99524. var e = (x >> 23) & 0xff; /* Using int is faster here */
  99525. /* If zero, or denormal, or exponent underflows too much for a denormal
  99526. * half, return signed zero. */
  99527. if (e < 103) {
  99528. return bits;
  99529. }
  99530. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  99531. if (e > 142) {
  99532. bits |= 0x7c00;
  99533. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  99534. * not Inf, so make sure we set one mantissa bit too. */
  99535. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  99536. return bits;
  99537. }
  99538. /* If exponent underflows but not too much, return a denormal */
  99539. if (e < 113) {
  99540. m |= 0x0800;
  99541. /* Extra rounding may overflow and set mantissa to 0 and exponent
  99542. * to 1, which is OK. */
  99543. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  99544. return bits;
  99545. }
  99546. bits |= ((e - 112) << 10) | (m >> 1);
  99547. bits += m & 1;
  99548. return bits;
  99549. };
  99550. DDSTools._FromHalfFloat = function (value) {
  99551. var s = (value & 0x8000) >> 15;
  99552. var e = (value & 0x7C00) >> 10;
  99553. var f = value & 0x03FF;
  99554. if (e === 0) {
  99555. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  99556. }
  99557. else if (e == 0x1F) {
  99558. return f ? NaN : ((s ? -1 : 1) * Infinity);
  99559. }
  99560. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  99561. };
  99562. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99563. var destArray = new Float32Array(dataLength);
  99564. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99565. var index = 0;
  99566. for (var y = 0; y < height; y++) {
  99567. for (var x = 0; x < width; x++) {
  99568. var srcPos = (x + y * width) * 4;
  99569. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  99570. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  99571. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  99572. if (DDSTools.StoreLODInAlphaChannel) {
  99573. destArray[index + 3] = lod;
  99574. }
  99575. else {
  99576. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  99577. }
  99578. index += 4;
  99579. }
  99580. }
  99581. return destArray;
  99582. };
  99583. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99584. if (DDSTools.StoreLODInAlphaChannel) {
  99585. var destArray = new Uint16Array(dataLength);
  99586. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99587. var index = 0;
  99588. for (var y = 0; y < height; y++) {
  99589. for (var x = 0; x < width; x++) {
  99590. var srcPos = (x + y * width) * 4;
  99591. destArray[index] = srcData[srcPos];
  99592. destArray[index + 1] = srcData[srcPos + 1];
  99593. destArray[index + 2] = srcData[srcPos + 2];
  99594. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  99595. index += 4;
  99596. }
  99597. }
  99598. return destArray;
  99599. }
  99600. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  99601. };
  99602. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99603. if (DDSTools.StoreLODInAlphaChannel) {
  99604. var destArray = new Float32Array(dataLength);
  99605. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99606. var index = 0;
  99607. for (var y = 0; y < height; y++) {
  99608. for (var x = 0; x < width; x++) {
  99609. var srcPos = (x + y * width) * 4;
  99610. destArray[index] = srcData[srcPos];
  99611. destArray[index + 1] = srcData[srcPos + 1];
  99612. destArray[index + 2] = srcData[srcPos + 2];
  99613. destArray[index + 3] = lod;
  99614. index += 4;
  99615. }
  99616. }
  99617. return destArray;
  99618. }
  99619. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  99620. };
  99621. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99622. var destArray = new Uint8Array(dataLength);
  99623. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99624. var index = 0;
  99625. for (var y = 0; y < height; y++) {
  99626. for (var x = 0; x < width; x++) {
  99627. var srcPos = (x + y * width) * 4;
  99628. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  99629. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  99630. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  99631. if (DDSTools.StoreLODInAlphaChannel) {
  99632. destArray[index + 3] = lod;
  99633. }
  99634. else {
  99635. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  99636. }
  99637. index += 4;
  99638. }
  99639. }
  99640. return destArray;
  99641. };
  99642. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99643. var destArray = new Uint8Array(dataLength);
  99644. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99645. var index = 0;
  99646. for (var y = 0; y < height; y++) {
  99647. for (var x = 0; x < width; x++) {
  99648. var srcPos = (x + y * width) * 4;
  99649. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  99650. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  99651. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  99652. if (DDSTools.StoreLODInAlphaChannel) {
  99653. destArray[index + 3] = lod;
  99654. }
  99655. else {
  99656. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  99657. }
  99658. index += 4;
  99659. }
  99660. }
  99661. return destArray;
  99662. };
  99663. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  99664. var byteArray = new Uint8Array(dataLength);
  99665. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99666. var index = 0;
  99667. for (var y = 0; y < height; y++) {
  99668. for (var x = 0; x < width; x++) {
  99669. var srcPos = (x + y * width) * 4;
  99670. byteArray[index] = srcData[srcPos + rOffset];
  99671. byteArray[index + 1] = srcData[srcPos + gOffset];
  99672. byteArray[index + 2] = srcData[srcPos + bOffset];
  99673. byteArray[index + 3] = srcData[srcPos + aOffset];
  99674. index += 4;
  99675. }
  99676. }
  99677. return byteArray;
  99678. };
  99679. DDSTools._ExtractLongWordOrder = function (value) {
  99680. if (value === 0 || value === 255 || value === -16777216) {
  99681. return 0;
  99682. }
  99683. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  99684. };
  99685. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  99686. var byteArray = new Uint8Array(dataLength);
  99687. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99688. var index = 0;
  99689. for (var y = 0; y < height; y++) {
  99690. for (var x = 0; x < width; x++) {
  99691. var srcPos = (x + y * width) * 3;
  99692. byteArray[index] = srcData[srcPos + rOffset];
  99693. byteArray[index + 1] = srcData[srcPos + gOffset];
  99694. byteArray[index + 2] = srcData[srcPos + bOffset];
  99695. index += 3;
  99696. }
  99697. }
  99698. return byteArray;
  99699. };
  99700. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  99701. var byteArray = new Uint8Array(dataLength);
  99702. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99703. var index = 0;
  99704. for (var y = 0; y < height; y++) {
  99705. for (var x = 0; x < width; x++) {
  99706. var srcPos = (x + y * width);
  99707. byteArray[index] = srcData[srcPos];
  99708. index++;
  99709. }
  99710. }
  99711. return byteArray;
  99712. };
  99713. /**
  99714. * Uploads DDS Levels to a Babylon Texture
  99715. * @hidden
  99716. */
  99717. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  99718. if (lodIndex === void 0) { lodIndex = -1; }
  99719. var sphericalPolynomialFaces = null;
  99720. if (info.sphericalPolynomial) {
  99721. sphericalPolynomialFaces = new Array();
  99722. }
  99723. var ext = engine.getCaps().s3tc;
  99724. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99725. var fourCC, width, height, dataLength = 0, dataOffset;
  99726. var byteArray, mipmapCount, mip;
  99727. var internalCompressedFormat = 0;
  99728. var blockBytes = 1;
  99729. if (header[off_magic] !== DDS_MAGIC) {
  99730. BABYLON.Tools.Error("Invalid magic number in DDS header");
  99731. return;
  99732. }
  99733. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  99734. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  99735. return;
  99736. }
  99737. if (info.isCompressed && !ext) {
  99738. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  99739. return;
  99740. }
  99741. var bpp = header[off_RGBbpp];
  99742. dataOffset = header[off_size] + 4;
  99743. var computeFormats = false;
  99744. if (info.isFourCC) {
  99745. fourCC = header[off_pfFourCC];
  99746. switch (fourCC) {
  99747. case FOURCC_DXT1:
  99748. blockBytes = 8;
  99749. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  99750. break;
  99751. case FOURCC_DXT3:
  99752. blockBytes = 16;
  99753. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  99754. break;
  99755. case FOURCC_DXT5:
  99756. blockBytes = 16;
  99757. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  99758. break;
  99759. case FOURCC_D3DFMT_R16G16B16A16F:
  99760. computeFormats = true;
  99761. break;
  99762. case FOURCC_D3DFMT_R32G32B32A32F:
  99763. computeFormats = true;
  99764. break;
  99765. case FOURCC_DX10:
  99766. // There is an additionnal header so dataOffset need to be changed
  99767. dataOffset += 5 * 4; // 5 uints
  99768. var supported = false;
  99769. switch (info.dxgiFormat) {
  99770. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  99771. computeFormats = true;
  99772. supported = true;
  99773. break;
  99774. case DXGI_FORMAT_B8G8R8X8_UNORM:
  99775. info.isRGB = true;
  99776. info.isFourCC = false;
  99777. bpp = 32;
  99778. supported = true;
  99779. break;
  99780. }
  99781. if (supported) {
  99782. break;
  99783. }
  99784. default:
  99785. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  99786. return;
  99787. }
  99788. }
  99789. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  99790. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  99791. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  99792. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  99793. if (computeFormats) {
  99794. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  99795. }
  99796. mipmapCount = 1;
  99797. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  99798. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99799. }
  99800. for (var face = 0; face < faces; face++) {
  99801. width = header[off_width];
  99802. height = header[off_height];
  99803. for (mip = 0; mip < mipmapCount; ++mip) {
  99804. if (lodIndex === -1 || lodIndex === mip) {
  99805. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  99806. var i = (lodIndex === -1) ? mip : 0;
  99807. if (!info.isCompressed && info.isFourCC) {
  99808. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99809. dataLength = width * height * 4;
  99810. var floatArray = null;
  99811. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  99812. if (bpp === 128) {
  99813. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99814. if (sphericalPolynomialFaces && i == 0) {
  99815. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99816. }
  99817. }
  99818. else if (bpp === 64) {
  99819. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99820. if (sphericalPolynomialFaces && i == 0) {
  99821. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99822. }
  99823. }
  99824. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99825. }
  99826. else {
  99827. if (bpp === 128) {
  99828. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99829. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99830. if (sphericalPolynomialFaces && i == 0) {
  99831. sphericalPolynomialFaces.push(floatArray);
  99832. }
  99833. }
  99834. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  99835. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99836. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99837. if (sphericalPolynomialFaces && i == 0) {
  99838. sphericalPolynomialFaces.push(floatArray);
  99839. }
  99840. }
  99841. else { // 64
  99842. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99843. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99844. if (sphericalPolynomialFaces && i == 0) {
  99845. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99846. }
  99847. }
  99848. }
  99849. if (floatArray) {
  99850. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  99851. }
  99852. }
  99853. else if (info.isRGB) {
  99854. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99855. if (bpp === 24) {
  99856. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  99857. dataLength = width * height * 3;
  99858. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  99859. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99860. }
  99861. else { // 32
  99862. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99863. dataLength = width * height * 4;
  99864. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  99865. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99866. }
  99867. }
  99868. else if (info.isLuminance) {
  99869. var unpackAlignment = engine._getUnpackAlignement();
  99870. var unpaddedRowSize = width;
  99871. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  99872. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  99873. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  99874. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  99875. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99876. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99877. }
  99878. else {
  99879. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  99880. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  99881. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99882. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  99883. }
  99884. }
  99885. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  99886. width *= 0.5;
  99887. height *= 0.5;
  99888. width = Math.max(1.0, width);
  99889. height = Math.max(1.0, height);
  99890. }
  99891. if (currentFace !== undefined) {
  99892. // Loading a single face
  99893. break;
  99894. }
  99895. }
  99896. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  99897. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  99898. size: header[off_width],
  99899. right: sphericalPolynomialFaces[0],
  99900. left: sphericalPolynomialFaces[1],
  99901. up: sphericalPolynomialFaces[2],
  99902. down: sphericalPolynomialFaces[3],
  99903. front: sphericalPolynomialFaces[4],
  99904. back: sphericalPolynomialFaces[5],
  99905. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  99906. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  99907. gammaSpace: false,
  99908. });
  99909. }
  99910. else {
  99911. info.sphericalPolynomial = undefined;
  99912. }
  99913. };
  99914. /**
  99915. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  99916. */
  99917. DDSTools.StoreLODInAlphaChannel = false;
  99918. return DDSTools;
  99919. }());
  99920. BABYLON.DDSTools = DDSTools;
  99921. })(BABYLON || (BABYLON = {}));
  99922. //# sourceMappingURL=babylon.dds.js.map
  99923. var BABYLON;
  99924. (function (BABYLON) {
  99925. /**
  99926. * Implementation of the DDS Texture Loader.
  99927. */
  99928. var DDSTextureLoader = /** @class */ (function () {
  99929. function DDSTextureLoader() {
  99930. /**
  99931. * Defines wether the loader supports cascade loading the different faces.
  99932. */
  99933. this.supportCascades = true;
  99934. }
  99935. /**
  99936. * This returns if the loader support the current file information.
  99937. * @param extension defines the file extension of the file being loaded
  99938. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99939. * @param fallback defines the fallback internal texture if any
  99940. * @param isBase64 defines whether the texture is encoded as a base64
  99941. * @param isBuffer defines whether the texture data are stored as a buffer
  99942. * @returns true if the loader can load the specified file
  99943. */
  99944. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99945. return extension.indexOf(".dds") === 0;
  99946. };
  99947. /**
  99948. * Transform the url before loading if required.
  99949. * @param rootUrl the url of the texture
  99950. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99951. * @returns the transformed texture
  99952. */
  99953. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99954. return rootUrl;
  99955. };
  99956. /**
  99957. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99958. * @param rootUrl the url of the texture
  99959. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99960. * @returns the fallback texture
  99961. */
  99962. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99963. return null;
  99964. };
  99965. /**
  99966. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99967. * @param data contains the texture data
  99968. * @param texture defines the BabylonJS internal texture
  99969. * @param createPolynomials will be true if polynomials have been requested
  99970. * @param onLoad defines the callback to trigger once the texture is ready
  99971. * @param onError defines the callback to trigger in case of error
  99972. */
  99973. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  99974. var engine = texture.getEngine();
  99975. var info;
  99976. var loadMipmap = false;
  99977. if (Array.isArray(imgs)) {
  99978. for (var index = 0; index < imgs.length; index++) {
  99979. var data_1 = imgs[index];
  99980. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  99981. texture.width = info.width;
  99982. texture.height = info.height;
  99983. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99984. engine._unpackFlipY(info.isCompressed);
  99985. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  99986. if (!info.isFourCC && info.mipmapCount === 1) {
  99987. engine.generateMipMapsForCubemap(texture);
  99988. }
  99989. }
  99990. }
  99991. else {
  99992. var data = imgs;
  99993. info = BABYLON.DDSTools.GetDDSInfo(data);
  99994. texture.width = info.width;
  99995. texture.height = info.height;
  99996. if (createPolynomials) {
  99997. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  99998. }
  99999. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  100000. engine._unpackFlipY(info.isCompressed);
  100001. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  100002. if (!info.isFourCC && info.mipmapCount === 1) {
  100003. engine.generateMipMapsForCubemap(texture);
  100004. }
  100005. }
  100006. engine._setCubeMapTextureParams(loadMipmap);
  100007. texture.isReady = true;
  100008. if (onLoad) {
  100009. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  100010. }
  100011. };
  100012. /**
  100013. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100014. * @param data contains the texture data
  100015. * @param texture defines the BabylonJS internal texture
  100016. * @param callback defines the method to call once ready to upload
  100017. */
  100018. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  100019. var info = BABYLON.DDSTools.GetDDSInfo(data);
  100020. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  100021. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  100022. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  100023. });
  100024. };
  100025. return DDSTextureLoader;
  100026. }());
  100027. // Register the loader.
  100028. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  100029. })(BABYLON || (BABYLON = {}));
  100030. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  100031. var BABYLON;
  100032. (function (BABYLON) {
  100033. /**
  100034. * Based on jsTGALoader - Javascript loader for TGA file
  100035. * By Vincent Thibault
  100036. * @see http://blog.robrowser.com/javascript-tga-loader.html
  100037. */
  100038. var TGATools = /** @class */ (function () {
  100039. function TGATools() {
  100040. }
  100041. /**
  100042. * Gets the header of a TGA file
  100043. * @param data defines the TGA data
  100044. * @returns the header
  100045. */
  100046. TGATools.GetTGAHeader = function (data) {
  100047. var offset = 0;
  100048. var header = {
  100049. id_length: data[offset++],
  100050. colormap_type: data[offset++],
  100051. image_type: data[offset++],
  100052. colormap_index: data[offset++] | data[offset++] << 8,
  100053. colormap_length: data[offset++] | data[offset++] << 8,
  100054. colormap_size: data[offset++],
  100055. origin: [
  100056. data[offset++] | data[offset++] << 8,
  100057. data[offset++] | data[offset++] << 8
  100058. ],
  100059. width: data[offset++] | data[offset++] << 8,
  100060. height: data[offset++] | data[offset++] << 8,
  100061. pixel_size: data[offset++],
  100062. flags: data[offset++]
  100063. };
  100064. return header;
  100065. };
  100066. /**
  100067. * Uploads TGA content to a Babylon Texture
  100068. * @hidden
  100069. */
  100070. TGATools.UploadContent = function (texture, data) {
  100071. // Not enough data to contain header ?
  100072. if (data.length < 19) {
  100073. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  100074. return;
  100075. }
  100076. // Read Header
  100077. var offset = 18;
  100078. var header = TGATools.GetTGAHeader(data);
  100079. // Assume it's a valid Targa file.
  100080. if (header.id_length + offset > data.length) {
  100081. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  100082. return;
  100083. }
  100084. // Skip not needed data
  100085. offset += header.id_length;
  100086. var use_rle = false;
  100087. var use_pal = false;
  100088. var use_grey = false;
  100089. // Get some informations.
  100090. switch (header.image_type) {
  100091. case TGATools._TYPE_RLE_INDEXED:
  100092. use_rle = true;
  100093. case TGATools._TYPE_INDEXED:
  100094. use_pal = true;
  100095. break;
  100096. case TGATools._TYPE_RLE_RGB:
  100097. use_rle = true;
  100098. case TGATools._TYPE_RGB:
  100099. // use_rgb = true;
  100100. break;
  100101. case TGATools._TYPE_RLE_GREY:
  100102. use_rle = true;
  100103. case TGATools._TYPE_GREY:
  100104. use_grey = true;
  100105. break;
  100106. }
  100107. var pixel_data;
  100108. // var numAlphaBits = header.flags & 0xf;
  100109. var pixel_size = header.pixel_size >> 3;
  100110. var pixel_total = header.width * header.height * pixel_size;
  100111. // Read palettes
  100112. var palettes;
  100113. if (use_pal) {
  100114. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  100115. }
  100116. // Read LRE
  100117. if (use_rle) {
  100118. pixel_data = new Uint8Array(pixel_total);
  100119. var c, count, i;
  100120. var localOffset = 0;
  100121. var pixels = new Uint8Array(pixel_size);
  100122. while (offset < pixel_total && localOffset < pixel_total) {
  100123. c = data[offset++];
  100124. count = (c & 0x7f) + 1;
  100125. // RLE pixels
  100126. if (c & 0x80) {
  100127. // Bind pixel tmp array
  100128. for (i = 0; i < pixel_size; ++i) {
  100129. pixels[i] = data[offset++];
  100130. }
  100131. // Copy pixel array
  100132. for (i = 0; i < count; ++i) {
  100133. pixel_data.set(pixels, localOffset + i * pixel_size);
  100134. }
  100135. localOffset += pixel_size * count;
  100136. }
  100137. // Raw pixels
  100138. else {
  100139. count *= pixel_size;
  100140. for (i = 0; i < count; ++i) {
  100141. pixel_data[localOffset + i] = data[offset++];
  100142. }
  100143. localOffset += count;
  100144. }
  100145. }
  100146. }
  100147. // RAW Pixels
  100148. else {
  100149. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  100150. }
  100151. // Load to texture
  100152. var x_start, y_start, x_step, y_step, y_end, x_end;
  100153. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  100154. default:
  100155. case TGATools._ORIGIN_UL:
  100156. x_start = 0;
  100157. x_step = 1;
  100158. x_end = header.width;
  100159. y_start = 0;
  100160. y_step = 1;
  100161. y_end = header.height;
  100162. break;
  100163. case TGATools._ORIGIN_BL:
  100164. x_start = 0;
  100165. x_step = 1;
  100166. x_end = header.width;
  100167. y_start = header.height - 1;
  100168. y_step = -1;
  100169. y_end = -1;
  100170. break;
  100171. case TGATools._ORIGIN_UR:
  100172. x_start = header.width - 1;
  100173. x_step = -1;
  100174. x_end = -1;
  100175. y_start = 0;
  100176. y_step = 1;
  100177. y_end = header.height;
  100178. break;
  100179. case TGATools._ORIGIN_BR:
  100180. x_start = header.width - 1;
  100181. x_step = -1;
  100182. x_end = -1;
  100183. y_start = header.height - 1;
  100184. y_step = -1;
  100185. y_end = -1;
  100186. break;
  100187. }
  100188. // Load the specify method
  100189. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  100190. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  100191. var engine = texture.getEngine();
  100192. engine._uploadDataToTextureDirectly(texture, imageData);
  100193. };
  100194. /** @hidden */
  100195. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100196. var image = pixel_data, colormap = palettes;
  100197. var width = header.width, height = header.height;
  100198. var color, i = 0, x, y;
  100199. var imageData = new Uint8Array(width * height * 4);
  100200. for (y = y_start; y !== y_end; y += y_step) {
  100201. for (x = x_start; x !== x_end; x += x_step, i++) {
  100202. color = image[i];
  100203. imageData[(x + width * y) * 4 + 3] = 255;
  100204. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  100205. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  100206. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  100207. }
  100208. }
  100209. return imageData;
  100210. };
  100211. /** @hidden */
  100212. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100213. var image = pixel_data;
  100214. var width = header.width, height = header.height;
  100215. var color, i = 0, x, y;
  100216. var imageData = new Uint8Array(width * height * 4);
  100217. for (y = y_start; y !== y_end; y += y_step) {
  100218. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  100219. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  100220. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  100221. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  100222. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  100223. imageData[(x + width * y) * 4 + 0] = r;
  100224. imageData[(x + width * y) * 4 + 1] = g;
  100225. imageData[(x + width * y) * 4 + 2] = b;
  100226. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  100227. }
  100228. }
  100229. return imageData;
  100230. };
  100231. /** @hidden */
  100232. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100233. var image = pixel_data;
  100234. var width = header.width, height = header.height;
  100235. var i = 0, x, y;
  100236. var imageData = new Uint8Array(width * height * 4);
  100237. for (y = y_start; y !== y_end; y += y_step) {
  100238. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  100239. imageData[(x + width * y) * 4 + 3] = 255;
  100240. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100241. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  100242. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  100243. }
  100244. }
  100245. return imageData;
  100246. };
  100247. /** @hidden */
  100248. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100249. var image = pixel_data;
  100250. var width = header.width, height = header.height;
  100251. var i = 0, x, y;
  100252. var imageData = new Uint8Array(width * height * 4);
  100253. for (y = y_start; y !== y_end; y += y_step) {
  100254. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  100255. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100256. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  100257. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  100258. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  100259. }
  100260. }
  100261. return imageData;
  100262. };
  100263. /** @hidden */
  100264. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100265. var image = pixel_data;
  100266. var width = header.width, height = header.height;
  100267. var color, i = 0, x, y;
  100268. var imageData = new Uint8Array(width * height * 4);
  100269. for (y = y_start; y !== y_end; y += y_step) {
  100270. for (x = x_start; x !== x_end; x += x_step, i++) {
  100271. color = image[i];
  100272. imageData[(x + width * y) * 4 + 0] = color;
  100273. imageData[(x + width * y) * 4 + 1] = color;
  100274. imageData[(x + width * y) * 4 + 2] = color;
  100275. imageData[(x + width * y) * 4 + 3] = 255;
  100276. }
  100277. }
  100278. return imageData;
  100279. };
  100280. /** @hidden */
  100281. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100282. var image = pixel_data;
  100283. var width = header.width, height = header.height;
  100284. var i = 0, x, y;
  100285. var imageData = new Uint8Array(width * height * 4);
  100286. for (y = y_start; y !== y_end; y += y_step) {
  100287. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  100288. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  100289. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  100290. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100291. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  100292. }
  100293. }
  100294. return imageData;
  100295. };
  100296. //private static _TYPE_NO_DATA = 0;
  100297. TGATools._TYPE_INDEXED = 1;
  100298. TGATools._TYPE_RGB = 2;
  100299. TGATools._TYPE_GREY = 3;
  100300. TGATools._TYPE_RLE_INDEXED = 9;
  100301. TGATools._TYPE_RLE_RGB = 10;
  100302. TGATools._TYPE_RLE_GREY = 11;
  100303. TGATools._ORIGIN_MASK = 0x30;
  100304. TGATools._ORIGIN_SHIFT = 0x04;
  100305. TGATools._ORIGIN_BL = 0x00;
  100306. TGATools._ORIGIN_BR = 0x01;
  100307. TGATools._ORIGIN_UL = 0x02;
  100308. TGATools._ORIGIN_UR = 0x03;
  100309. return TGATools;
  100310. }());
  100311. BABYLON.TGATools = TGATools;
  100312. })(BABYLON || (BABYLON = {}));
  100313. //# sourceMappingURL=babylon.tga.js.map
  100314. var BABYLON;
  100315. (function (BABYLON) {
  100316. /**
  100317. * Implementation of the TGA Texture Loader.
  100318. */
  100319. var TGATextureLoader = /** @class */ (function () {
  100320. function TGATextureLoader() {
  100321. /**
  100322. * Defines wether the loader supports cascade loading the different faces.
  100323. */
  100324. this.supportCascades = false;
  100325. }
  100326. /**
  100327. * This returns if the loader support the current file information.
  100328. * @param extension defines the file extension of the file being loaded
  100329. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100330. * @param fallback defines the fallback internal texture if any
  100331. * @param isBase64 defines whether the texture is encoded as a base64
  100332. * @param isBuffer defines whether the texture data are stored as a buffer
  100333. * @returns true if the loader can load the specified file
  100334. */
  100335. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100336. return extension.indexOf(".tga") === 0;
  100337. };
  100338. /**
  100339. * Transform the url before loading if required.
  100340. * @param rootUrl the url of the texture
  100341. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100342. * @returns the transformed texture
  100343. */
  100344. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100345. return rootUrl;
  100346. };
  100347. /**
  100348. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100349. * @param rootUrl the url of the texture
  100350. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100351. * @returns the fallback texture
  100352. */
  100353. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100354. return null;
  100355. };
  100356. /**
  100357. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100358. * @param data contains the texture data
  100359. * @param texture defines the BabylonJS internal texture
  100360. * @param createPolynomials will be true if polynomials have been requested
  100361. * @param onLoad defines the callback to trigger once the texture is ready
  100362. * @param onError defines the callback to trigger in case of error
  100363. */
  100364. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100365. throw ".env not supported in Cube.";
  100366. };
  100367. /**
  100368. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100369. * @param data contains the texture data
  100370. * @param texture defines the BabylonJS internal texture
  100371. * @param callback defines the method to call once ready to upload
  100372. */
  100373. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  100374. var uintData = new Uint8Array(data);
  100375. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  100376. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  100377. BABYLON.TGATools.UploadContent(texture, uintData);
  100378. });
  100379. };
  100380. return TGATextureLoader;
  100381. }());
  100382. // Register the loader.
  100383. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  100384. })(BABYLON || (BABYLON = {}));
  100385. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  100386. var BABYLON;
  100387. (function (BABYLON) {
  100388. /**
  100389. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100390. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100391. */
  100392. var KhronosTextureContainer = /** @class */ (function () {
  100393. /**
  100394. * Creates a new KhronosTextureContainer
  100395. * @param arrayBuffer contents of the KTX container file
  100396. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  100397. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  100398. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  100399. */
  100400. function KhronosTextureContainer(
  100401. /** contents of the KTX container file */
  100402. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  100403. this.arrayBuffer = arrayBuffer;
  100404. /**
  100405. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  100406. */
  100407. this.isInvalid = false;
  100408. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  100409. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  100410. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  100411. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  100412. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  100413. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  100414. this.isInvalid = true;
  100415. BABYLON.Tools.Error("texture missing KTX identifier");
  100416. return;
  100417. }
  100418. // load the reset of the header in native 32 bit int
  100419. var header = new Int32Array(this.arrayBuffer, 12, 13);
  100420. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  100421. var oppositeEndianess = header[0] === 0x01020304;
  100422. // read all the header elements in order they exist in the file, without modification (sans endainness)
  100423. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  100424. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  100425. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  100426. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  100427. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  100428. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  100429. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  100430. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  100431. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  100432. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  100433. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  100434. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  100435. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  100436. if (this.glType !== 0) {
  100437. BABYLON.Tools.Error("only compressed formats currently supported");
  100438. return;
  100439. }
  100440. else {
  100441. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  100442. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  100443. }
  100444. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  100445. BABYLON.Tools.Error("only 2D textures currently supported");
  100446. return;
  100447. }
  100448. if (this.numberOfArrayElements !== 0) {
  100449. BABYLON.Tools.Error("texture arrays not currently supported");
  100450. return;
  100451. }
  100452. if (this.numberOfFaces !== facesExpected) {
  100453. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  100454. return;
  100455. }
  100456. // we now have a completely validated file, so could use existence of loadType as success
  100457. // would need to make this more elaborate & adjust checks above to support more than one load type
  100458. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  100459. }
  100460. //
  100461. /**
  100462. * Revert the endianness of a value.
  100463. * Not as fast hardware based, but will probably never need to use
  100464. * @param val defines the value to convert
  100465. * @returns the new value
  100466. */
  100467. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  100468. return ((val & 0xFF) << 24)
  100469. | ((val & 0xFF00) << 8)
  100470. | ((val >> 8) & 0xFF00)
  100471. | ((val >> 24) & 0xFF);
  100472. };
  100473. /**
  100474. * Uploads KTX content to a Babylon Texture.
  100475. * It is assumed that the texture has already been created & is currently bound
  100476. * @hidden
  100477. */
  100478. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  100479. switch (this.loadType) {
  100480. case KhronosTextureContainer.COMPRESSED_2D:
  100481. this._upload2DCompressedLevels(texture, loadMipmaps);
  100482. break;
  100483. case KhronosTextureContainer.TEX_2D:
  100484. case KhronosTextureContainer.COMPRESSED_3D:
  100485. case KhronosTextureContainer.TEX_3D:
  100486. }
  100487. };
  100488. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  100489. // initialize width & height for level 1
  100490. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  100491. var width = this.pixelWidth;
  100492. var height = this.pixelHeight;
  100493. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  100494. for (var level = 0; level < mipmapCount; level++) {
  100495. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  100496. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  100497. for (var face = 0; face < this.numberOfFaces; face++) {
  100498. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  100499. var engine = texture.getEngine();
  100500. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  100501. dataOffset += imageSize; // add size of the image for the next face/mipmap
  100502. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  100503. }
  100504. width = Math.max(1.0, width * 0.5);
  100505. height = Math.max(1.0, height * 0.5);
  100506. }
  100507. };
  100508. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  100509. // load types
  100510. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  100511. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  100512. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  100513. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  100514. return KhronosTextureContainer;
  100515. }());
  100516. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  100517. })(BABYLON || (BABYLON = {}));
  100518. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  100519. var BABYLON;
  100520. (function (BABYLON) {
  100521. /**
  100522. * Implementation of the KTX Texture Loader.
  100523. */
  100524. var KTXTextureLoader = /** @class */ (function () {
  100525. function KTXTextureLoader() {
  100526. /**
  100527. * Defines wether the loader supports cascade loading the different faces.
  100528. */
  100529. this.supportCascades = false;
  100530. }
  100531. /**
  100532. * This returns if the loader support the current file information.
  100533. * @param extension defines the file extension of the file being loaded
  100534. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100535. * @param fallback defines the fallback internal texture if any
  100536. * @param isBase64 defines whether the texture is encoded as a base64
  100537. * @param isBuffer defines whether the texture data are stored as a buffer
  100538. * @returns true if the loader can load the specified file
  100539. */
  100540. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100541. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  100542. return true;
  100543. }
  100544. return false;
  100545. };
  100546. /**
  100547. * Transform the url before loading if required.
  100548. * @param rootUrl the url of the texture
  100549. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100550. * @returns the transformed texture
  100551. */
  100552. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100553. var lastDot = rootUrl.lastIndexOf('.');
  100554. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  100555. };
  100556. /**
  100557. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100558. * @param rootUrl the url of the texture
  100559. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100560. * @returns the fallback texture
  100561. */
  100562. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100563. // remove the format appended to the rootUrl in the original createCubeTexture call.
  100564. var exp = new RegExp("" + textureFormatInUse + "$");
  100565. return rootUrl.replace(exp, "");
  100566. };
  100567. /**
  100568. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100569. * @param data contains the texture data
  100570. * @param texture defines the BabylonJS internal texture
  100571. * @param createPolynomials will be true if polynomials have been requested
  100572. * @param onLoad defines the callback to trigger once the texture is ready
  100573. * @param onError defines the callback to trigger in case of error
  100574. */
  100575. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100576. if (Array.isArray(data)) {
  100577. return;
  100578. }
  100579. var engine = texture.getEngine();
  100580. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  100581. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  100582. engine._unpackFlipY(true);
  100583. ktx.uploadLevels(texture, texture.generateMipMaps);
  100584. texture.width = ktx.pixelWidth;
  100585. texture.height = ktx.pixelHeight;
  100586. engine._setCubeMapTextureParams(loadMipmap);
  100587. texture.isReady = true;
  100588. };
  100589. /**
  100590. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100591. * @param data contains the texture data
  100592. * @param texture defines the BabylonJS internal texture
  100593. * @param callback defines the method to call once ready to upload
  100594. */
  100595. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  100596. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  100597. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  100598. ktx.uploadLevels(texture, texture.generateMipMaps);
  100599. }, ktx.isInvalid);
  100600. };
  100601. return KTXTextureLoader;
  100602. }());
  100603. // Register the loader.
  100604. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  100605. })(BABYLON || (BABYLON = {}));
  100606. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  100607. var BABYLON;
  100608. (function (BABYLON) {
  100609. /**
  100610. * Sets of helpers addressing the serialization and deserialization of environment texture
  100611. * stored in a BabylonJS env file.
  100612. * Those files are usually stored as .env files.
  100613. */
  100614. var EnvironmentTextureTools = /** @class */ (function () {
  100615. function EnvironmentTextureTools() {
  100616. }
  100617. /**
  100618. * Gets the environment info from an env file.
  100619. * @param data The array buffer containing the .env bytes.
  100620. * @returns the environment file info (the json header) if successfully parsed.
  100621. */
  100622. EnvironmentTextureTools.GetEnvInfo = function (data) {
  100623. var dataView = new DataView(data);
  100624. var pos = 0;
  100625. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100626. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  100627. BABYLON.Tools.Error('Not a babylon environment map');
  100628. return null;
  100629. }
  100630. }
  100631. // Read json manifest - collect characters up to null terminator
  100632. var manifestString = '';
  100633. var charCode = 0x00;
  100634. while ((charCode = dataView.getUint8(pos++))) {
  100635. manifestString += String.fromCharCode(charCode);
  100636. }
  100637. var manifest = JSON.parse(manifestString);
  100638. if (manifest.specular) {
  100639. // Extend the header with the position of the payload.
  100640. manifest.specular.specularDataPosition = pos;
  100641. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  100642. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  100643. }
  100644. return manifest;
  100645. };
  100646. /**
  100647. * Creates an environment texture from a loaded cube texture.
  100648. * @param texture defines the cube texture to convert in env file
  100649. * @return a promise containing the environment data if succesfull.
  100650. */
  100651. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  100652. var _this = this;
  100653. var internalTexture = texture.getInternalTexture();
  100654. if (!internalTexture) {
  100655. return Promise.reject("The cube texture is invalid.");
  100656. }
  100657. if (!texture._prefiltered) {
  100658. return Promise.reject("The cube texture is invalid (not prefiltered).");
  100659. }
  100660. var engine = internalTexture.getEngine();
  100661. if (engine && engine.premultipliedAlpha) {
  100662. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  100663. }
  100664. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  100665. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  100666. }
  100667. var canvas = engine.getRenderingCanvas();
  100668. if (!canvas) {
  100669. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  100670. }
  100671. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100672. if (!engine.getCaps().textureFloatRender) {
  100673. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100674. if (!engine.getCaps().textureHalfFloatRender) {
  100675. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  100676. }
  100677. }
  100678. var cubeWidth = internalTexture.width;
  100679. var hostingScene = new BABYLON.Scene(engine);
  100680. var specularTextures = {};
  100681. var promises = [];
  100682. // Read and collect all mipmaps data from the cube.
  100683. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  100684. mipmapsCount = Math.round(mipmapsCount);
  100685. var _loop_1 = function (i) {
  100686. var faceWidth = Math.pow(2, mipmapsCount - i);
  100687. var _loop_2 = function (face) {
  100688. var data = texture.readPixels(face, i);
  100689. // Creates a temp texture with the face data.
  100690. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  100691. // And rgbdEncode them.
  100692. var promise = new Promise(function (resolve, reject) {
  100693. 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);
  100694. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100695. rgbdPostProcess.onApply = function (effect) {
  100696. effect._bindTexture("textureSampler", tempTexture);
  100697. };
  100698. // As the process needs to happen on the main canvas, keep track of the current size
  100699. var currentW = engine.getRenderWidth();
  100700. var currentH = engine.getRenderHeight();
  100701. // Set the desired size for the texture
  100702. engine.setSize(faceWidth, faceWidth);
  100703. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  100704. // Reading datas from WebGL
  100705. BABYLON.Tools.ToBlob(canvas, function (blob) {
  100706. var fileReader = new FileReader();
  100707. fileReader.onload = function (event) {
  100708. var arrayBuffer = event.target.result;
  100709. specularTextures[i * 6 + face] = arrayBuffer;
  100710. resolve();
  100711. };
  100712. fileReader.readAsArrayBuffer(blob);
  100713. });
  100714. // Reapply the previous canvas size
  100715. engine.setSize(currentW, currentH);
  100716. });
  100717. });
  100718. promises.push(promise);
  100719. };
  100720. // All faces of the cube.
  100721. for (var face = 0; face < 6; face++) {
  100722. _loop_2(face);
  100723. }
  100724. };
  100725. for (var i = 0; i <= mipmapsCount; i++) {
  100726. _loop_1(i);
  100727. }
  100728. // Once all the textures haves been collected as RGBD stored in PNGs
  100729. return Promise.all(promises).then(function () {
  100730. // We can delete the hosting scene keeping track of all the creation objects
  100731. hostingScene.dispose();
  100732. // Creates the json header for the env texture
  100733. var info = {
  100734. version: 1,
  100735. width: cubeWidth,
  100736. irradiance: _this._CreateEnvTextureIrradiance(texture),
  100737. specular: {
  100738. mipmaps: [],
  100739. lodGenerationScale: texture.lodGenerationScale
  100740. }
  100741. };
  100742. // Sets the specular image data information
  100743. var position = 0;
  100744. for (var i = 0; i <= mipmapsCount; i++) {
  100745. for (var face = 0; face < 6; face++) {
  100746. var byteLength = specularTextures[i * 6 + face].byteLength;
  100747. info.specular.mipmaps.push({
  100748. length: byteLength,
  100749. position: position
  100750. });
  100751. position += byteLength;
  100752. }
  100753. }
  100754. // Encode the JSON as an array buffer
  100755. var infoString = JSON.stringify(info);
  100756. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  100757. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  100758. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  100759. infoView[i] = infoString.charCodeAt(i);
  100760. }
  100761. // Ends up with a null terminator for easier parsing
  100762. infoView[infoString.length] = 0x00;
  100763. // Computes the final required size and creates the storage
  100764. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  100765. var finalBuffer = new ArrayBuffer(totalSize);
  100766. var finalBufferView = new Uint8Array(finalBuffer);
  100767. var dataView = new DataView(finalBuffer);
  100768. // Copy the magic bytes identifying the file in
  100769. var pos = 0;
  100770. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100771. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  100772. }
  100773. // Add the json info
  100774. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  100775. pos += infoBuffer.byteLength;
  100776. // Finally inserts the texture data
  100777. for (var i = 0; i <= mipmapsCount; i++) {
  100778. for (var face = 0; face < 6; face++) {
  100779. var dataBuffer = specularTextures[i * 6 + face];
  100780. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  100781. pos += dataBuffer.byteLength;
  100782. }
  100783. }
  100784. // Voila
  100785. return finalBuffer;
  100786. });
  100787. };
  100788. /**
  100789. * Creates a JSON representation of the spherical data.
  100790. * @param texture defines the texture containing the polynomials
  100791. * @return the JSON representation of the spherical info
  100792. */
  100793. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  100794. var polynmials = texture.sphericalPolynomial;
  100795. if (polynmials == null) {
  100796. return null;
  100797. }
  100798. return {
  100799. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  100800. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  100801. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  100802. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  100803. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  100804. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  100805. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  100806. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  100807. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  100808. };
  100809. };
  100810. /**
  100811. * Uploads the texture info contained in the env file to the GPU.
  100812. * @param texture defines the internal texture to upload to
  100813. * @param arrayBuffer defines the buffer cotaining the data to load
  100814. * @param info defines the texture info retrieved through the GetEnvInfo method
  100815. * @returns a promise
  100816. */
  100817. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  100818. if (info.version !== 1) {
  100819. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  100820. }
  100821. var specularInfo = info.specular;
  100822. if (!specularInfo) {
  100823. // Nothing else parsed so far
  100824. return Promise.resolve();
  100825. }
  100826. // Double checks the enclosed info
  100827. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  100828. mipmapsCount = Math.round(mipmapsCount) + 1;
  100829. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  100830. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  100831. }
  100832. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  100833. var imageData = new Array(mipmapsCount);
  100834. for (var i = 0; i < mipmapsCount; i++) {
  100835. imageData[i] = new Array(6);
  100836. for (var face = 0; face < 6; face++) {
  100837. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  100838. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  100839. }
  100840. }
  100841. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  100842. };
  100843. /**
  100844. * Uploads the levels of image data to the GPU.
  100845. * @param texture defines the internal texture to upload to
  100846. * @param imageData defines the array buffer views of image data [mipmap][face]
  100847. * @returns a promise
  100848. */
  100849. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  100850. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  100851. throw new Error("Texture size must be a power of two");
  100852. }
  100853. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  100854. // Gets everything ready.
  100855. var engine = texture.getEngine();
  100856. var expandTexture = false;
  100857. var generateNonLODTextures = false;
  100858. var rgbdPostProcess = null;
  100859. var cubeRtt = null;
  100860. var lodTextures = null;
  100861. var caps = engine.getCaps();
  100862. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100863. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100864. texture.generateMipMaps = true;
  100865. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  100866. // Add extra process if texture lod is not supported
  100867. if (!caps.textureLOD) {
  100868. expandTexture = false;
  100869. generateNonLODTextures = true;
  100870. lodTextures = {};
  100871. }
  100872. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  100873. else if (engine.webGLVersion < 2) {
  100874. expandTexture = false;
  100875. }
  100876. // If half float available we can uncompress the texture
  100877. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  100878. expandTexture = true;
  100879. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100880. }
  100881. // If full float available we can uncompress the texture
  100882. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  100883. expandTexture = true;
  100884. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100885. }
  100886. // Expand the texture if possible
  100887. if (expandTexture) {
  100888. // Simply run through the decode PP
  100889. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  100890. texture._isRGBD = false;
  100891. texture.invertY = false;
  100892. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  100893. generateDepthBuffer: false,
  100894. generateMipMaps: true,
  100895. generateStencilBuffer: false,
  100896. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  100897. type: texture.type,
  100898. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  100899. });
  100900. }
  100901. else {
  100902. texture._isRGBD = true;
  100903. texture.invertY = true;
  100904. // In case of missing support, applies the same patch than DDS files.
  100905. if (generateNonLODTextures) {
  100906. var mipSlices = 3;
  100907. var scale = texture._lodGenerationScale;
  100908. var offset = texture._lodGenerationOffset;
  100909. for (var i = 0; i < mipSlices; i++) {
  100910. //compute LOD from even spacing in smoothness (matching shader calculation)
  100911. var smoothness = i / (mipSlices - 1);
  100912. var roughness = 1 - smoothness;
  100913. var minLODIndex = offset; // roughness = 0
  100914. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  100915. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  100916. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  100917. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  100918. glTextureFromLod.isCube = true;
  100919. glTextureFromLod.invertY = true;
  100920. glTextureFromLod.generateMipMaps = false;
  100921. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  100922. // Wrap in a base texture for easy binding.
  100923. var lodTexture = new BABYLON.BaseTexture(null);
  100924. lodTexture.isCube = true;
  100925. lodTexture._texture = glTextureFromLod;
  100926. lodTextures[mipmapIndex] = lodTexture;
  100927. switch (i) {
  100928. case 0:
  100929. texture._lodTextureLow = lodTexture;
  100930. break;
  100931. case 1:
  100932. texture._lodTextureMid = lodTexture;
  100933. break;
  100934. case 2:
  100935. texture._lodTextureHigh = lodTexture;
  100936. break;
  100937. }
  100938. }
  100939. }
  100940. }
  100941. var promises = [];
  100942. var _loop_3 = function (i) {
  100943. var _loop_4 = function (face) {
  100944. // Constructs an image element from image data
  100945. var bytes = imageData[i][face];
  100946. var blob = new Blob([bytes], { type: 'image/png' });
  100947. var url = URL.createObjectURL(blob);
  100948. var image = new Image();
  100949. image.src = url;
  100950. // Enqueue promise to upload to the texture.
  100951. var promise = new Promise(function (resolve, reject) {
  100952. image.onload = function () {
  100953. if (expandTexture) {
  100954. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  100955. reject(message);
  100956. }, image);
  100957. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100958. // Uncompress the data to a RTT
  100959. rgbdPostProcess.onApply = function (effect) {
  100960. effect._bindTexture("textureSampler", tempTexture_1);
  100961. effect.setFloat2("scale", 1, 1);
  100962. };
  100963. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  100964. // Cleanup
  100965. engine.restoreDefaultFramebuffer();
  100966. tempTexture_1.dispose();
  100967. window.URL.revokeObjectURL(url);
  100968. resolve();
  100969. });
  100970. }
  100971. else {
  100972. engine._uploadImageToTexture(texture, image, face, i);
  100973. // Upload the face to the non lod texture support
  100974. if (generateNonLODTextures) {
  100975. var lodTexture = lodTextures[i];
  100976. if (lodTexture) {
  100977. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  100978. }
  100979. }
  100980. resolve();
  100981. }
  100982. };
  100983. image.onerror = function (error) {
  100984. reject(error);
  100985. };
  100986. });
  100987. promises.push(promise);
  100988. };
  100989. // All faces
  100990. for (var face = 0; face < 6; face++) {
  100991. _loop_4(face);
  100992. }
  100993. };
  100994. // All mipmaps up to provided number of images
  100995. for (var i = 0; i < imageData.length; i++) {
  100996. _loop_3(i);
  100997. }
  100998. // Fill remaining mipmaps with black textures.
  100999. if (imageData.length < mipmapsCount) {
  101000. var data = void 0;
  101001. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  101002. var dataLength = size * size * 4;
  101003. switch (texture.type) {
  101004. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  101005. data = new Uint8Array(dataLength);
  101006. break;
  101007. }
  101008. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  101009. data = new Uint16Array(dataLength);
  101010. break;
  101011. }
  101012. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  101013. data = new Float32Array(dataLength);
  101014. break;
  101015. }
  101016. }
  101017. for (var i = imageData.length; i < mipmapsCount; i++) {
  101018. for (var face = 0; face < 6; face++) {
  101019. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  101020. }
  101021. }
  101022. }
  101023. // Once all done, finishes the cleanup and return
  101024. return Promise.all(promises).then(function () {
  101025. // Release temp RTT.
  101026. if (cubeRtt) {
  101027. engine._releaseFramebufferObjects(cubeRtt);
  101028. cubeRtt._swapAndDie(texture);
  101029. }
  101030. // Release temp Post Process.
  101031. if (rgbdPostProcess) {
  101032. rgbdPostProcess.dispose();
  101033. }
  101034. // Flag internal texture as ready in case they are in use.
  101035. if (generateNonLODTextures) {
  101036. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  101037. texture._lodTextureHigh._texture.isReady = true;
  101038. }
  101039. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  101040. texture._lodTextureMid._texture.isReady = true;
  101041. }
  101042. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  101043. texture._lodTextureLow._texture.isReady = true;
  101044. }
  101045. }
  101046. });
  101047. };
  101048. /**
  101049. * Uploads spherical polynomials information to the texture.
  101050. * @param texture defines the texture we are trying to upload the information to
  101051. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  101052. */
  101053. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  101054. if (info.version !== 1) {
  101055. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  101056. }
  101057. var irradianceInfo = info.irradiance;
  101058. if (!irradianceInfo) {
  101059. return;
  101060. }
  101061. var sp = new BABYLON.SphericalPolynomial();
  101062. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  101063. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  101064. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  101065. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  101066. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  101067. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  101068. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  101069. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  101070. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  101071. texture._sphericalPolynomial = sp;
  101072. };
  101073. /**
  101074. * Magic number identifying the env file.
  101075. */
  101076. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  101077. return EnvironmentTextureTools;
  101078. }());
  101079. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  101080. })(BABYLON || (BABYLON = {}));
  101081. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  101082. var BABYLON;
  101083. (function (BABYLON) {
  101084. /**
  101085. * Implementation of the ENV Texture Loader.
  101086. */
  101087. var ENVTextureLoader = /** @class */ (function () {
  101088. function ENVTextureLoader() {
  101089. /**
  101090. * Defines wether the loader supports cascade loading the different faces.
  101091. */
  101092. this.supportCascades = false;
  101093. }
  101094. /**
  101095. * This returns if the loader support the current file information.
  101096. * @param extension defines the file extension of the file being loaded
  101097. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101098. * @param fallback defines the fallback internal texture if any
  101099. * @param isBase64 defines whether the texture is encoded as a base64
  101100. * @param isBuffer defines whether the texture data are stored as a buffer
  101101. * @returns true if the loader can load the specified file
  101102. */
  101103. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101104. return extension.indexOf(".env") === 0;
  101105. };
  101106. /**
  101107. * Transform the url before loading if required.
  101108. * @param rootUrl the url of the texture
  101109. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101110. * @returns the transformed texture
  101111. */
  101112. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101113. return rootUrl;
  101114. };
  101115. /**
  101116. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101117. * @param rootUrl the url of the texture
  101118. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101119. * @returns the fallback texture
  101120. */
  101121. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101122. return null;
  101123. };
  101124. /**
  101125. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101126. * @param data contains the texture data
  101127. * @param texture defines the BabylonJS internal texture
  101128. * @param createPolynomials will be true if polynomials have been requested
  101129. * @param onLoad defines the callback to trigger once the texture is ready
  101130. * @param onError defines the callback to trigger in case of error
  101131. */
  101132. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101133. if (Array.isArray(data)) {
  101134. return;
  101135. }
  101136. data = data;
  101137. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  101138. if (info) {
  101139. texture.width = info.width;
  101140. texture.height = info.width;
  101141. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  101142. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  101143. texture.isReady = true;
  101144. if (onLoad) {
  101145. onLoad();
  101146. }
  101147. });
  101148. }
  101149. else if (onError) {
  101150. onError("Can not parse the environment file", null);
  101151. }
  101152. };
  101153. /**
  101154. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101155. * @param data contains the texture data
  101156. * @param texture defines the BabylonJS internal texture
  101157. * @param callback defines the method to call once ready to upload
  101158. */
  101159. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  101160. throw ".env not supported in 2d.";
  101161. };
  101162. return ENVTextureLoader;
  101163. }());
  101164. // Register the loader.
  101165. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  101166. })(BABYLON || (BABYLON = {}));
  101167. //# sourceMappingURL=babylon.envTextureLoader.js.map
  101168. var BABYLON;
  101169. (function (BABYLON) {
  101170. /**
  101171. * Renders a layer on top of an existing scene
  101172. */
  101173. var UtilityLayerRenderer = /** @class */ (function () {
  101174. /**
  101175. * Instantiates a UtilityLayerRenderer
  101176. * @param originalScene the original scene that will be rendered on top of
  101177. */
  101178. function UtilityLayerRenderer(
  101179. /** the original scene that will be rendered on top of */
  101180. originalScene) {
  101181. var _this = this;
  101182. this.originalScene = originalScene;
  101183. this._pointerCaptures = {};
  101184. this._lastPointerEvents = {};
  101185. /**
  101186. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  101187. */
  101188. this.pickUtilitySceneFirst = true;
  101189. /**
  101190. * If the utility layer should automatically be rendered on top of existing scene
  101191. */
  101192. this.shouldRender = true;
  101193. /**
  101194. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  101195. */
  101196. this.onlyCheckPointerDownEvents = true;
  101197. /**
  101198. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  101199. */
  101200. this.processAllEvents = false;
  101201. /**
  101202. * Observable raised when the pointer move from the utility layer scene to the main scene
  101203. */
  101204. this.onPointerOutObservable = new BABYLON.Observable();
  101205. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  101206. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  101207. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  101208. this.utilityLayerScene._allowPostProcessClearColor = false;
  101209. originalScene.getEngine().scenes.pop();
  101210. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  101211. this.utilityLayerScene.detachControl();
  101212. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  101213. if (!_this.processAllEvents) {
  101214. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  101215. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  101216. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  101217. return;
  101218. }
  101219. }
  101220. var pointerEvent = (prePointerInfo.event);
  101221. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  101222. _this._pointerCaptures[pointerEvent.pointerId] = false;
  101223. return;
  101224. }
  101225. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  101226. if (!prePointerInfo.ray && utilityScenePick) {
  101227. prePointerInfo.ray = utilityScenePick.ray;
  101228. }
  101229. // always fire the prepointer oversvable
  101230. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  101231. // allow every non pointer down event to flow to the utility layer
  101232. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  101233. if (!prePointerInfo.skipOnPointerObservable) {
  101234. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  101235. }
  101236. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  101237. _this._pointerCaptures[pointerEvent.pointerId] = false;
  101238. }
  101239. return;
  101240. }
  101241. if (_this.utilityLayerScene.autoClearDepthAndStencil || _this.pickUtilitySceneFirst) {
  101242. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  101243. if (utilityScenePick && utilityScenePick.hit) {
  101244. if (!prePointerInfo.skipOnPointerObservable) {
  101245. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  101246. }
  101247. prePointerInfo.skipOnPointerObservable = true;
  101248. }
  101249. }
  101250. else {
  101251. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  101252. var pointerEvent_1 = (prePointerInfo.event);
  101253. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  101254. if (originalScenePick && utilityScenePick) {
  101255. // No pick in utility scene
  101256. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  101257. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  101258. // We touched an utility mesh present in the main scene
  101259. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  101260. prePointerInfo.skipOnPointerObservable = true;
  101261. }
  101262. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  101263. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  101264. }
  101265. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  101266. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  101267. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  101268. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  101269. }
  101270. }
  101271. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  101272. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  101273. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  101274. // If a previous utility layer set this, do not unset this
  101275. if (!prePointerInfo.skipOnPointerObservable) {
  101276. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  101277. }
  101278. }
  101279. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  101280. // We have a pick in both scenes but main is closer than utility
  101281. // We touched an utility mesh present in the main scene
  101282. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  101283. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  101284. prePointerInfo.skipOnPointerObservable = true;
  101285. }
  101286. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  101287. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  101288. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  101289. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  101290. }
  101291. }
  101292. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  101293. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  101294. }
  101295. }
  101296. }
  101297. });
  101298. // Render directly on top of existing scene without clearing
  101299. this.utilityLayerScene.autoClear = false;
  101300. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  101301. if (_this.shouldRender) {
  101302. _this.render();
  101303. }
  101304. });
  101305. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  101306. _this.dispose();
  101307. });
  101308. this._updateCamera();
  101309. }
  101310. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  101311. /**
  101312. * 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)
  101313. */
  101314. get: function () {
  101315. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  101316. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  101317. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  101318. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101319. });
  101320. }
  101321. return UtilityLayerRenderer._DefaultUtilityLayer;
  101322. },
  101323. enumerable: true,
  101324. configurable: true
  101325. });
  101326. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  101327. /**
  101328. * 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)
  101329. */
  101330. get: function () {
  101331. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  101332. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  101333. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  101334. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  101335. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101336. });
  101337. }
  101338. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  101339. },
  101340. enumerable: true,
  101341. configurable: true
  101342. });
  101343. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  101344. if (!prePointerInfo.skipOnPointerObservable) {
  101345. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  101346. this._lastPointerEvents[pointerEvent.pointerId] = true;
  101347. }
  101348. };
  101349. /**
  101350. * Renders the utility layers scene on top of the original scene
  101351. */
  101352. UtilityLayerRenderer.prototype.render = function () {
  101353. this._updateCamera();
  101354. if (this.utilityLayerScene.activeCamera) {
  101355. // Set the camera's scene to utility layers scene
  101356. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  101357. var camera = this.utilityLayerScene.activeCamera;
  101358. camera._scene = this.utilityLayerScene;
  101359. if (camera.leftCamera) {
  101360. camera.leftCamera._scene = this.utilityLayerScene;
  101361. }
  101362. if (camera.rightCamera) {
  101363. camera.rightCamera._scene = this.utilityLayerScene;
  101364. }
  101365. this.utilityLayerScene.render(false);
  101366. // Reset camera's scene back to original
  101367. camera._scene = oldScene;
  101368. if (camera.leftCamera) {
  101369. camera.leftCamera._scene = oldScene;
  101370. }
  101371. if (camera.rightCamera) {
  101372. camera.rightCamera._scene = oldScene;
  101373. }
  101374. }
  101375. };
  101376. /**
  101377. * Disposes of the renderer
  101378. */
  101379. UtilityLayerRenderer.prototype.dispose = function () {
  101380. this.onPointerOutObservable.clear();
  101381. if (this._afterRenderObserver) {
  101382. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  101383. }
  101384. if (this._sceneDisposeObserver) {
  101385. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  101386. }
  101387. if (this._originalPointerObserver) {
  101388. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  101389. }
  101390. this.utilityLayerScene.dispose();
  101391. };
  101392. UtilityLayerRenderer.prototype._updateCamera = function () {
  101393. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  101394. };
  101395. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101396. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101397. return UtilityLayerRenderer;
  101398. }());
  101399. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  101400. })(BABYLON || (BABYLON = {}));
  101401. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  101402. //# sourceMappingURL=babylon.behavior.js.map
  101403. var BABYLON;
  101404. (function (BABYLON) {
  101405. /**
  101406. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  101407. */
  101408. var PointerDragBehavior = /** @class */ (function () {
  101409. /**
  101410. * Creates a pointer drag behavior that can be attached to a mesh
  101411. * @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)
  101412. */
  101413. function PointerDragBehavior(options) {
  101414. /**
  101415. * 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)
  101416. */
  101417. this.maxDragAngle = 0;
  101418. /**
  101419. * @hidden
  101420. */
  101421. this._useAlternatePickedPointAboveMaxDragAngle = false;
  101422. /**
  101423. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101424. */
  101425. this.currentDraggingPointerID = -1;
  101426. /**
  101427. * If the behavior is currently in a dragging state
  101428. */
  101429. this.dragging = false;
  101430. /**
  101431. * 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)
  101432. */
  101433. this.dragDeltaRatio = 0.2;
  101434. /**
  101435. * If the drag plane orientation should be updated during the dragging (Default: true)
  101436. */
  101437. this.updateDragPlane = true;
  101438. // Debug mode will display drag planes to help visualize behavior
  101439. this._debugMode = false;
  101440. this._moving = false;
  101441. /**
  101442. * Fires each time the attached mesh is dragged with the pointer
  101443. * * delta between last drag position and current drag position in world space
  101444. * * dragDistance along the drag axis
  101445. * * dragPlaneNormal normal of the current drag plane used during the drag
  101446. * * dragPlanePoint in world space where the drag intersects the drag plane
  101447. */
  101448. this.onDragObservable = new BABYLON.Observable();
  101449. /**
  101450. * Fires each time a drag begins (eg. mouse down on mesh)
  101451. */
  101452. this.onDragStartObservable = new BABYLON.Observable();
  101453. /**
  101454. * Fires each time a drag ends (eg. mouse release after drag)
  101455. */
  101456. this.onDragEndObservable = new BABYLON.Observable();
  101457. /**
  101458. * If the attached mesh should be moved when dragged
  101459. */
  101460. this.moveAttached = true;
  101461. /**
  101462. * If the drag behavior will react to drag events (Default: true)
  101463. */
  101464. this.enabled = true;
  101465. /**
  101466. * If camera controls should be detached during the drag
  101467. */
  101468. this.detachCameraControls = true;
  101469. /**
  101470. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  101471. */
  101472. this.useObjectOrienationForDragging = true;
  101473. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  101474. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  101475. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  101476. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101477. this._attachedElement = null;
  101478. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101479. this._lastPointerRay = {};
  101480. this._dragDelta = new BABYLON.Vector3();
  101481. // Variables to avoid instantiation in the below method
  101482. this._pointA = new BABYLON.Vector3(0, 0, 0);
  101483. this._pointB = new BABYLON.Vector3(0, 0, 0);
  101484. this._pointC = new BABYLON.Vector3(0, 0, 0);
  101485. this._lineA = new BABYLON.Vector3(0, 0, 0);
  101486. this._lineB = new BABYLON.Vector3(0, 0, 0);
  101487. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  101488. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  101489. this._options = options ? options : {};
  101490. var optionCount = 0;
  101491. if (this._options.dragAxis) {
  101492. optionCount++;
  101493. }
  101494. if (this._options.dragPlaneNormal) {
  101495. optionCount++;
  101496. }
  101497. if (optionCount > 1) {
  101498. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  101499. }
  101500. }
  101501. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  101502. /**
  101503. * The name of the behavior
  101504. */
  101505. get: function () {
  101506. return "PointerDrag";
  101507. },
  101508. enumerable: true,
  101509. configurable: true
  101510. });
  101511. /**
  101512. * Initializes the behavior
  101513. */
  101514. PointerDragBehavior.prototype.init = function () { };
  101515. /**
  101516. * Attaches the drag behavior the passed in mesh
  101517. * @param ownerNode The mesh that will be dragged around once attached
  101518. */
  101519. PointerDragBehavior.prototype.attach = function (ownerNode) {
  101520. var _this = this;
  101521. this._scene = ownerNode.getScene();
  101522. this._attachedNode = ownerNode;
  101523. // Initialize drag plane to not interfere with existing scene
  101524. if (!PointerDragBehavior._planeScene) {
  101525. if (this._debugMode) {
  101526. PointerDragBehavior._planeScene = this._scene;
  101527. }
  101528. else {
  101529. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  101530. PointerDragBehavior._planeScene.detachControl();
  101531. this._scene.getEngine().scenes.pop();
  101532. this._scene.onDisposeObservable.addOnce(function () {
  101533. PointerDragBehavior._planeScene.dispose();
  101534. PointerDragBehavior._planeScene = null;
  101535. });
  101536. }
  101537. }
  101538. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  101539. // State of the drag
  101540. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  101541. var pickPredicate = function (m) {
  101542. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  101543. };
  101544. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101545. if (!_this.enabled) {
  101546. return;
  101547. }
  101548. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101549. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101550. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  101551. }
  101552. }
  101553. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101554. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101555. _this.releaseDrag();
  101556. }
  101557. }
  101558. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101559. var pointerId = pointerInfo.event.pointerId;
  101560. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  101561. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  101562. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  101563. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  101564. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  101565. }
  101566. _this.currentDraggingPointerID = pointerId;
  101567. }
  101568. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  101569. if (!_this._lastPointerRay[pointerId]) {
  101570. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101571. }
  101572. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  101573. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  101574. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  101575. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  101576. _this._moveDrag(pointerInfo.pickInfo.ray);
  101577. }
  101578. }
  101579. }
  101580. });
  101581. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101582. if (_this._moving && _this.moveAttached) {
  101583. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  101584. // Slowly move mesh to avoid jitter
  101585. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  101586. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  101587. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  101588. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  101589. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  101590. }
  101591. });
  101592. };
  101593. /**
  101594. * Force relase the drag action by code.
  101595. */
  101596. PointerDragBehavior.prototype.releaseDrag = function () {
  101597. this.dragging = false;
  101598. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  101599. this.currentDraggingPointerID = -1;
  101600. this._moving = false;
  101601. // Reattach camera controls
  101602. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101603. this._scene.activeCamera.attachControl(this._attachedElement, true);
  101604. }
  101605. };
  101606. /**
  101607. * Simulates the start of a pointer drag event on the behavior
  101608. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101609. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101610. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101611. */
  101612. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  101613. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  101614. this._startDrag(pointerId, fromRay, startPickedPoint);
  101615. var lastRay = this._lastPointerRay[pointerId];
  101616. if (pointerId === PointerDragBehavior._AnyMouseID) {
  101617. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  101618. }
  101619. if (lastRay) {
  101620. // if there was a last pointer ray drag the object there
  101621. this._moveDrag(lastRay);
  101622. }
  101623. };
  101624. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  101625. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  101626. return;
  101627. }
  101628. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  101629. // Create start ray from the camera to the object
  101630. if (fromRay) {
  101631. this._startDragRay.direction.copyFrom(fromRay.direction);
  101632. this._startDragRay.origin.copyFrom(fromRay.origin);
  101633. }
  101634. else {
  101635. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  101636. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  101637. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  101638. }
  101639. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  101640. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  101641. if (pickedPoint) {
  101642. this.dragging = true;
  101643. this.currentDraggingPointerID = pointerId;
  101644. this.lastDragPosition.copyFrom(pickedPoint);
  101645. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  101646. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  101647. // Detatch camera controls
  101648. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101649. if (this._scene.activeCamera.inputs.attachedElement) {
  101650. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  101651. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  101652. }
  101653. else {
  101654. this._attachedElement = null;
  101655. }
  101656. }
  101657. }
  101658. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  101659. };
  101660. PointerDragBehavior.prototype._moveDrag = function (ray) {
  101661. this._moving = true;
  101662. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  101663. if (pickedPoint) {
  101664. if (this.updateDragPlane) {
  101665. this._updateDragPlanePosition(ray, pickedPoint);
  101666. }
  101667. var dragLength = 0;
  101668. // depending on the drag mode option drag accordingly
  101669. if (this._options.dragAxis) {
  101670. // Convert local drag axis to world
  101671. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  101672. // Project delta drag from the drag plane onto the drag axis
  101673. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  101674. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  101675. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  101676. }
  101677. else {
  101678. dragLength = this._dragDelta.length();
  101679. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  101680. }
  101681. this._targetPosition.addInPlace(this._dragDelta);
  101682. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  101683. this.lastDragPosition.copyFrom(pickedPoint);
  101684. }
  101685. };
  101686. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  101687. var _this = this;
  101688. if (!ray) {
  101689. return null;
  101690. }
  101691. // Calculate angle between plane normal and ray
  101692. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  101693. // Correct if ray is casted from oposite side
  101694. if (angle > Math.PI / 2) {
  101695. angle = Math.PI - angle;
  101696. }
  101697. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  101698. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  101699. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  101700. // Invert ray direction along the towards object axis
  101701. this._tmpVector.copyFrom(ray.direction);
  101702. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  101703. this._alternatePickedPoint.normalize();
  101704. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  101705. this._tmpVector.addInPlace(this._alternatePickedPoint);
  101706. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  101707. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  101708. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  101709. this._alternatePickedPoint.addInPlace(this._tmpVector);
  101710. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  101711. return this._alternatePickedPoint;
  101712. }
  101713. else {
  101714. return null;
  101715. }
  101716. }
  101717. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  101718. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  101719. return pickResult.pickedPoint;
  101720. }
  101721. else {
  101722. return null;
  101723. }
  101724. };
  101725. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  101726. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  101727. this._pointA.copyFrom(dragPlanePosition);
  101728. if (this._options.dragAxis) {
  101729. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  101730. // Calculate plane normal in direction of camera but perpendicular to drag axis
  101731. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  101732. ray.origin.subtractToRef(this._pointA, this._pointC);
  101733. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  101734. // Get perpendicular line from direction to camera and drag axis
  101735. this._pointB.subtractToRef(this._pointA, this._lineA);
  101736. this._pointC.subtractToRef(this._pointA, this._lineB);
  101737. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  101738. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  101739. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  101740. this._lookAt.normalize();
  101741. this._dragPlane.position.copyFrom(this._pointA);
  101742. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  101743. this._dragPlane.lookAt(this._lookAt);
  101744. }
  101745. else if (this._options.dragPlaneNormal) {
  101746. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  101747. this._dragPlane.position.copyFrom(this._pointA);
  101748. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  101749. this._dragPlane.lookAt(this._lookAt);
  101750. }
  101751. else {
  101752. this._dragPlane.position.copyFrom(this._pointA);
  101753. this._dragPlane.lookAt(ray.origin);
  101754. }
  101755. this._dragPlane.computeWorldMatrix(true);
  101756. };
  101757. /**
  101758. * Detaches the behavior from the mesh
  101759. */
  101760. PointerDragBehavior.prototype.detach = function () {
  101761. if (this._pointerObserver) {
  101762. this._scene.onPointerObservable.remove(this._pointerObserver);
  101763. }
  101764. if (this._beforeRenderObserver) {
  101765. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101766. }
  101767. };
  101768. PointerDragBehavior._AnyMouseID = -2;
  101769. return PointerDragBehavior;
  101770. }());
  101771. BABYLON.PointerDragBehavior = PointerDragBehavior;
  101772. })(BABYLON || (BABYLON = {}));
  101773. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  101774. var BABYLON;
  101775. (function (BABYLON) {
  101776. /**
  101777. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101778. */
  101779. var MultiPointerScaleBehavior = /** @class */ (function () {
  101780. /**
  101781. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101782. */
  101783. function MultiPointerScaleBehavior() {
  101784. this._startDistance = 0;
  101785. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  101786. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  101787. this._sceneRenderObserver = null;
  101788. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  101789. this._dragBehaviorA.moveAttached = false;
  101790. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  101791. this._dragBehaviorB.moveAttached = false;
  101792. }
  101793. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  101794. /**
  101795. * The name of the behavior
  101796. */
  101797. get: function () {
  101798. return "MultiPointerScale";
  101799. },
  101800. enumerable: true,
  101801. configurable: true
  101802. });
  101803. /**
  101804. * Initializes the behavior
  101805. */
  101806. MultiPointerScaleBehavior.prototype.init = function () { };
  101807. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  101808. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  101809. };
  101810. /**
  101811. * Attaches the scale behavior the passed in mesh
  101812. * @param ownerNode The mesh that will be scaled around once attached
  101813. */
  101814. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  101815. var _this = this;
  101816. this._ownerNode = ownerNode;
  101817. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  101818. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  101819. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101820. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101821. _this._dragBehaviorA.releaseDrag();
  101822. }
  101823. else {
  101824. _this._initialScale.copyFrom(ownerNode.scaling);
  101825. _this._startDistance = _this._getCurrentDistance();
  101826. }
  101827. }
  101828. });
  101829. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  101830. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101831. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101832. _this._dragBehaviorB.releaseDrag();
  101833. }
  101834. else {
  101835. _this._initialScale.copyFrom(ownerNode.scaling);
  101836. _this._startDistance = _this._getCurrentDistance();
  101837. }
  101838. }
  101839. });
  101840. // Once both drag behaviors are active scale based on the distance between the two pointers
  101841. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101842. behavior.onDragObservable.add(function () {
  101843. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101844. var ratio = _this._getCurrentDistance() / _this._startDistance;
  101845. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  101846. }
  101847. });
  101848. });
  101849. ownerNode.addBehavior(this._dragBehaviorA);
  101850. ownerNode.addBehavior(this._dragBehaviorB);
  101851. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101852. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101853. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101854. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  101855. if (change.length() > 0.01) {
  101856. ownerNode.scaling.addInPlace(change);
  101857. }
  101858. }
  101859. });
  101860. };
  101861. /**
  101862. * Detaches the behavior from the mesh
  101863. */
  101864. MultiPointerScaleBehavior.prototype.detach = function () {
  101865. var _this = this;
  101866. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101867. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101868. behavior.onDragStartObservable.clear();
  101869. behavior.onDragObservable.clear();
  101870. _this._ownerNode.removeBehavior(behavior);
  101871. });
  101872. };
  101873. return MultiPointerScaleBehavior;
  101874. }());
  101875. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  101876. })(BABYLON || (BABYLON = {}));
  101877. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  101878. var BABYLON;
  101879. (function (BABYLON) {
  101880. /**
  101881. * 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
  101882. */
  101883. var SixDofDragBehavior = /** @class */ (function () {
  101884. /**
  101885. * 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
  101886. */
  101887. function SixDofDragBehavior() {
  101888. this._sceneRenderObserver = null;
  101889. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101890. this._moving = false;
  101891. this._startingOrientation = new BABYLON.Quaternion();
  101892. /**
  101893. * 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)
  101894. */
  101895. this.zDragFactor = 3;
  101896. /**
  101897. * If the behavior is currently in a dragging state
  101898. */
  101899. this.dragging = false;
  101900. /**
  101901. * 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)
  101902. */
  101903. this.dragDeltaRatio = 0.2;
  101904. /**
  101905. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101906. */
  101907. this.currentDraggingPointerID = -1;
  101908. /**
  101909. * If camera controls should be detached during the drag
  101910. */
  101911. this.detachCameraControls = true;
  101912. /**
  101913. * Fires each time a drag starts
  101914. */
  101915. this.onDragStartObservable = new BABYLON.Observable();
  101916. /**
  101917. * Fires each time a drag ends (eg. mouse release after drag)
  101918. */
  101919. this.onDragEndObservable = new BABYLON.Observable();
  101920. }
  101921. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  101922. /**
  101923. * The name of the behavior
  101924. */
  101925. get: function () {
  101926. return "SixDofDrag";
  101927. },
  101928. enumerable: true,
  101929. configurable: true
  101930. });
  101931. /**
  101932. * Initializes the behavior
  101933. */
  101934. SixDofDragBehavior.prototype.init = function () { };
  101935. /**
  101936. * Attaches the scale behavior the passed in mesh
  101937. * @param ownerNode The mesh that will be scaled around once attached
  101938. */
  101939. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  101940. var _this = this;
  101941. this._ownerNode = ownerNode;
  101942. this._scene = this._ownerNode.getScene();
  101943. if (!SixDofDragBehavior._virtualScene) {
  101944. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  101945. SixDofDragBehavior._virtualScene.detachControl();
  101946. this._scene.getEngine().scenes.pop();
  101947. }
  101948. var pickedMesh = null;
  101949. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  101950. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  101951. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101952. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  101953. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101954. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  101955. var pickPredicate = function (m) {
  101956. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  101957. };
  101958. var attachedElement = null;
  101959. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101960. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101961. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101962. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101963. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101964. }
  101965. pickedMesh = _this._ownerNode;
  101966. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101967. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101968. // Set position and orientation of the controller
  101969. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101970. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101971. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  101972. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101973. pickedMesh.computeWorldMatrix();
  101974. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  101975. if (!pickedMesh.rotationQuaternion) {
  101976. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  101977. }
  101978. var oldParent = pickedMesh.parent;
  101979. pickedMesh.setParent(null);
  101980. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  101981. pickedMesh.setParent(oldParent);
  101982. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101983. // Update state
  101984. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101985. _this.dragging = true;
  101986. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  101987. // Detatch camera controls
  101988. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101989. if (_this._scene.activeCamera.inputs.attachedElement) {
  101990. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  101991. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  101992. }
  101993. else {
  101994. attachedElement = null;
  101995. }
  101996. }
  101997. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101998. _this.onDragStartObservable.notifyObservers({});
  101999. }
  102000. }
  102001. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  102002. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  102003. _this.dragging = false;
  102004. _this._moving = false;
  102005. _this.currentDraggingPointerID = -1;
  102006. pickedMesh = null;
  102007. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102008. // Reattach camera controls
  102009. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  102010. _this._scene.activeCamera.attachControl(attachedElement, true);
  102011. }
  102012. _this.onDragEndObservable.notifyObservers({});
  102013. }
  102014. }
  102015. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  102016. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  102017. var zDragFactor = _this.zDragFactor;
  102018. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  102019. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  102020. zDragFactor = 0;
  102021. }
  102022. // Calculate controller drag distance in controller space
  102023. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  102024. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  102025. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  102026. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  102027. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  102028. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  102029. if (_this._virtualDragMesh.position.z < 0) {
  102030. _this._virtualDragMesh.position.z = 0;
  102031. }
  102032. // Update the controller position
  102033. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  102034. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  102035. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102036. // Move the virtualObjectsPosition into the picked mesh's space if needed
  102037. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  102038. if (pickedMesh.parent) {
  102039. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  102040. }
  102041. if (!_this._moving) {
  102042. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  102043. }
  102044. _this._moving = true;
  102045. }
  102046. }
  102047. });
  102048. var tmpQuaternion = new BABYLON.Quaternion();
  102049. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  102050. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  102051. if (_this.dragging && _this._moving && pickedMesh) {
  102052. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  102053. // Slowly move mesh to avoid jitter
  102054. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  102055. // Get change in rotation
  102056. tmpQuaternion.copyFrom(_this._startingOrientation);
  102057. tmpQuaternion.x = -tmpQuaternion.x;
  102058. tmpQuaternion.y = -tmpQuaternion.y;
  102059. tmpQuaternion.z = -tmpQuaternion.z;
  102060. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  102061. // Convert change in rotation to only y axis rotation
  102062. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  102063. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  102064. // Slowly move mesh to avoid jitter
  102065. var oldParent = pickedMesh.parent;
  102066. pickedMesh.setParent(null);
  102067. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  102068. pickedMesh.setParent(oldParent);
  102069. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  102070. }
  102071. });
  102072. };
  102073. /**
  102074. * Detaches the behavior from the mesh
  102075. */
  102076. SixDofDragBehavior.prototype.detach = function () {
  102077. if (this._scene) {
  102078. this._scene.onPointerObservable.remove(this._pointerObserver);
  102079. }
  102080. if (this._ownerNode) {
  102081. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  102082. }
  102083. if (this._virtualOriginMesh) {
  102084. this._virtualOriginMesh.dispose();
  102085. }
  102086. if (this._virtualDragMesh) {
  102087. this._virtualDragMesh.dispose();
  102088. }
  102089. this.onDragEndObservable.clear();
  102090. this.onDragStartObservable.clear();
  102091. };
  102092. return SixDofDragBehavior;
  102093. }());
  102094. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  102095. })(BABYLON || (BABYLON = {}));
  102096. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  102097. var BABYLON;
  102098. (function (BABYLON) {
  102099. /**
  102100. * @hidden
  102101. */
  102102. var FaceDirectionInfo = /** @class */ (function () {
  102103. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  102104. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  102105. if (diff === void 0) { diff = 0; }
  102106. if (ignore === void 0) { ignore = false; }
  102107. this.direction = direction;
  102108. this.rotatedDirection = rotatedDirection;
  102109. this.diff = diff;
  102110. this.ignore = ignore;
  102111. }
  102112. return FaceDirectionInfo;
  102113. }());
  102114. /**
  102115. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  102116. */
  102117. var AttachToBoxBehavior = /** @class */ (function () {
  102118. /**
  102119. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  102120. * @param ui The transform node that should be attched to the mesh
  102121. */
  102122. function AttachToBoxBehavior(ui) {
  102123. this.ui = ui;
  102124. /**
  102125. * The name of the behavior
  102126. */
  102127. this.name = "AttachToBoxBehavior";
  102128. /**
  102129. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  102130. */
  102131. this.distanceAwayFromFace = 0.15;
  102132. /**
  102133. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  102134. */
  102135. this.distanceAwayFromBottomOfFace = 0.15;
  102136. 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))];
  102137. this._tmpMatrix = new BABYLON.Matrix();
  102138. this._tmpVector = new BABYLON.Vector3();
  102139. this._zeroVector = BABYLON.Vector3.Zero();
  102140. this._lookAtTmpMatrix = new BABYLON.Matrix();
  102141. /* Does nothing */
  102142. }
  102143. /**
  102144. * Initializes the behavior
  102145. */
  102146. AttachToBoxBehavior.prototype.init = function () {
  102147. /* Does nothing */
  102148. };
  102149. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  102150. var _this = this;
  102151. // Go over each face and calculate the angle between the face's normal and targetDirection
  102152. this._faceVectors.forEach(function (v) {
  102153. if (!_this._target.rotationQuaternion) {
  102154. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  102155. }
  102156. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  102157. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  102158. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  102159. });
  102160. // Return the face information of the one with the normal closeset to target direction
  102161. return this._faceVectors.reduce(function (min, p) {
  102162. if (min.ignore) {
  102163. return p;
  102164. }
  102165. else if (p.ignore) {
  102166. return min;
  102167. }
  102168. else {
  102169. return min.diff < p.diff ? min : p;
  102170. }
  102171. }, this._faceVectors[0]);
  102172. };
  102173. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  102174. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  102175. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  102176. this._lookAtTmpMatrix.invert();
  102177. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  102178. };
  102179. /**
  102180. * Attaches the AttachToBoxBehavior to the passed in mesh
  102181. * @param target The mesh that the specified node will be attached to
  102182. */
  102183. AttachToBoxBehavior.prototype.attach = function (target) {
  102184. var _this = this;
  102185. this._target = target;
  102186. this._scene = this._target.getScene();
  102187. // Every frame, update the app bars position
  102188. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  102189. if (!_this._scene.activeCamera) {
  102190. return;
  102191. }
  102192. // Find the face closest to the cameras position
  102193. var cameraPos = _this._scene.activeCamera.position;
  102194. if (_this._scene.activeCamera.devicePosition) {
  102195. cameraPos = _this._scene.activeCamera.devicePosition;
  102196. }
  102197. var facing = _this._closestFace(cameraPos.subtract(target.position));
  102198. if (_this._scene.activeCamera.leftCamera) {
  102199. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  102200. }
  102201. else {
  102202. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  102203. }
  102204. // Get camera up direction
  102205. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  102206. // Ignore faces to not select a parrelel face for the up vector of the UI
  102207. _this._faceVectors.forEach(function (v) {
  102208. if (facing.direction.x && v.direction.x) {
  102209. v.ignore = true;
  102210. }
  102211. if (facing.direction.y && v.direction.y) {
  102212. v.ignore = true;
  102213. }
  102214. if (facing.direction.z && v.direction.z) {
  102215. v.ignore = true;
  102216. }
  102217. });
  102218. var facingUp = _this._closestFace(_this._tmpVector);
  102219. // Unignore faces
  102220. _this._faceVectors.forEach(function (v) {
  102221. v.ignore = false;
  102222. });
  102223. // Position the app bar on that face
  102224. _this.ui.position.copyFrom(target.position);
  102225. if (facing.direction.x) {
  102226. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102227. _this.ui.position.addInPlace(_this._tmpVector);
  102228. }
  102229. if (facing.direction.y) {
  102230. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102231. _this.ui.position.addInPlace(_this._tmpVector);
  102232. }
  102233. if (facing.direction.z) {
  102234. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102235. _this.ui.position.addInPlace(_this._tmpVector);
  102236. }
  102237. // Rotate to be oriented properly to the camera
  102238. if (!_this.ui.rotationQuaternion) {
  102239. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  102240. }
  102241. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  102242. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  102243. // Place ui the correct distance from the bottom of the mesh
  102244. if (facingUp.direction.x) {
  102245. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  102246. }
  102247. if (facingUp.direction.y) {
  102248. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  102249. }
  102250. if (facingUp.direction.z) {
  102251. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  102252. }
  102253. _this.ui.position.addInPlace(_this._tmpVector);
  102254. });
  102255. };
  102256. /**
  102257. * Detaches the behavior from the mesh
  102258. */
  102259. AttachToBoxBehavior.prototype.detach = function () {
  102260. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  102261. };
  102262. return AttachToBoxBehavior;
  102263. }());
  102264. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  102265. })(BABYLON || (BABYLON = {}));
  102266. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  102267. var BABYLON;
  102268. (function (BABYLON) {
  102269. /**
  102270. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  102271. */
  102272. var FadeInOutBehavior = /** @class */ (function () {
  102273. /**
  102274. * Instatiates the FadeInOutBehavior
  102275. */
  102276. function FadeInOutBehavior() {
  102277. var _this = this;
  102278. /**
  102279. * Time in milliseconds to delay before fading in (Default: 0)
  102280. */
  102281. this.delay = 0;
  102282. /**
  102283. * Time in milliseconds for the mesh to fade in (Default: 300)
  102284. */
  102285. this.fadeInTime = 300;
  102286. this._millisecondsPerFrame = 1000 / 60;
  102287. this._hovered = false;
  102288. this._hoverValue = 0;
  102289. this._ownerNode = null;
  102290. this._update = function () {
  102291. if (_this._ownerNode) {
  102292. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  102293. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  102294. if (_this._ownerNode.visibility > 1) {
  102295. _this._setAllVisibility(_this._ownerNode, 1);
  102296. _this._hoverValue = _this.fadeInTime + _this.delay;
  102297. return;
  102298. }
  102299. else if (_this._ownerNode.visibility < 0) {
  102300. _this._setAllVisibility(_this._ownerNode, 0);
  102301. if (_this._hoverValue < 0) {
  102302. _this._hoverValue = 0;
  102303. return;
  102304. }
  102305. }
  102306. setTimeout(_this._update, _this._millisecondsPerFrame);
  102307. }
  102308. };
  102309. }
  102310. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  102311. /**
  102312. * The name of the behavior
  102313. */
  102314. get: function () {
  102315. return "FadeInOut";
  102316. },
  102317. enumerable: true,
  102318. configurable: true
  102319. });
  102320. /**
  102321. * Initializes the behavior
  102322. */
  102323. FadeInOutBehavior.prototype.init = function () {
  102324. };
  102325. /**
  102326. * Attaches the fade behavior on the passed in mesh
  102327. * @param ownerNode The mesh that will be faded in/out once attached
  102328. */
  102329. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  102330. this._ownerNode = ownerNode;
  102331. this._setAllVisibility(this._ownerNode, 0);
  102332. };
  102333. /**
  102334. * Detaches the behavior from the mesh
  102335. */
  102336. FadeInOutBehavior.prototype.detach = function () {
  102337. this._ownerNode = null;
  102338. };
  102339. /**
  102340. * Triggers the mesh to begin fading in or out
  102341. * @param value if the object should fade in or out (true to fade in)
  102342. */
  102343. FadeInOutBehavior.prototype.fadeIn = function (value) {
  102344. this._hovered = value;
  102345. this._update();
  102346. };
  102347. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  102348. var _this = this;
  102349. mesh.visibility = value;
  102350. mesh.getChildMeshes().forEach(function (c) {
  102351. _this._setAllVisibility(c, value);
  102352. });
  102353. };
  102354. return FadeInOutBehavior;
  102355. }());
  102356. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  102357. })(BABYLON || (BABYLON = {}));
  102358. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  102359. var BABYLON;
  102360. (function (BABYLON) {
  102361. /**
  102362. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  102363. */
  102364. var Gizmo = /** @class */ (function () {
  102365. /**
  102366. * Creates a gizmo
  102367. * @param gizmoLayer The utility layer the gizmo will be added to
  102368. */
  102369. function Gizmo(
  102370. /** The utility layer the gizmo will be added to */
  102371. gizmoLayer) {
  102372. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102373. var _this = this;
  102374. this.gizmoLayer = gizmoLayer;
  102375. /**
  102376. * Ratio for the scale of the gizmo (Default: 1)
  102377. */
  102378. this.scaleRatio = 1;
  102379. this._tmpMatrix = new BABYLON.Matrix();
  102380. /**
  102381. * If a custom mesh has been set (Default: false)
  102382. */
  102383. this._customMeshSet = false;
  102384. /**
  102385. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  102386. */
  102387. this.updateGizmoRotationToMatchAttachedMesh = true;
  102388. /**
  102389. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  102390. */
  102391. this.updateGizmoPositionToMatchAttachedMesh = true;
  102392. /**
  102393. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  102394. */
  102395. this._updateScale = true;
  102396. this._interactionsEnabled = true;
  102397. this._tempVector = new BABYLON.Vector3();
  102398. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  102399. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  102400. _this._update();
  102401. });
  102402. this.attachedMesh = null;
  102403. }
  102404. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  102405. /**
  102406. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  102407. * * When set, interactions will be enabled
  102408. */
  102409. get: function () {
  102410. return this._attachedMesh;
  102411. },
  102412. set: function (value) {
  102413. this._attachedMesh = value;
  102414. this._rootMesh.setEnabled(value ? true : false);
  102415. this._attachedMeshChanged(value);
  102416. },
  102417. enumerable: true,
  102418. configurable: true
  102419. });
  102420. /**
  102421. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102422. * @param mesh The mesh to replace the default mesh of the gizmo
  102423. */
  102424. Gizmo.prototype.setCustomMesh = function (mesh) {
  102425. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  102426. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  102427. }
  102428. this._rootMesh.getChildMeshes().forEach(function (c) {
  102429. c.dispose();
  102430. });
  102431. mesh.parent = this._rootMesh;
  102432. this._customMeshSet = true;
  102433. };
  102434. Gizmo.prototype._attachedMeshChanged = function (value) {
  102435. };
  102436. /**
  102437. * @hidden
  102438. * Updates the gizmo to match the attached mesh's position/rotation
  102439. */
  102440. Gizmo.prototype._update = function () {
  102441. if (this.attachedMesh) {
  102442. if (this.updateGizmoRotationToMatchAttachedMesh) {
  102443. if (!this._rootMesh.rotationQuaternion) {
  102444. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  102445. }
  102446. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  102447. this._tempVector.copyFrom(this.attachedMesh.scaling);
  102448. if (this.attachedMesh.scaling.x < 0) {
  102449. this.attachedMesh.scaling.x *= -1;
  102450. }
  102451. if (this.attachedMesh.scaling.y < 0) {
  102452. this.attachedMesh.scaling.y *= -1;
  102453. }
  102454. if (this.attachedMesh.scaling.z < 0) {
  102455. this.attachedMesh.scaling.z *= -1;
  102456. }
  102457. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  102458. this.attachedMesh.scaling.copyFrom(this._tempVector);
  102459. this.attachedMesh.computeWorldMatrix();
  102460. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  102461. }
  102462. else if (this._rootMesh.rotationQuaternion) {
  102463. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  102464. }
  102465. if (this.updateGizmoPositionToMatchAttachedMesh) {
  102466. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  102467. }
  102468. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  102469. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  102470. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  102471. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  102472. }
  102473. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  102474. var dist = this._tempVector.length() * this.scaleRatio;
  102475. this._rootMesh.scaling.set(dist, dist, dist);
  102476. }
  102477. }
  102478. };
  102479. /**
  102480. * Disposes of the gizmo
  102481. */
  102482. Gizmo.prototype.dispose = function () {
  102483. this._rootMesh.dispose();
  102484. if (this._beforeRenderObserver) {
  102485. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102486. }
  102487. };
  102488. return Gizmo;
  102489. }());
  102490. BABYLON.Gizmo = Gizmo;
  102491. })(BABYLON || (BABYLON = {}));
  102492. //# sourceMappingURL=babylon.gizmo.js.map
  102493. var BABYLON;
  102494. (function (BABYLON) {
  102495. /**
  102496. * Single axis drag gizmo
  102497. */
  102498. var AxisDragGizmo = /** @class */ (function (_super) {
  102499. __extends(AxisDragGizmo, _super);
  102500. /**
  102501. * Creates an AxisDragGizmo
  102502. * @param gizmoLayer The utility layer the gizmo will be added to
  102503. * @param dragAxis The axis which the gizmo will be able to drag on
  102504. * @param color The color of the gizmo
  102505. */
  102506. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  102507. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102508. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102509. var _this = _super.call(this, gizmoLayer) || this;
  102510. _this._pointerObserver = null;
  102511. /**
  102512. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102513. */
  102514. _this.snapDistance = 0;
  102515. /**
  102516. * Event that fires each time the gizmo snaps to a new location.
  102517. * * snapDistance is the the change in distance
  102518. */
  102519. _this.onSnapObservable = new BABYLON.Observable();
  102520. // Create Material
  102521. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102522. coloredMaterial.disableLighting = true;
  102523. coloredMaterial.emissiveColor = color;
  102524. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102525. hoverMaterial.disableLighting = true;
  102526. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102527. // Build mesh on root node
  102528. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102529. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, gizmoLayer.utilityLayerScene);
  102530. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102531. arrowTail.color = coloredMaterial.emissiveColor;
  102532. arrow.addChild(arrowMesh);
  102533. arrow.addChild(arrowTail);
  102534. // Position arrow pointing in its drag axis
  102535. arrowMesh.scaling.scaleInPlace(0.05);
  102536. arrowMesh.material = coloredMaterial;
  102537. arrowMesh.rotation.x = Math.PI / 2;
  102538. arrowMesh.position.z += 0.3;
  102539. arrowTail.scaling.scaleInPlace(0.26);
  102540. arrowTail.rotation.x = Math.PI / 2;
  102541. arrowTail.material = coloredMaterial;
  102542. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102543. arrow.scaling.scaleInPlace(1 / 3);
  102544. _this._rootMesh.addChild(arrow);
  102545. var currentSnapDragDistance = 0;
  102546. var tmpVector = new BABYLON.Vector3();
  102547. var tmpSnapEvent = { snapDistance: 0 };
  102548. // Add drag behavior to handle events when the gizmo is dragged
  102549. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102550. _this.dragBehavior.moveAttached = false;
  102551. _this._rootMesh.addBehavior(_this.dragBehavior);
  102552. var localDelta = new BABYLON.Vector3();
  102553. var tmpMatrix = new BABYLON.Matrix();
  102554. _this.dragBehavior.onDragObservable.add(function (event) {
  102555. if (_this.attachedMesh) {
  102556. // Convert delta to local translation if it has a parent
  102557. if (_this.attachedMesh.parent) {
  102558. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102559. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  102560. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  102561. }
  102562. else {
  102563. localDelta.copyFrom(event.delta);
  102564. }
  102565. // Snapping logic
  102566. if (_this.snapDistance == 0) {
  102567. _this.attachedMesh.position.addInPlace(localDelta);
  102568. }
  102569. else {
  102570. currentSnapDragDistance += event.dragDistance;
  102571. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102572. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  102573. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102574. localDelta.normalizeToRef(tmpVector);
  102575. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  102576. _this.attachedMesh.position.addInPlace(tmpVector);
  102577. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102578. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102579. }
  102580. }
  102581. }
  102582. });
  102583. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102584. if (_this._customMeshSet) {
  102585. return;
  102586. }
  102587. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102588. var material = isHovered ? hoverMaterial : coloredMaterial;
  102589. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102590. m.material = material;
  102591. if (m.color) {
  102592. m.color = material.emissiveColor;
  102593. }
  102594. });
  102595. });
  102596. return _this;
  102597. }
  102598. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  102599. if (this.dragBehavior) {
  102600. this.dragBehavior.enabled = value ? true : false;
  102601. }
  102602. };
  102603. /**
  102604. * Disposes of the gizmo
  102605. */
  102606. AxisDragGizmo.prototype.dispose = function () {
  102607. this.onSnapObservable.clear();
  102608. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102609. this.dragBehavior.detach();
  102610. _super.prototype.dispose.call(this);
  102611. };
  102612. return AxisDragGizmo;
  102613. }(BABYLON.Gizmo));
  102614. BABYLON.AxisDragGizmo = AxisDragGizmo;
  102615. })(BABYLON || (BABYLON = {}));
  102616. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  102617. var BABYLON;
  102618. (function (BABYLON) {
  102619. /**
  102620. * Single axis scale gizmo
  102621. */
  102622. var AxisScaleGizmo = /** @class */ (function (_super) {
  102623. __extends(AxisScaleGizmo, _super);
  102624. /**
  102625. * Creates an AxisScaleGizmo
  102626. * @param gizmoLayer The utility layer the gizmo will be added to
  102627. * @param dragAxis The axis which the gizmo will be able to scale on
  102628. * @param color The color of the gizmo
  102629. */
  102630. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  102631. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102632. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102633. var _this = _super.call(this, gizmoLayer) || this;
  102634. _this._pointerObserver = null;
  102635. /**
  102636. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102637. */
  102638. _this.snapDistance = 0;
  102639. /**
  102640. * Event that fires each time the gizmo snaps to a new location.
  102641. * * snapDistance is the the change in distance
  102642. */
  102643. _this.onSnapObservable = new BABYLON.Observable();
  102644. /**
  102645. * If the scaling operation should be done on all axis (default: false)
  102646. */
  102647. _this.uniformScaling = false;
  102648. // Create Material
  102649. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102650. _this._coloredMaterial.disableLighting = true;
  102651. _this._coloredMaterial.emissiveColor = color;
  102652. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102653. hoverMaterial.disableLighting = true;
  102654. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102655. // Build mesh on root node
  102656. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102657. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  102658. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102659. arrowTail.color = _this._coloredMaterial.emissiveColor;
  102660. arrow.addChild(arrowMesh);
  102661. arrow.addChild(arrowTail);
  102662. // Position arrow pointing in its drag axis
  102663. arrowMesh.scaling.scaleInPlace(0.1);
  102664. arrowMesh.material = _this._coloredMaterial;
  102665. arrowMesh.rotation.x = Math.PI / 2;
  102666. arrowMesh.position.z += 0.3;
  102667. arrowTail.scaling.scaleInPlace(0.26);
  102668. arrowTail.rotation.x = Math.PI / 2;
  102669. arrowTail.material = _this._coloredMaterial;
  102670. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102671. _this._rootMesh.addChild(arrow);
  102672. arrow.scaling.scaleInPlace(1 / 3);
  102673. // Add drag behavior to handle events when the gizmo is dragged
  102674. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102675. _this.dragBehavior.moveAttached = false;
  102676. _this._rootMesh.addBehavior(_this.dragBehavior);
  102677. var currentSnapDragDistance = 0;
  102678. var tmpVector = new BABYLON.Vector3();
  102679. var tmpSnapEvent = { snapDistance: 0 };
  102680. _this.dragBehavior.onDragObservable.add(function (event) {
  102681. if (_this.attachedMesh) {
  102682. // Snapping logic
  102683. var snapped = false;
  102684. var dragSteps = 0;
  102685. if (_this.uniformScaling) {
  102686. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  102687. if (tmpVector.y < 0) {
  102688. tmpVector.scaleInPlace(-1);
  102689. }
  102690. }
  102691. else {
  102692. tmpVector.copyFrom(dragAxis);
  102693. }
  102694. if (_this.snapDistance == 0) {
  102695. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  102696. }
  102697. else {
  102698. currentSnapDragDistance += event.dragDistance;
  102699. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102700. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102701. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102702. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  102703. snapped = true;
  102704. }
  102705. else {
  102706. tmpVector.scaleInPlace(0);
  102707. }
  102708. }
  102709. _this.attachedMesh.scaling.addInPlace(tmpVector);
  102710. if (snapped) {
  102711. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102712. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102713. }
  102714. }
  102715. });
  102716. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102717. if (_this._customMeshSet) {
  102718. return;
  102719. }
  102720. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102721. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  102722. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102723. m.material = material;
  102724. if (m.color) {
  102725. m.color = material.emissiveColor;
  102726. }
  102727. });
  102728. });
  102729. return _this;
  102730. }
  102731. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  102732. if (this.dragBehavior) {
  102733. this.dragBehavior.enabled = value ? true : false;
  102734. }
  102735. };
  102736. /**
  102737. * Disposes of the gizmo
  102738. */
  102739. AxisScaleGizmo.prototype.dispose = function () {
  102740. this.onSnapObservable.clear();
  102741. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102742. this.dragBehavior.detach();
  102743. _super.prototype.dispose.call(this);
  102744. };
  102745. /**
  102746. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102747. * @param mesh The mesh to replace the default mesh of the gizmo
  102748. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  102749. */
  102750. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  102751. var _this = this;
  102752. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  102753. _super.prototype.setCustomMesh.call(this, mesh);
  102754. if (useGizmoMaterial) {
  102755. this._rootMesh.getChildMeshes().forEach(function (m) {
  102756. m.material = _this._coloredMaterial;
  102757. if (m.color) {
  102758. m.color = _this._coloredMaterial.emissiveColor;
  102759. }
  102760. });
  102761. this._customMeshSet = false;
  102762. }
  102763. };
  102764. return AxisScaleGizmo;
  102765. }(BABYLON.Gizmo));
  102766. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  102767. })(BABYLON || (BABYLON = {}));
  102768. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  102769. var BABYLON;
  102770. (function (BABYLON) {
  102771. /**
  102772. * Single plane rotation gizmo
  102773. */
  102774. var PlaneRotationGizmo = /** @class */ (function (_super) {
  102775. __extends(PlaneRotationGizmo, _super);
  102776. /**
  102777. * Creates a PlaneRotationGizmo
  102778. * @param gizmoLayer The utility layer the gizmo will be added to
  102779. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  102780. * @param color The color of the gizmo
  102781. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102782. */
  102783. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  102784. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102785. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102786. if (tessellation === void 0) { tessellation = 32; }
  102787. var _this = _super.call(this, gizmoLayer) || this;
  102788. _this._pointerObserver = null;
  102789. /**
  102790. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  102791. */
  102792. _this.snapDistance = 0;
  102793. /**
  102794. * Event that fires each time the gizmo snaps to a new location.
  102795. * * snapDistance is the the change in distance
  102796. */
  102797. _this.onSnapObservable = new BABYLON.Observable();
  102798. // Create Material
  102799. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102800. coloredMaterial.disableLighting = true;
  102801. coloredMaterial.emissiveColor = color;
  102802. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102803. hoverMaterial.disableLighting = true;
  102804. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102805. // Build mesh on root node
  102806. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102807. // Create circle out of lines
  102808. var radius = 0.8;
  102809. var points = new Array();
  102810. for (var i = 0; i < tessellation; i++) {
  102811. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  102812. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  102813. }
  102814. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  102815. rotationMesh.color = coloredMaterial.emissiveColor;
  102816. // Position arrow pointing in its drag axis
  102817. rotationMesh.scaling.scaleInPlace(0.26);
  102818. rotationMesh.material = coloredMaterial;
  102819. rotationMesh.rotation.x = Math.PI / 2;
  102820. parentMesh.addChild(rotationMesh);
  102821. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  102822. _this._rootMesh.addChild(parentMesh);
  102823. parentMesh.scaling.scaleInPlace(1 / 3);
  102824. // Add drag behavior to handle events when the gizmo is dragged
  102825. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  102826. _this.dragBehavior.moveAttached = false;
  102827. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  102828. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  102829. _this._rootMesh.addBehavior(_this.dragBehavior);
  102830. var lastDragPosition = new BABYLON.Vector3();
  102831. _this.dragBehavior.onDragStartObservable.add(function (e) {
  102832. if (_this.attachedMesh) {
  102833. lastDragPosition.copyFrom(e.dragPlanePoint);
  102834. }
  102835. });
  102836. var rotationMatrix = new BABYLON.Matrix();
  102837. var planeNormalTowardsCamera = new BABYLON.Vector3();
  102838. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  102839. var tmpSnapEvent = { snapDistance: 0 };
  102840. var currentSnapDragDistance = 0;
  102841. var tmpMatrix = new BABYLON.Matrix();
  102842. var tmpVector = new BABYLON.Vector3();
  102843. var amountToRotate = new BABYLON.Quaternion();
  102844. _this.dragBehavior.onDragObservable.add(function (event) {
  102845. if (_this.attachedMesh) {
  102846. if (!_this.attachedMesh.rotationQuaternion) {
  102847. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102848. }
  102849. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  102850. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  102851. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  102852. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  102853. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  102854. var angle = Math.atan2(cross.length(), dot);
  102855. planeNormalTowardsCamera.copyFrom(planeNormal);
  102856. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  102857. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102858. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  102859. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  102860. }
  102861. // Flip up vector depending on which side the camera is on
  102862. if (gizmoLayer.utilityLayerScene.activeCamera) {
  102863. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  102864. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  102865. planeNormalTowardsCamera.scaleInPlace(-1);
  102866. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  102867. }
  102868. }
  102869. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  102870. if (halfCircleSide) {
  102871. angle = -angle;
  102872. }
  102873. // Snapping logic
  102874. var snapped = false;
  102875. if (_this.snapDistance != 0) {
  102876. currentSnapDragDistance += angle;
  102877. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102878. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102879. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102880. angle = _this.snapDistance * dragSteps;
  102881. snapped = true;
  102882. }
  102883. else {
  102884. angle = 0;
  102885. }
  102886. }
  102887. // If the mesh has a parent, convert needed world rotation to local rotation
  102888. tmpMatrix.reset();
  102889. if (_this.attachedMesh.parent) {
  102890. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102891. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  102892. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  102893. }
  102894. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  102895. var quaternionCoefficient = Math.sin(angle / 2);
  102896. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  102897. // 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
  102898. if (tmpMatrix.determinant() > 0) {
  102899. amountToRotate.toEulerAnglesToRef(tmpVector);
  102900. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  102901. }
  102902. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102903. // Rotate selected mesh quaternion over fixed axis
  102904. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  102905. }
  102906. else {
  102907. // Rotate selected mesh quaternion over rotated axis
  102908. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  102909. }
  102910. lastDragPosition.copyFrom(event.dragPlanePoint);
  102911. if (snapped) {
  102912. tmpSnapEvent.snapDistance = angle;
  102913. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102914. }
  102915. }
  102916. });
  102917. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102918. if (_this._customMeshSet) {
  102919. return;
  102920. }
  102921. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102922. var material = isHovered ? hoverMaterial : coloredMaterial;
  102923. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102924. m.material = material;
  102925. if (m.color) {
  102926. m.color = material.emissiveColor;
  102927. }
  102928. });
  102929. });
  102930. return _this;
  102931. }
  102932. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  102933. if (this.dragBehavior) {
  102934. this.dragBehavior.enabled = value ? true : false;
  102935. }
  102936. };
  102937. /**
  102938. * Disposes of the gizmo
  102939. */
  102940. PlaneRotationGizmo.prototype.dispose = function () {
  102941. this.onSnapObservable.clear();
  102942. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102943. this.dragBehavior.detach();
  102944. _super.prototype.dispose.call(this);
  102945. };
  102946. return PlaneRotationGizmo;
  102947. }(BABYLON.Gizmo));
  102948. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  102949. })(BABYLON || (BABYLON = {}));
  102950. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  102951. var BABYLON;
  102952. (function (BABYLON) {
  102953. /**
  102954. * Gizmo that enables dragging a mesh along 3 axis
  102955. */
  102956. var PositionGizmo = /** @class */ (function (_super) {
  102957. __extends(PositionGizmo, _super);
  102958. /**
  102959. * Creates a PositionGizmo
  102960. * @param gizmoLayer The utility layer the gizmo will be added to
  102961. */
  102962. function PositionGizmo(gizmoLayer) {
  102963. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102964. var _this = _super.call(this, gizmoLayer) || this;
  102965. /** Fires an event when any of it's sub gizmos are dragged */
  102966. _this.onDragStartObservable = new BABYLON.Observable();
  102967. /** Fires an event when any of it's sub gizmos are released from dragging */
  102968. _this.onDragEndObservable = new BABYLON.Observable();
  102969. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102970. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102971. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102972. // Relay drag events
  102973. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102974. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102975. _this.onDragStartObservable.notifyObservers({});
  102976. });
  102977. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102978. _this.onDragEndObservable.notifyObservers({});
  102979. });
  102980. });
  102981. _this.attachedMesh = null;
  102982. return _this;
  102983. }
  102984. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  102985. set: function (mesh) {
  102986. if (this.xGizmo) {
  102987. this.xGizmo.attachedMesh = mesh;
  102988. this.yGizmo.attachedMesh = mesh;
  102989. this.zGizmo.attachedMesh = mesh;
  102990. }
  102991. },
  102992. enumerable: true,
  102993. configurable: true
  102994. });
  102995. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102996. get: function () {
  102997. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102998. },
  102999. set: function (value) {
  103000. if (this.xGizmo) {
  103001. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103002. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103003. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103004. }
  103005. },
  103006. enumerable: true,
  103007. configurable: true
  103008. });
  103009. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  103010. get: function () {
  103011. return this.xGizmo.snapDistance;
  103012. },
  103013. /**
  103014. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103015. */
  103016. set: function (value) {
  103017. if (this.xGizmo) {
  103018. this.xGizmo.snapDistance = value;
  103019. this.yGizmo.snapDistance = value;
  103020. this.zGizmo.snapDistance = value;
  103021. }
  103022. },
  103023. enumerable: true,
  103024. configurable: true
  103025. });
  103026. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  103027. get: function () {
  103028. return this.xGizmo.scaleRatio;
  103029. },
  103030. /**
  103031. * Ratio for the scale of the gizmo (Default: 1)
  103032. */
  103033. set: function (value) {
  103034. if (this.xGizmo) {
  103035. this.xGizmo.scaleRatio = value;
  103036. this.yGizmo.scaleRatio = value;
  103037. this.zGizmo.scaleRatio = value;
  103038. }
  103039. },
  103040. enumerable: true,
  103041. configurable: true
  103042. });
  103043. /**
  103044. * Disposes of the gizmo
  103045. */
  103046. PositionGizmo.prototype.dispose = function () {
  103047. this.xGizmo.dispose();
  103048. this.yGizmo.dispose();
  103049. this.zGizmo.dispose();
  103050. this.onDragStartObservable.clear();
  103051. this.onDragEndObservable.clear();
  103052. };
  103053. /**
  103054. * CustomMeshes are not supported by this gizmo
  103055. * @param mesh The mesh to replace the default mesh of the gizmo
  103056. */
  103057. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  103058. 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)");
  103059. };
  103060. return PositionGizmo;
  103061. }(BABYLON.Gizmo));
  103062. BABYLON.PositionGizmo = PositionGizmo;
  103063. })(BABYLON || (BABYLON = {}));
  103064. //# sourceMappingURL=babylon.positionGizmo.js.map
  103065. var BABYLON;
  103066. (function (BABYLON) {
  103067. /**
  103068. * Gizmo that enables rotating a mesh along 3 axis
  103069. */
  103070. var RotationGizmo = /** @class */ (function (_super) {
  103071. __extends(RotationGizmo, _super);
  103072. /**
  103073. * Creates a RotationGizmo
  103074. * @param gizmoLayer The utility layer the gizmo will be added to
  103075. * @param tessellation Amount of tessellation to be used when creating rotation circles
  103076. */
  103077. function RotationGizmo(gizmoLayer, tessellation) {
  103078. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103079. if (tessellation === void 0) { tessellation = 32; }
  103080. var _this = _super.call(this, gizmoLayer) || this;
  103081. /** Fires an event when any of it's sub gizmos are dragged */
  103082. _this.onDragStartObservable = new BABYLON.Observable();
  103083. /** Fires an event when any of it's sub gizmos are released from dragging */
  103084. _this.onDragEndObservable = new BABYLON.Observable();
  103085. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  103086. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  103087. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  103088. // Relay drag events
  103089. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  103090. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103091. _this.onDragStartObservable.notifyObservers({});
  103092. });
  103093. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103094. _this.onDragEndObservable.notifyObservers({});
  103095. });
  103096. });
  103097. _this.attachedMesh = null;
  103098. return _this;
  103099. }
  103100. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  103101. set: function (mesh) {
  103102. if (this.xGizmo) {
  103103. this.xGizmo.attachedMesh = mesh;
  103104. this.yGizmo.attachedMesh = mesh;
  103105. this.zGizmo.attachedMesh = mesh;
  103106. }
  103107. },
  103108. enumerable: true,
  103109. configurable: true
  103110. });
  103111. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103112. get: function () {
  103113. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103114. },
  103115. set: function (value) {
  103116. if (this.xGizmo) {
  103117. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103118. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103119. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103120. }
  103121. },
  103122. enumerable: true,
  103123. configurable: true
  103124. });
  103125. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  103126. get: function () {
  103127. return this.xGizmo.snapDistance;
  103128. },
  103129. /**
  103130. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103131. */
  103132. set: function (value) {
  103133. if (this.xGizmo) {
  103134. this.xGizmo.snapDistance = value;
  103135. this.yGizmo.snapDistance = value;
  103136. this.zGizmo.snapDistance = value;
  103137. }
  103138. },
  103139. enumerable: true,
  103140. configurable: true
  103141. });
  103142. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  103143. get: function () {
  103144. return this.xGizmo.scaleRatio;
  103145. },
  103146. /**
  103147. * Ratio for the scale of the gizmo (Default: 1)
  103148. */
  103149. set: function (value) {
  103150. if (this.xGizmo) {
  103151. this.xGizmo.scaleRatio = value;
  103152. this.yGizmo.scaleRatio = value;
  103153. this.zGizmo.scaleRatio = value;
  103154. }
  103155. },
  103156. enumerable: true,
  103157. configurable: true
  103158. });
  103159. /**
  103160. * Disposes of the gizmo
  103161. */
  103162. RotationGizmo.prototype.dispose = function () {
  103163. this.xGizmo.dispose();
  103164. this.yGizmo.dispose();
  103165. this.zGizmo.dispose();
  103166. this.onDragStartObservable.clear();
  103167. this.onDragEndObservable.clear();
  103168. };
  103169. /**
  103170. * CustomMeshes are not supported by this gizmo
  103171. * @param mesh The mesh to replace the default mesh of the gizmo
  103172. */
  103173. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  103174. 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)");
  103175. };
  103176. return RotationGizmo;
  103177. }(BABYLON.Gizmo));
  103178. BABYLON.RotationGizmo = RotationGizmo;
  103179. })(BABYLON || (BABYLON = {}));
  103180. //# sourceMappingURL=babylon.rotationGizmo.js.map
  103181. var BABYLON;
  103182. (function (BABYLON) {
  103183. /**
  103184. * Gizmo that enables scaling a mesh along 3 axis
  103185. */
  103186. var ScaleGizmo = /** @class */ (function (_super) {
  103187. __extends(ScaleGizmo, _super);
  103188. /**
  103189. * Creates a ScaleGizmo
  103190. * @param gizmoLayer The utility layer the gizmo will be added to
  103191. */
  103192. function ScaleGizmo(gizmoLayer) {
  103193. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103194. var _this = _super.call(this, gizmoLayer) || this;
  103195. /** Fires an event when any of it's sub gizmos are dragged */
  103196. _this.onDragStartObservable = new BABYLON.Observable();
  103197. /** Fires an event when any of it's sub gizmos are released from dragging */
  103198. _this.onDragEndObservable = new BABYLON.Observable();
  103199. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  103200. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  103201. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  103202. // Create uniform scale gizmo
  103203. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  103204. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  103205. _this.uniformScaleGizmo.uniformScaling = true;
  103206. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  103207. uniformScalingMesh.scaling.scaleInPlace(0.02);
  103208. uniformScalingMesh.visibility = 0;
  103209. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  103210. octahedron.scaling.scaleInPlace(0.007);
  103211. uniformScalingMesh.addChild(octahedron);
  103212. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  103213. // Relay drag events
  103214. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  103215. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103216. _this.onDragStartObservable.notifyObservers({});
  103217. });
  103218. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103219. _this.onDragEndObservable.notifyObservers({});
  103220. });
  103221. });
  103222. _this.attachedMesh = null;
  103223. return _this;
  103224. }
  103225. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  103226. set: function (mesh) {
  103227. if (this.xGizmo) {
  103228. this.xGizmo.attachedMesh = mesh;
  103229. this.yGizmo.attachedMesh = mesh;
  103230. this.zGizmo.attachedMesh = mesh;
  103231. this.uniformScaleGizmo.attachedMesh = mesh;
  103232. }
  103233. },
  103234. enumerable: true,
  103235. configurable: true
  103236. });
  103237. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103238. get: function () {
  103239. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103240. },
  103241. set: function (value) {
  103242. if (!value) {
  103243. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  103244. }
  103245. if (this.xGizmo) {
  103246. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103247. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103248. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103249. }
  103250. },
  103251. enumerable: true,
  103252. configurable: true
  103253. });
  103254. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  103255. get: function () {
  103256. return this.xGizmo.snapDistance;
  103257. },
  103258. /**
  103259. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103260. */
  103261. set: function (value) {
  103262. if (this.xGizmo) {
  103263. this.xGizmo.snapDistance = value;
  103264. this.yGizmo.snapDistance = value;
  103265. this.zGizmo.snapDistance = value;
  103266. this.uniformScaleGizmo.snapDistance = value;
  103267. }
  103268. },
  103269. enumerable: true,
  103270. configurable: true
  103271. });
  103272. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  103273. get: function () {
  103274. return this.xGizmo.scaleRatio;
  103275. },
  103276. /**
  103277. * Ratio for the scale of the gizmo (Default: 1)
  103278. */
  103279. set: function (value) {
  103280. if (this.xGizmo) {
  103281. this.xGizmo.scaleRatio = value;
  103282. this.yGizmo.scaleRatio = value;
  103283. this.zGizmo.scaleRatio = value;
  103284. this.uniformScaleGizmo.scaleRatio = value;
  103285. }
  103286. },
  103287. enumerable: true,
  103288. configurable: true
  103289. });
  103290. /**
  103291. * Disposes of the gizmo
  103292. */
  103293. ScaleGizmo.prototype.dispose = function () {
  103294. this.xGizmo.dispose();
  103295. this.yGizmo.dispose();
  103296. this.zGizmo.dispose();
  103297. this.uniformScaleGizmo.dispose();
  103298. this.onDragStartObservable.clear();
  103299. this.onDragEndObservable.clear();
  103300. };
  103301. return ScaleGizmo;
  103302. }(BABYLON.Gizmo));
  103303. BABYLON.ScaleGizmo = ScaleGizmo;
  103304. })(BABYLON || (BABYLON = {}));
  103305. //# sourceMappingURL=babylon.scaleGizmo.js.map
  103306. var BABYLON;
  103307. (function (BABYLON) {
  103308. /**
  103309. * Bounding box gizmo
  103310. */
  103311. var BoundingBoxGizmo = /** @class */ (function (_super) {
  103312. __extends(BoundingBoxGizmo, _super);
  103313. /**
  103314. * Creates an BoundingBoxGizmo
  103315. * @param gizmoLayer The utility layer the gizmo will be added to
  103316. * @param color The color of the gizmo
  103317. */
  103318. function BoundingBoxGizmo(color, gizmoLayer) {
  103319. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103320. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  103321. var _this = _super.call(this, gizmoLayer) || this;
  103322. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  103323. _this._renderObserver = null;
  103324. _this._pointerObserver = null;
  103325. _this._scaleDragSpeed = 0.2;
  103326. _this._tmpQuaternion = new BABYLON.Quaternion();
  103327. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  103328. _this._tmpRotationMatrix = new BABYLON.Matrix();
  103329. /**
  103330. * 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)
  103331. */
  103332. _this.ignoreChildren = false;
  103333. /**
  103334. * 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)
  103335. */
  103336. _this.includeChildPredicate = null;
  103337. /**
  103338. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  103339. */
  103340. _this.rotationSphereSize = 0.1;
  103341. /**
  103342. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  103343. */
  103344. _this.scaleBoxSize = 0.1;
  103345. /**
  103346. * 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)
  103347. */
  103348. _this.fixedDragMeshScreenSize = false;
  103349. /**
  103350. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  103351. */
  103352. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  103353. /**
  103354. * Fired when a rotation sphere or scale box is dragged
  103355. */
  103356. _this.onDragStartObservable = new BABYLON.Observable();
  103357. /**
  103358. * Fired when a scale box is dragged
  103359. */
  103360. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  103361. /**
  103362. * Fired when a scale box drag is ended
  103363. */
  103364. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  103365. /**
  103366. * Fired when a rotation sphere is dragged
  103367. */
  103368. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  103369. /**
  103370. * Fired when a rotation sphere drag is ended
  103371. */
  103372. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  103373. /**
  103374. * 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)
  103375. */
  103376. _this.scalePivot = null;
  103377. _this._existingMeshScale = new BABYLON.Vector3();
  103378. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  103379. _this._updateScale = false;
  103380. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  103381. // Create Materials
  103382. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103383. coloredMaterial.disableLighting = true;
  103384. coloredMaterial.emissiveColor = color;
  103385. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103386. hoverColoredMaterial.disableLighting = true;
  103387. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103388. // Build bounding box out of lines
  103389. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103390. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  103391. var lines = [];
  103392. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  103393. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  103394. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  103395. 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));
  103396. 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));
  103397. 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));
  103398. 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));
  103399. 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));
  103400. 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));
  103401. 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));
  103402. 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));
  103403. 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));
  103404. lines.forEach(function (l) {
  103405. l.color = color;
  103406. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  103407. l.isPickable = false;
  103408. _this._lineBoundingBox.addChild(l);
  103409. });
  103410. _this._rootMesh.addChild(_this._lineBoundingBox);
  103411. // Create rotation spheres
  103412. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103413. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  103414. var _loop_1 = function (i_1) {
  103415. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  103416. sphere.rotationQuaternion = new BABYLON.Quaternion();
  103417. sphere.material = coloredMaterial;
  103418. // Drag behavior
  103419. _dragBehavior = new BABYLON.PointerDragBehavior({});
  103420. _dragBehavior.moveAttached = false;
  103421. _dragBehavior.updateDragPlane = false;
  103422. sphere.addBehavior(_dragBehavior);
  103423. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  103424. var totalTurnAmountOfDrag = 0;
  103425. _dragBehavior.onDragStartObservable.add(function (event) {
  103426. startingTurnDirection.copyFrom(sphere.forward);
  103427. totalTurnAmountOfDrag = 0;
  103428. });
  103429. _dragBehavior.onDragObservable.add(function (event) {
  103430. _this.onRotationSphereDragObservable.notifyObservers({});
  103431. if (_this.attachedMesh) {
  103432. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103433. var worldDragDirection = startingTurnDirection;
  103434. // Project the world right on to the drag plane
  103435. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  103436. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  103437. // project drag delta on to the resulting drag axis and rotate based on that
  103438. var projectDist = BABYLON.Vector3.Dot(dragAxis, event.delta) < 0 ? Math.abs(event.delta.length()) : -Math.abs(event.delta.length());
  103439. // Make rotation relative to size of mesh.
  103440. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103441. // Rotate based on axis
  103442. if (!_this.attachedMesh.rotationQuaternion) {
  103443. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  103444. }
  103445. if (!_this._anchorMesh.rotationQuaternion) {
  103446. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  103447. }
  103448. // Do not allow the object to turn more than a full circle
  103449. totalTurnAmountOfDrag += projectDist;
  103450. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  103451. if (i_1 >= 8) {
  103452. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  103453. }
  103454. else if (i_1 >= 4) {
  103455. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  103456. }
  103457. else {
  103458. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  103459. }
  103460. // Rotate around center of bounding box
  103461. _this._anchorMesh.addChild(_this.attachedMesh);
  103462. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  103463. _this._anchorMesh.removeChild(_this.attachedMesh);
  103464. }
  103465. _this.updateBoundingBox();
  103466. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103467. }
  103468. });
  103469. // Selection/deselection
  103470. _dragBehavior.onDragStartObservable.add(function () {
  103471. _this.onDragStartObservable.notifyObservers({});
  103472. _this._selectNode(sphere);
  103473. });
  103474. _dragBehavior.onDragEndObservable.add(function () {
  103475. _this.onRotationSphereDragEndObservable.notifyObservers({});
  103476. _this._selectNode(null);
  103477. });
  103478. this_1._rotateSpheresParent.addChild(sphere);
  103479. };
  103480. var this_1 = this, _dragBehavior;
  103481. for (var i_1 = 0; i_1 < 12; i_1++) {
  103482. _loop_1(i_1);
  103483. }
  103484. _this._rootMesh.addChild(_this._rotateSpheresParent);
  103485. // Create scale cubes
  103486. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103487. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  103488. for (var i = 0; i < 2; i++) {
  103489. for (var j = 0; j < 2; j++) {
  103490. var _loop_2 = function () {
  103491. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  103492. box.material = coloredMaterial;
  103493. // Dragging logic
  103494. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  103495. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103496. _dragBehavior.moveAttached = false;
  103497. box.addBehavior(_dragBehavior);
  103498. _dragBehavior.onDragObservable.add(function (event) {
  103499. _this.onScaleBoxDragObservable.notifyObservers({});
  103500. if (_this.attachedMesh) {
  103501. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103502. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103503. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  103504. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  103505. _this.updateBoundingBox();
  103506. if (_this.scalePivot) {
  103507. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  103508. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  103509. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  103510. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103511. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103512. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  103513. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103514. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  103515. }
  103516. else {
  103517. // Scale from the position of the opposite corner
  103518. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  103519. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103520. }
  103521. _this._anchorMesh.addChild(_this.attachedMesh);
  103522. _this._anchorMesh.scaling.addInPlace(deltaScale);
  103523. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  103524. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  103525. }
  103526. _this._anchorMesh.removeChild(_this.attachedMesh);
  103527. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103528. }
  103529. });
  103530. // Selection/deselection
  103531. _dragBehavior.onDragStartObservable.add(function () {
  103532. _this.onDragStartObservable.notifyObservers({});
  103533. _this._selectNode(box);
  103534. });
  103535. _dragBehavior.onDragEndObservable.add(function () {
  103536. _this.onScaleBoxDragEndObservable.notifyObservers({});
  103537. _this._selectNode(null);
  103538. });
  103539. this_2._scaleBoxesParent.addChild(box);
  103540. };
  103541. var this_2 = this, _dragBehavior;
  103542. for (var k = 0; k < 2; k++) {
  103543. _loop_2();
  103544. }
  103545. }
  103546. }
  103547. _this._rootMesh.addChild(_this._scaleBoxesParent);
  103548. // Hover color change
  103549. var pointerIds = new Array();
  103550. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103551. if (!pointerIds[pointerInfo.event.pointerId]) {
  103552. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  103553. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  103554. pointerIds[pointerInfo.event.pointerId] = mesh;
  103555. mesh.material = hoverColoredMaterial;
  103556. }
  103557. });
  103558. }
  103559. else {
  103560. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  103561. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  103562. delete pointerIds[pointerInfo.event.pointerId];
  103563. }
  103564. }
  103565. });
  103566. // Update bounding box positions
  103567. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  103568. // Only update the bouding box if scaling has changed
  103569. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  103570. _this.updateBoundingBox();
  103571. }
  103572. else if (_this.fixedDragMeshScreenSize) {
  103573. _this._updateRotationSpheres();
  103574. _this._updateScaleBoxes();
  103575. }
  103576. });
  103577. _this.updateBoundingBox();
  103578. return _this;
  103579. }
  103580. /** @hidden */
  103581. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  103582. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  103583. // Save old pivot and set pivot to 0,0,0
  103584. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  103585. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  103586. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  103587. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  103588. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103589. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103590. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103591. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  103592. }
  103593. }
  103594. BoundingBoxGizmo._PivotCached++;
  103595. };
  103596. /** @hidden */
  103597. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  103598. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  103599. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  103600. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103601. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103602. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103603. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  103604. }
  103605. this._PivotCached--;
  103606. };
  103607. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  103608. if (value) {
  103609. // Reset anchor mesh to match attached mesh's scale
  103610. // This is needed to avoid invalid box/sphere position on first drag
  103611. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  103612. this._anchorMesh.addChild(value);
  103613. this._anchorMesh.removeChild(value);
  103614. BoundingBoxGizmo._RestorePivotPoint(value);
  103615. this.updateBoundingBox();
  103616. }
  103617. };
  103618. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  103619. this._rotateSpheresParent.getChildMeshes()
  103620. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  103621. m.isVisible = (!selectedMesh || m == selectedMesh);
  103622. });
  103623. };
  103624. /**
  103625. * Updates the bounding box information for the Gizmo
  103626. */
  103627. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  103628. if (this.attachedMesh) {
  103629. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  103630. this._update();
  103631. // Rotate based on axis
  103632. if (!this.attachedMesh.rotationQuaternion) {
  103633. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  103634. }
  103635. if (!this._anchorMesh.rotationQuaternion) {
  103636. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  103637. }
  103638. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103639. // Store original position and reset mesh to origin before computing the bounding box
  103640. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103641. this._tmpVector.copyFrom(this.attachedMesh.position);
  103642. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  103643. this.attachedMesh.position.set(0, 0, 0);
  103644. // Update bounding dimensions/positions
  103645. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  103646. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  103647. // Update gizmo to match bounding box scaling and rotation
  103648. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  103649. 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);
  103650. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  103651. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  103652. this._lineBoundingBox.computeWorldMatrix();
  103653. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  103654. // restore position/rotation values
  103655. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  103656. this.attachedMesh.position.copyFrom(this._tmpVector);
  103657. }
  103658. this._updateRotationSpheres();
  103659. this._updateScaleBoxes();
  103660. if (this.attachedMesh) {
  103661. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  103662. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  103663. }
  103664. };
  103665. BoundingBoxGizmo.prototype._updateRotationSpheres = function () {
  103666. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  103667. for (var i = 0; i < 3; i++) {
  103668. for (var j = 0; j < 2; j++) {
  103669. for (var k = 0; k < 2; k++) {
  103670. var index = ((i * 4) + (j * 2)) + k;
  103671. if (i == 0) {
  103672. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103673. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103674. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103675. }
  103676. if (i == 1) {
  103677. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  103678. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103679. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103680. }
  103681. if (i == 2) {
  103682. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  103683. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103684. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103685. }
  103686. if (this.fixedDragMeshScreenSize) {
  103687. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103688. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103689. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103690. }
  103691. else {
  103692. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  103693. }
  103694. }
  103695. }
  103696. }
  103697. };
  103698. BoundingBoxGizmo.prototype._updateScaleBoxes = function () {
  103699. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  103700. for (var i = 0; i < 2; i++) {
  103701. for (var j = 0; j < 2; j++) {
  103702. for (var k = 0; k < 2; k++) {
  103703. var index = ((i * 4) + (j * 2)) + k;
  103704. if (scaleBoxes[index]) {
  103705. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103706. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103707. if (this.fixedDragMeshScreenSize) {
  103708. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103709. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103710. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103711. }
  103712. else {
  103713. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  103714. }
  103715. }
  103716. }
  103717. }
  103718. }
  103719. };
  103720. /**
  103721. * Enables rotation on the specified axis and disables rotation on the others
  103722. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  103723. */
  103724. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  103725. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  103726. if (i < 4) {
  103727. m.setEnabled(axis.indexOf("x") != -1);
  103728. }
  103729. else if (i < 8) {
  103730. m.setEnabled(axis.indexOf("y") != -1);
  103731. }
  103732. else {
  103733. m.setEnabled(axis.indexOf("z") != -1);
  103734. }
  103735. });
  103736. };
  103737. /**
  103738. * Disposes of the gizmo
  103739. */
  103740. BoundingBoxGizmo.prototype.dispose = function () {
  103741. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103742. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  103743. this._lineBoundingBox.dispose();
  103744. this._rotateSpheresParent.dispose();
  103745. this._scaleBoxesParent.dispose();
  103746. _super.prototype.dispose.call(this);
  103747. };
  103748. /**
  103749. * 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)
  103750. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  103751. * @returns the bounding box mesh with the passed in mesh as a child
  103752. */
  103753. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  103754. var makeNotPickable = function (root) {
  103755. root.isPickable = false;
  103756. root.getChildMeshes().forEach(function (c) {
  103757. makeNotPickable(c);
  103758. });
  103759. };
  103760. makeNotPickable(mesh);
  103761. // Reset position to get boudning box from origin with no rotation
  103762. if (!mesh.rotationQuaternion) {
  103763. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  103764. }
  103765. var oldPos = mesh.position.clone();
  103766. var oldRot = mesh.rotationQuaternion.clone();
  103767. mesh.rotationQuaternion.set(0, 0, 0, 1);
  103768. mesh.position.set(0, 0, 0);
  103769. // Update bounding dimensions/positions
  103770. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  103771. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  103772. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  103773. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  103774. // Restore original positions
  103775. mesh.addChild(box);
  103776. mesh.rotationQuaternion.copyFrom(oldRot);
  103777. mesh.position.copyFrom(oldPos);
  103778. // Reverse parenting
  103779. mesh.removeChild(box);
  103780. box.addChild(mesh);
  103781. box.visibility = 0;
  103782. return box;
  103783. };
  103784. /**
  103785. * CustomMeshes are not supported by this gizmo
  103786. * @param mesh The mesh to replace the default mesh of the gizmo
  103787. */
  103788. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  103789. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  103790. };
  103791. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  103792. // store/remove pivot point should only be applied during their outermost calls
  103793. BoundingBoxGizmo._PivotCached = 0;
  103794. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  103795. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  103796. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  103797. return BoundingBoxGizmo;
  103798. }(BABYLON.Gizmo));
  103799. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  103800. })(BABYLON || (BABYLON = {}));
  103801. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  103802. var BABYLON;
  103803. (function (BABYLON) {
  103804. /**
  103805. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  103806. */
  103807. var GizmoManager = /** @class */ (function () {
  103808. /**
  103809. * Instatiates a gizmo manager
  103810. * @param scene the scene to overlay the gizmos on top of
  103811. */
  103812. function GizmoManager(scene) {
  103813. var _this = this;
  103814. this.scene = scene;
  103815. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  103816. this._pointerObserver = null;
  103817. this._attachedMesh = null;
  103818. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  103819. /**
  103820. * When bounding box gizmo is enabled, this can be used to track drag/end events
  103821. */
  103822. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  103823. /**
  103824. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  103825. */
  103826. this.attachableMeshes = null;
  103827. /**
  103828. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  103829. */
  103830. this.usePointerToAttachGizmos = true;
  103831. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103832. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  103833. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103834. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  103835. // Instatiate/dispose gizmos based on pointer actions
  103836. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  103837. if (!_this.usePointerToAttachGizmos) {
  103838. return;
  103839. }
  103840. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103841. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  103842. var node = pointerInfo.pickInfo.pickedMesh;
  103843. if (_this.attachableMeshes == null) {
  103844. // Attach to the most parent node
  103845. while (node && node.parent != null) {
  103846. node = node.parent;
  103847. }
  103848. }
  103849. else {
  103850. // Attach to the parent node that is an attachableMesh
  103851. var found = false;
  103852. _this.attachableMeshes.forEach(function (mesh) {
  103853. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  103854. node = mesh;
  103855. found = true;
  103856. }
  103857. });
  103858. if (!found) {
  103859. node = null;
  103860. }
  103861. }
  103862. if (node instanceof BABYLON.AbstractMesh) {
  103863. if (_this._attachedMesh != node) {
  103864. _this.attachToMesh(node);
  103865. }
  103866. }
  103867. else {
  103868. _this.attachToMesh(null);
  103869. }
  103870. }
  103871. else {
  103872. _this.attachToMesh(null);
  103873. }
  103874. }
  103875. });
  103876. }
  103877. /**
  103878. * Attaches a set of gizmos to the specified mesh
  103879. * @param mesh The mesh the gizmo's should be attached to
  103880. */
  103881. GizmoManager.prototype.attachToMesh = function (mesh) {
  103882. if (this._attachedMesh) {
  103883. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103884. }
  103885. this._attachedMesh = mesh;
  103886. for (var key in this.gizmos) {
  103887. var gizmo = (this.gizmos[key]);
  103888. if (gizmo && this._gizmosEnabled[key]) {
  103889. gizmo.attachedMesh = mesh;
  103890. }
  103891. }
  103892. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  103893. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103894. }
  103895. };
  103896. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  103897. get: function () {
  103898. return this._gizmosEnabled.positionGizmo;
  103899. },
  103900. /**
  103901. * If the position gizmo is enabled
  103902. */
  103903. set: function (value) {
  103904. if (value) {
  103905. if (!this.gizmos.positionGizmo) {
  103906. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  103907. }
  103908. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  103909. }
  103910. else if (this.gizmos.positionGizmo) {
  103911. this.gizmos.positionGizmo.attachedMesh = null;
  103912. }
  103913. this._gizmosEnabled.positionGizmo = value;
  103914. },
  103915. enumerable: true,
  103916. configurable: true
  103917. });
  103918. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  103919. get: function () {
  103920. return this._gizmosEnabled.rotationGizmo;
  103921. },
  103922. /**
  103923. * If the rotation gizmo is enabled
  103924. */
  103925. set: function (value) {
  103926. if (value) {
  103927. if (!this.gizmos.rotationGizmo) {
  103928. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  103929. }
  103930. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  103931. }
  103932. else if (this.gizmos.rotationGizmo) {
  103933. this.gizmos.rotationGizmo.attachedMesh = null;
  103934. }
  103935. this._gizmosEnabled.rotationGizmo = value;
  103936. },
  103937. enumerable: true,
  103938. configurable: true
  103939. });
  103940. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  103941. get: function () {
  103942. return this._gizmosEnabled.scaleGizmo;
  103943. },
  103944. /**
  103945. * If the scale gizmo is enabled
  103946. */
  103947. set: function (value) {
  103948. if (value) {
  103949. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  103950. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  103951. }
  103952. else if (this.gizmos.scaleGizmo) {
  103953. this.gizmos.scaleGizmo.attachedMesh = null;
  103954. }
  103955. this._gizmosEnabled.scaleGizmo = value;
  103956. },
  103957. enumerable: true,
  103958. configurable: true
  103959. });
  103960. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  103961. get: function () {
  103962. return this._gizmosEnabled.boundingBoxGizmo;
  103963. },
  103964. /**
  103965. * If the boundingBox gizmo is enabled
  103966. */
  103967. set: function (value) {
  103968. if (value) {
  103969. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  103970. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  103971. if (this._attachedMesh) {
  103972. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103973. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103974. }
  103975. }
  103976. else if (this.gizmos.boundingBoxGizmo) {
  103977. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  103978. }
  103979. this._gizmosEnabled.boundingBoxGizmo = value;
  103980. },
  103981. enumerable: true,
  103982. configurable: true
  103983. });
  103984. /**
  103985. * Disposes of the gizmo manager
  103986. */
  103987. GizmoManager.prototype.dispose = function () {
  103988. this.scene.onPointerObservable.remove(this._pointerObserver);
  103989. for (var key in this.gizmos) {
  103990. var gizmo = (this.gizmos[key]);
  103991. if (gizmo) {
  103992. gizmo.dispose();
  103993. }
  103994. }
  103995. this._defaultKeepDepthUtilityLayer.dispose();
  103996. this._defaultUtilityLayer.dispose();
  103997. this.boundingBoxDragBehavior.detach();
  103998. };
  103999. return GizmoManager;
  104000. }());
  104001. BABYLON.GizmoManager = GizmoManager;
  104002. })(BABYLON || (BABYLON = {}));
  104003. //# sourceMappingURL=babylon.gizmoManager.js.map
  104004. var BABYLON;
  104005. (function (BABYLON) {
  104006. /**
  104007. * Defines a target to use with MorphTargetManager
  104008. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  104009. */
  104010. var MorphTarget = /** @class */ (function () {
  104011. /**
  104012. * Creates a new MorphTarget
  104013. * @param name defines the name of the target
  104014. * @param influence defines the influence to use
  104015. */
  104016. function MorphTarget(
  104017. /** defines the name of the target */
  104018. name, influence, scene) {
  104019. if (influence === void 0) { influence = 0; }
  104020. if (scene === void 0) { scene = null; }
  104021. this.name = name;
  104022. /**
  104023. * Gets or sets the list of animations
  104024. */
  104025. this.animations = new Array();
  104026. this._positions = null;
  104027. this._normals = null;
  104028. this._tangents = null;
  104029. /**
  104030. * Observable raised when the influence changes
  104031. */
  104032. this.onInfluenceChanged = new BABYLON.Observable();
  104033. /** @hidden */
  104034. this._onDataLayoutChanged = new BABYLON.Observable();
  104035. this._animationPropertiesOverride = null;
  104036. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  104037. this.influence = influence;
  104038. }
  104039. Object.defineProperty(MorphTarget.prototype, "influence", {
  104040. /**
  104041. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  104042. */
  104043. get: function () {
  104044. return this._influence;
  104045. },
  104046. set: function (influence) {
  104047. if (this._influence === influence) {
  104048. return;
  104049. }
  104050. var previous = this._influence;
  104051. this._influence = influence;
  104052. if (this.onInfluenceChanged.hasObservers) {
  104053. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  104054. }
  104055. },
  104056. enumerable: true,
  104057. configurable: true
  104058. });
  104059. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  104060. /**
  104061. * Gets or sets the animation properties override
  104062. */
  104063. get: function () {
  104064. if (!this._animationPropertiesOverride && this._scene) {
  104065. return this._scene.animationPropertiesOverride;
  104066. }
  104067. return this._animationPropertiesOverride;
  104068. },
  104069. set: function (value) {
  104070. this._animationPropertiesOverride = value;
  104071. },
  104072. enumerable: true,
  104073. configurable: true
  104074. });
  104075. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  104076. /**
  104077. * Gets a boolean defining if the target contains position data
  104078. */
  104079. get: function () {
  104080. return !!this._positions;
  104081. },
  104082. enumerable: true,
  104083. configurable: true
  104084. });
  104085. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  104086. /**
  104087. * Gets a boolean defining if the target contains normal data
  104088. */
  104089. get: function () {
  104090. return !!this._normals;
  104091. },
  104092. enumerable: true,
  104093. configurable: true
  104094. });
  104095. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  104096. /**
  104097. * Gets a boolean defining if the target contains tangent data
  104098. */
  104099. get: function () {
  104100. return !!this._tangents;
  104101. },
  104102. enumerable: true,
  104103. configurable: true
  104104. });
  104105. /**
  104106. * Affects position data to this target
  104107. * @param data defines the position data to use
  104108. */
  104109. MorphTarget.prototype.setPositions = function (data) {
  104110. var hadPositions = this.hasPositions;
  104111. this._positions = data;
  104112. if (hadPositions !== this.hasPositions) {
  104113. this._onDataLayoutChanged.notifyObservers(undefined);
  104114. }
  104115. };
  104116. /**
  104117. * Gets the position data stored in this target
  104118. * @returns a FloatArray containing the position data (or null if not present)
  104119. */
  104120. MorphTarget.prototype.getPositions = function () {
  104121. return this._positions;
  104122. };
  104123. /**
  104124. * Affects normal data to this target
  104125. * @param data defines the normal data to use
  104126. */
  104127. MorphTarget.prototype.setNormals = function (data) {
  104128. var hadNormals = this.hasNormals;
  104129. this._normals = data;
  104130. if (hadNormals !== this.hasNormals) {
  104131. this._onDataLayoutChanged.notifyObservers(undefined);
  104132. }
  104133. };
  104134. /**
  104135. * Gets the normal data stored in this target
  104136. * @returns a FloatArray containing the normal data (or null if not present)
  104137. */
  104138. MorphTarget.prototype.getNormals = function () {
  104139. return this._normals;
  104140. };
  104141. /**
  104142. * Affects tangent data to this target
  104143. * @param data defines the tangent data to use
  104144. */
  104145. MorphTarget.prototype.setTangents = function (data) {
  104146. var hadTangents = this.hasTangents;
  104147. this._tangents = data;
  104148. if (hadTangents !== this.hasTangents) {
  104149. this._onDataLayoutChanged.notifyObservers(undefined);
  104150. }
  104151. };
  104152. /**
  104153. * Gets the tangent data stored in this target
  104154. * @returns a FloatArray containing the tangent data (or null if not present)
  104155. */
  104156. MorphTarget.prototype.getTangents = function () {
  104157. return this._tangents;
  104158. };
  104159. /**
  104160. * Serializes the current target into a Serialization object
  104161. * @returns the serialized object
  104162. */
  104163. MorphTarget.prototype.serialize = function () {
  104164. var serializationObject = {};
  104165. serializationObject.name = this.name;
  104166. serializationObject.influence = this.influence;
  104167. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  104168. if (this.id != null) {
  104169. serializationObject.id = this.id;
  104170. }
  104171. if (this.hasNormals) {
  104172. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  104173. }
  104174. if (this.hasTangents) {
  104175. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  104176. }
  104177. // Animations
  104178. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  104179. return serializationObject;
  104180. };
  104181. /**
  104182. * Returns the string "MorphTarget"
  104183. * @returns "MorphTarget"
  104184. */
  104185. MorphTarget.prototype.getClassName = function () {
  104186. return "MorphTarget";
  104187. };
  104188. // Statics
  104189. /**
  104190. * Creates a new target from serialized data
  104191. * @param serializationObject defines the serialized data to use
  104192. * @returns a new MorphTarget
  104193. */
  104194. MorphTarget.Parse = function (serializationObject) {
  104195. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  104196. result.setPositions(serializationObject.positions);
  104197. if (serializationObject.id != null) {
  104198. result.id = serializationObject.id;
  104199. }
  104200. if (serializationObject.normals) {
  104201. result.setNormals(serializationObject.normals);
  104202. }
  104203. if (serializationObject.tangents) {
  104204. result.setTangents(serializationObject.tangents);
  104205. }
  104206. // Animations
  104207. if (serializationObject.animations) {
  104208. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  104209. var parsedAnimation = serializationObject.animations[animationIndex];
  104210. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  104211. }
  104212. }
  104213. return result;
  104214. };
  104215. /**
  104216. * Creates a MorphTarget from mesh data
  104217. * @param mesh defines the source mesh
  104218. * @param name defines the name to use for the new target
  104219. * @param influence defines the influence to attach to the target
  104220. * @returns a new MorphTarget
  104221. */
  104222. MorphTarget.FromMesh = function (mesh, name, influence) {
  104223. if (!name) {
  104224. name = mesh.name;
  104225. }
  104226. var result = new MorphTarget(name, influence, mesh.getScene());
  104227. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  104228. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  104229. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  104230. }
  104231. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  104232. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  104233. }
  104234. return result;
  104235. };
  104236. __decorate([
  104237. BABYLON.serialize()
  104238. ], MorphTarget.prototype, "id", void 0);
  104239. return MorphTarget;
  104240. }());
  104241. BABYLON.MorphTarget = MorphTarget;
  104242. })(BABYLON || (BABYLON = {}));
  104243. //# sourceMappingURL=babylon.morphTarget.js.map
  104244. var BABYLON;
  104245. (function (BABYLON) {
  104246. /**
  104247. * This class is used to deform meshes using morphing between different targets
  104248. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  104249. */
  104250. var MorphTargetManager = /** @class */ (function () {
  104251. /**
  104252. * Creates a new MorphTargetManager
  104253. * @param scene defines the current scene
  104254. */
  104255. function MorphTargetManager(scene) {
  104256. if (scene === void 0) { scene = null; }
  104257. this._targets = new Array();
  104258. this._targetInfluenceChangedObservers = new Array();
  104259. this._targetDataLayoutChangedObservers = new Array();
  104260. this._activeTargets = new BABYLON.SmartArray(16);
  104261. this._supportsNormals = false;
  104262. this._supportsTangents = false;
  104263. this._vertexCount = 0;
  104264. this._uniqueId = 0;
  104265. this._tempInfluences = new Array();
  104266. if (!scene) {
  104267. scene = BABYLON.Engine.LastCreatedScene;
  104268. }
  104269. this._scene = scene;
  104270. if (this._scene) {
  104271. this._scene.morphTargetManagers.push(this);
  104272. this._uniqueId = this._scene.getUniqueId();
  104273. }
  104274. }
  104275. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  104276. /**
  104277. * Gets the unique ID of this manager
  104278. */
  104279. get: function () {
  104280. return this._uniqueId;
  104281. },
  104282. enumerable: true,
  104283. configurable: true
  104284. });
  104285. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  104286. /**
  104287. * Gets the number of vertices handled by this manager
  104288. */
  104289. get: function () {
  104290. return this._vertexCount;
  104291. },
  104292. enumerable: true,
  104293. configurable: true
  104294. });
  104295. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  104296. /**
  104297. * Gets a boolean indicating if this manager supports morphing of normals
  104298. */
  104299. get: function () {
  104300. return this._supportsNormals;
  104301. },
  104302. enumerable: true,
  104303. configurable: true
  104304. });
  104305. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  104306. /**
  104307. * Gets a boolean indicating if this manager supports morphing of tangents
  104308. */
  104309. get: function () {
  104310. return this._supportsTangents;
  104311. },
  104312. enumerable: true,
  104313. configurable: true
  104314. });
  104315. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  104316. /**
  104317. * Gets the number of targets stored in this manager
  104318. */
  104319. get: function () {
  104320. return this._targets.length;
  104321. },
  104322. enumerable: true,
  104323. configurable: true
  104324. });
  104325. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  104326. /**
  104327. * Gets the number of influencers (ie. the number of targets with influences > 0)
  104328. */
  104329. get: function () {
  104330. return this._activeTargets.length;
  104331. },
  104332. enumerable: true,
  104333. configurable: true
  104334. });
  104335. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  104336. /**
  104337. * Gets the list of influences (one per target)
  104338. */
  104339. get: function () {
  104340. return this._influences;
  104341. },
  104342. enumerable: true,
  104343. configurable: true
  104344. });
  104345. /**
  104346. * Gets the active target at specified index. An active target is a target with an influence > 0
  104347. * @param index defines the index to check
  104348. * @returns the requested target
  104349. */
  104350. MorphTargetManager.prototype.getActiveTarget = function (index) {
  104351. return this._activeTargets.data[index];
  104352. };
  104353. /**
  104354. * Gets the target at specified index
  104355. * @param index defines the index to check
  104356. * @returns the requested target
  104357. */
  104358. MorphTargetManager.prototype.getTarget = function (index) {
  104359. return this._targets[index];
  104360. };
  104361. /**
  104362. * Add a new target to this manager
  104363. * @param target defines the target to add
  104364. */
  104365. MorphTargetManager.prototype.addTarget = function (target) {
  104366. var _this = this;
  104367. this._targets.push(target);
  104368. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  104369. _this._syncActiveTargets(needUpdate);
  104370. }));
  104371. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  104372. _this._syncActiveTargets(true);
  104373. }));
  104374. this._syncActiveTargets(true);
  104375. };
  104376. /**
  104377. * Removes a target from the manager
  104378. * @param target defines the target to remove
  104379. */
  104380. MorphTargetManager.prototype.removeTarget = function (target) {
  104381. var index = this._targets.indexOf(target);
  104382. if (index >= 0) {
  104383. this._targets.splice(index, 1);
  104384. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  104385. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  104386. this._syncActiveTargets(true);
  104387. }
  104388. };
  104389. /**
  104390. * Serializes the current manager into a Serialization object
  104391. * @returns the serialized object
  104392. */
  104393. MorphTargetManager.prototype.serialize = function () {
  104394. var serializationObject = {};
  104395. serializationObject.id = this.uniqueId;
  104396. serializationObject.targets = [];
  104397. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104398. var target = _a[_i];
  104399. serializationObject.targets.push(target.serialize());
  104400. }
  104401. return serializationObject;
  104402. };
  104403. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  104404. var influenceCount = 0;
  104405. this._activeTargets.reset();
  104406. this._supportsNormals = true;
  104407. this._supportsTangents = true;
  104408. this._vertexCount = 0;
  104409. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104410. var target = _a[_i];
  104411. if (target.influence === 0) {
  104412. continue;
  104413. }
  104414. this._activeTargets.push(target);
  104415. this._tempInfluences[influenceCount++] = target.influence;
  104416. this._supportsNormals = this._supportsNormals && target.hasNormals;
  104417. this._supportsTangents = this._supportsTangents && target.hasTangents;
  104418. var positions = target.getPositions();
  104419. if (positions) {
  104420. var vertexCount = positions.length / 3;
  104421. if (this._vertexCount === 0) {
  104422. this._vertexCount = vertexCount;
  104423. }
  104424. else if (this._vertexCount !== vertexCount) {
  104425. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  104426. return;
  104427. }
  104428. }
  104429. }
  104430. if (!this._influences || this._influences.length !== influenceCount) {
  104431. this._influences = new Float32Array(influenceCount);
  104432. }
  104433. for (var index = 0; index < influenceCount; index++) {
  104434. this._influences[index] = this._tempInfluences[index];
  104435. }
  104436. if (needUpdate) {
  104437. this.synchronize();
  104438. }
  104439. };
  104440. /**
  104441. * Syncrhonize the targets with all the meshes using this morph target manager
  104442. */
  104443. MorphTargetManager.prototype.synchronize = function () {
  104444. if (!this._scene) {
  104445. return;
  104446. }
  104447. // Flag meshes as dirty to resync with the active targets
  104448. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  104449. var mesh = _a[_i];
  104450. if (mesh.morphTargetManager === this) {
  104451. mesh._syncGeometryWithMorphTargetManager();
  104452. }
  104453. }
  104454. };
  104455. // Statics
  104456. /**
  104457. * Creates a new MorphTargetManager from serialized data
  104458. * @param serializationObject defines the serialized data
  104459. * @param scene defines the hosting scene
  104460. * @returns the new MorphTargetManager
  104461. */
  104462. MorphTargetManager.Parse = function (serializationObject, scene) {
  104463. var result = new MorphTargetManager(scene);
  104464. result._uniqueId = serializationObject.id;
  104465. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  104466. var targetData = _a[_i];
  104467. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  104468. }
  104469. return result;
  104470. };
  104471. return MorphTargetManager;
  104472. }());
  104473. BABYLON.MorphTargetManager = MorphTargetManager;
  104474. })(BABYLON || (BABYLON = {}));
  104475. //# sourceMappingURL=babylon.morphTargetManager.js.map
  104476. var BABYLON;
  104477. (function (BABYLON) {
  104478. /**
  104479. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  104480. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104481. */
  104482. var Octree = /** @class */ (function () {
  104483. /**
  104484. * Creates a octree
  104485. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104486. * @param creationFunc function to be used to instatiate the octree
  104487. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  104488. * @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.)
  104489. */
  104490. function Octree(creationFunc, maxBlockCapacity,
  104491. /** 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.) */
  104492. maxDepth) {
  104493. if (maxDepth === void 0) { maxDepth = 2; }
  104494. this.maxDepth = maxDepth;
  104495. /**
  104496. * Content stored in the octree
  104497. */
  104498. this.dynamicContent = new Array();
  104499. this._maxBlockCapacity = maxBlockCapacity || 64;
  104500. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  104501. this._creationFunc = creationFunc;
  104502. }
  104503. // Methods
  104504. /**
  104505. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  104506. * @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);
  104507. * @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);
  104508. * @param entries meshes to be added to the octree blocks
  104509. */
  104510. Octree.prototype.update = function (worldMin, worldMax, entries) {
  104511. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  104512. };
  104513. /**
  104514. * Adds a mesh to the octree
  104515. * @param entry Mesh to add to the octree
  104516. */
  104517. Octree.prototype.addMesh = function (entry) {
  104518. for (var index = 0; index < this.blocks.length; index++) {
  104519. var block = this.blocks[index];
  104520. block.addEntry(entry);
  104521. }
  104522. };
  104523. /**
  104524. * Selects an array of meshes within the frustum
  104525. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  104526. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  104527. * @returns array of meshes within the frustum
  104528. */
  104529. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  104530. this._selectionContent.reset();
  104531. for (var index = 0; index < this.blocks.length; index++) {
  104532. var block = this.blocks[index];
  104533. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  104534. }
  104535. if (allowDuplicate) {
  104536. this._selectionContent.concat(this.dynamicContent);
  104537. }
  104538. else {
  104539. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104540. }
  104541. return this._selectionContent;
  104542. };
  104543. /**
  104544. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  104545. * @param sphereCenter defines the bounding sphere center
  104546. * @param sphereRadius defines the bounding sphere radius
  104547. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104548. * @returns an array of objects that intersect the sphere
  104549. */
  104550. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  104551. this._selectionContent.reset();
  104552. for (var index = 0; index < this.blocks.length; index++) {
  104553. var block = this.blocks[index];
  104554. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  104555. }
  104556. if (allowDuplicate) {
  104557. this._selectionContent.concat(this.dynamicContent);
  104558. }
  104559. else {
  104560. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104561. }
  104562. return this._selectionContent;
  104563. };
  104564. /**
  104565. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  104566. * @param ray defines the ray to test with
  104567. * @returns array of intersected objects
  104568. */
  104569. Octree.prototype.intersectsRay = function (ray) {
  104570. this._selectionContent.reset();
  104571. for (var index = 0; index < this.blocks.length; index++) {
  104572. var block = this.blocks[index];
  104573. block.intersectsRay(ray, this._selectionContent);
  104574. }
  104575. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104576. return this._selectionContent;
  104577. };
  104578. /**
  104579. * @hidden
  104580. */
  104581. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  104582. target.blocks = new Array();
  104583. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  104584. // Segmenting space
  104585. for (var x = 0; x < 2; x++) {
  104586. for (var y = 0; y < 2; y++) {
  104587. for (var z = 0; z < 2; z++) {
  104588. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  104589. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  104590. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  104591. block.addEntries(entries);
  104592. target.blocks.push(block);
  104593. }
  104594. }
  104595. }
  104596. };
  104597. /**
  104598. * Adds a mesh into the octree block if it intersects the block
  104599. */
  104600. Octree.CreationFuncForMeshes = function (entry, block) {
  104601. var boundingInfo = entry.getBoundingInfo();
  104602. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104603. block.entries.push(entry);
  104604. }
  104605. };
  104606. /**
  104607. * Adds a submesh into the octree block if it intersects the block
  104608. */
  104609. Octree.CreationFuncForSubMeshes = function (entry, block) {
  104610. var boundingInfo = entry.getBoundingInfo();
  104611. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104612. block.entries.push(entry);
  104613. }
  104614. };
  104615. return Octree;
  104616. }());
  104617. BABYLON.Octree = Octree;
  104618. })(BABYLON || (BABYLON = {}));
  104619. //# sourceMappingURL=babylon.octree.js.map
  104620. var BABYLON;
  104621. (function (BABYLON) {
  104622. /**
  104623. * Class used to store a cell in an octree
  104624. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104625. */
  104626. var OctreeBlock = /** @class */ (function () {
  104627. /**
  104628. * Creates a new block
  104629. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  104630. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  104631. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104632. * @param depth defines the current depth of this block in the octree
  104633. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  104634. * @param creationFunc defines a callback to call when an element is added to the block
  104635. */
  104636. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  104637. /**
  104638. * Gets the content of the current block
  104639. */
  104640. this.entries = new Array();
  104641. this._boundingVectors = new Array();
  104642. this._capacity = capacity;
  104643. this._depth = depth;
  104644. this._maxDepth = maxDepth;
  104645. this._creationFunc = creationFunc;
  104646. this._minPoint = minPoint;
  104647. this._maxPoint = maxPoint;
  104648. this._boundingVectors.push(minPoint.clone());
  104649. this._boundingVectors.push(maxPoint.clone());
  104650. this._boundingVectors.push(minPoint.clone());
  104651. this._boundingVectors[2].x = maxPoint.x;
  104652. this._boundingVectors.push(minPoint.clone());
  104653. this._boundingVectors[3].y = maxPoint.y;
  104654. this._boundingVectors.push(minPoint.clone());
  104655. this._boundingVectors[4].z = maxPoint.z;
  104656. this._boundingVectors.push(maxPoint.clone());
  104657. this._boundingVectors[5].z = minPoint.z;
  104658. this._boundingVectors.push(maxPoint.clone());
  104659. this._boundingVectors[6].x = minPoint.x;
  104660. this._boundingVectors.push(maxPoint.clone());
  104661. this._boundingVectors[7].y = minPoint.y;
  104662. }
  104663. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  104664. // Property
  104665. /**
  104666. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104667. */
  104668. get: function () {
  104669. return this._capacity;
  104670. },
  104671. enumerable: true,
  104672. configurable: true
  104673. });
  104674. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  104675. /**
  104676. * Gets the minimum vector (in world space) of the block's bounding box
  104677. */
  104678. get: function () {
  104679. return this._minPoint;
  104680. },
  104681. enumerable: true,
  104682. configurable: true
  104683. });
  104684. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  104685. /**
  104686. * Gets the maximum vector (in world space) of the block's bounding box
  104687. */
  104688. get: function () {
  104689. return this._maxPoint;
  104690. },
  104691. enumerable: true,
  104692. configurable: true
  104693. });
  104694. // Methods
  104695. /**
  104696. * Add a new element to this block
  104697. * @param entry defines the element to add
  104698. */
  104699. OctreeBlock.prototype.addEntry = function (entry) {
  104700. if (this.blocks) {
  104701. for (var index = 0; index < this.blocks.length; index++) {
  104702. var block = this.blocks[index];
  104703. block.addEntry(entry);
  104704. }
  104705. return;
  104706. }
  104707. this._creationFunc(entry, this);
  104708. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  104709. this.createInnerBlocks();
  104710. }
  104711. };
  104712. /**
  104713. * Add an array of elements to this block
  104714. * @param entries defines the array of elements to add
  104715. */
  104716. OctreeBlock.prototype.addEntries = function (entries) {
  104717. for (var index = 0; index < entries.length; index++) {
  104718. var mesh = entries[index];
  104719. this.addEntry(mesh);
  104720. }
  104721. };
  104722. /**
  104723. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  104724. * @param frustumPlanes defines the frustum planes to test
  104725. * @param selection defines the array to store current content if selection is positive
  104726. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104727. */
  104728. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  104729. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  104730. if (this.blocks) {
  104731. for (var index = 0; index < this.blocks.length; index++) {
  104732. var block = this.blocks[index];
  104733. block.select(frustumPlanes, selection, allowDuplicate);
  104734. }
  104735. return;
  104736. }
  104737. if (allowDuplicate) {
  104738. selection.concat(this.entries);
  104739. }
  104740. else {
  104741. selection.concatWithNoDuplicate(this.entries);
  104742. }
  104743. }
  104744. };
  104745. /**
  104746. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  104747. * @param sphereCenter defines the bounding sphere center
  104748. * @param sphereRadius defines the bounding sphere radius
  104749. * @param selection defines the array to store current content if selection is positive
  104750. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104751. */
  104752. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  104753. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  104754. if (this.blocks) {
  104755. for (var index = 0; index < this.blocks.length; index++) {
  104756. var block = this.blocks[index];
  104757. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  104758. }
  104759. return;
  104760. }
  104761. if (allowDuplicate) {
  104762. selection.concat(this.entries);
  104763. }
  104764. else {
  104765. selection.concatWithNoDuplicate(this.entries);
  104766. }
  104767. }
  104768. };
  104769. /**
  104770. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  104771. * @param ray defines the ray to test with
  104772. * @param selection defines the array to store current content if selection is positive
  104773. */
  104774. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  104775. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  104776. if (this.blocks) {
  104777. for (var index = 0; index < this.blocks.length; index++) {
  104778. var block = this.blocks[index];
  104779. block.intersectsRay(ray, selection);
  104780. }
  104781. return;
  104782. }
  104783. selection.concatWithNoDuplicate(this.entries);
  104784. }
  104785. };
  104786. /**
  104787. * Subdivide the content into child blocks (this block will then be empty)
  104788. */
  104789. OctreeBlock.prototype.createInnerBlocks = function () {
  104790. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  104791. };
  104792. return OctreeBlock;
  104793. }());
  104794. BABYLON.OctreeBlock = OctreeBlock;
  104795. })(BABYLON || (BABYLON = {}));
  104796. //# sourceMappingURL=babylon.octreeBlock.js.map
  104797. var BABYLON;
  104798. (function (BABYLON) {
  104799. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  104800. if (maxCapacity === void 0) { maxCapacity = 64; }
  104801. if (maxDepth === void 0) { maxDepth = 2; }
  104802. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104803. if (!component) {
  104804. component = new OctreeSceneComponent(this);
  104805. this._addComponent(component);
  104806. }
  104807. if (!this._selectionOctree) {
  104808. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  104809. }
  104810. var worldExtends = this.getWorldExtends();
  104811. // Update octree
  104812. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  104813. return this._selectionOctree;
  104814. };
  104815. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  104816. get: function () {
  104817. return this._selectionOctree;
  104818. },
  104819. enumerable: true,
  104820. configurable: true
  104821. });
  104822. /**
  104823. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  104824. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  104825. * @param maxCapacity defines the maximum size of each block (64 by default)
  104826. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  104827. * @returns the new octree
  104828. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  104829. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104830. */
  104831. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  104832. if (maxCapacity === void 0) { maxCapacity = 64; }
  104833. if (maxDepth === void 0) { maxDepth = 2; }
  104834. var scene = this.getScene();
  104835. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104836. if (!component) {
  104837. component = new OctreeSceneComponent(scene);
  104838. scene._addComponent(component);
  104839. }
  104840. if (!this._submeshesOctree) {
  104841. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  104842. }
  104843. this.computeWorldMatrix(true);
  104844. var boundingInfo = this.getBoundingInfo();
  104845. // Update octree
  104846. var bbox = boundingInfo.boundingBox;
  104847. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  104848. return this._submeshesOctree;
  104849. };
  104850. /**
  104851. * Defines the octree scene component responsible to manage any octrees
  104852. * in a given scene.
  104853. */
  104854. var OctreeSceneComponent = /** @class */ (function () {
  104855. /**
  104856. * Creates a new instance of the component for the given scene
  104857. * @param scene Defines the scene to register the component in
  104858. */
  104859. function OctreeSceneComponent(scene) {
  104860. /**
  104861. * The component name helpfull to identify the component in the list of scene components.
  104862. */
  104863. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  104864. /**
  104865. * Indicates if the meshes have been checked to make sure they are isEnabled()
  104866. */
  104867. this.checksIsEnabled = true;
  104868. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  104869. this.scene = scene;
  104870. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  104871. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  104872. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  104873. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  104874. }
  104875. /**
  104876. * Registers the component in a given scene
  104877. */
  104878. OctreeSceneComponent.prototype.register = function () {
  104879. var _this = this;
  104880. this.scene.onMeshRemovedObservable.add(function (mesh) {
  104881. var sceneOctree = _this.scene.selectionOctree;
  104882. if (sceneOctree !== undefined && sceneOctree !== null) {
  104883. var index = sceneOctree.dynamicContent.indexOf(mesh);
  104884. if (index !== -1) {
  104885. sceneOctree.dynamicContent.splice(index, 1);
  104886. }
  104887. }
  104888. });
  104889. this.scene.onMeshImportedObservable.add(function (mesh) {
  104890. var sceneOctree = _this.scene.selectionOctree;
  104891. if (sceneOctree !== undefined && sceneOctree !== null) {
  104892. sceneOctree.addMesh(mesh);
  104893. }
  104894. });
  104895. };
  104896. /**
  104897. * Return the list of active meshes
  104898. * @returns the list of active meshes
  104899. */
  104900. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  104901. if (this.scene._selectionOctree) {
  104902. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  104903. return selection;
  104904. }
  104905. return this.scene._getDefaultMeshCandidates();
  104906. };
  104907. /**
  104908. * Return the list of active sub meshes
  104909. * @param mesh The mesh to get the candidates sub meshes from
  104910. * @returns the list of active sub meshes
  104911. */
  104912. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  104913. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  104914. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  104915. return intersections;
  104916. }
  104917. return this.scene._getDefaultSubMeshCandidates(mesh);
  104918. };
  104919. /**
  104920. * Return the list of sub meshes intersecting with a given local ray
  104921. * @param mesh defines the mesh to find the submesh for
  104922. * @param localRay defines the ray in local space
  104923. * @returns the list of intersecting sub meshes
  104924. */
  104925. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  104926. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  104927. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  104928. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  104929. return intersections;
  104930. }
  104931. return this.scene._getDefaultSubMeshCandidates(mesh);
  104932. };
  104933. /**
  104934. * Return the list of sub meshes colliding with a collider
  104935. * @param mesh defines the mesh to find the submesh for
  104936. * @param collider defines the collider to evaluate the collision against
  104937. * @returns the list of colliding sub meshes
  104938. */
  104939. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  104940. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  104941. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  104942. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  104943. return intersections;
  104944. }
  104945. return this.scene._getDefaultSubMeshCandidates(mesh);
  104946. };
  104947. /**
  104948. * Rebuilds the elements related to this component in case of
  104949. * context lost for instance.
  104950. */
  104951. OctreeSceneComponent.prototype.rebuild = function () {
  104952. // Nothing to do here.
  104953. };
  104954. /**
  104955. * Disposes the component and the associated ressources.
  104956. */
  104957. OctreeSceneComponent.prototype.dispose = function () {
  104958. // Nothing to do here.
  104959. };
  104960. return OctreeSceneComponent;
  104961. }());
  104962. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  104963. })(BABYLON || (BABYLON = {}));
  104964. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  104965. var BABYLON;
  104966. (function (BABYLON) {
  104967. /**
  104968. * Postprocess used to generate anaglyphic rendering
  104969. */
  104970. var AnaglyphPostProcess = /** @class */ (function (_super) {
  104971. __extends(AnaglyphPostProcess, _super);
  104972. /**
  104973. * Creates a new AnaglyphPostProcess
  104974. * @param name defines postprocess name
  104975. * @param options defines creation options or target ratio scale
  104976. * @param rigCameras defines cameras using this postprocess
  104977. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104978. * @param engine defines hosting engine
  104979. * @param reusable defines if the postprocess will be reused multiple times per frame
  104980. */
  104981. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  104982. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  104983. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104984. _this.onApplyObservable.add(function (effect) {
  104985. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  104986. });
  104987. return _this;
  104988. }
  104989. return AnaglyphPostProcess;
  104990. }(BABYLON.PostProcess));
  104991. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  104992. })(BABYLON || (BABYLON = {}));
  104993. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  104994. var BABYLON;
  104995. (function (BABYLON) {
  104996. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  104997. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104998. });
  104999. /**
  105000. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  105001. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105002. */
  105003. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  105004. __extends(AnaglyphArcRotateCamera, _super);
  105005. /**
  105006. * Creates a new AnaglyphArcRotateCamera
  105007. * @param name defines camera name
  105008. * @param alpha defines alpha angle (in radians)
  105009. * @param beta defines beta angle (in radians)
  105010. * @param radius defines radius
  105011. * @param target defines camera target
  105012. * @param interaxialDistance defines distance between each color axis
  105013. * @param scene defines the hosting scene
  105014. */
  105015. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  105016. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105017. _this.interaxialDistance = interaxialDistance;
  105018. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105019. return _this;
  105020. }
  105021. /**
  105022. * Gets camera class name
  105023. * @returns AnaglyphArcRotateCamera
  105024. */
  105025. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  105026. return "AnaglyphArcRotateCamera";
  105027. };
  105028. return AnaglyphArcRotateCamera;
  105029. }(BABYLON.ArcRotateCamera));
  105030. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  105031. })(BABYLON || (BABYLON = {}));
  105032. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  105033. var BABYLON;
  105034. (function (BABYLON) {
  105035. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  105036. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105037. });
  105038. /**
  105039. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  105040. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105041. */
  105042. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  105043. __extends(AnaglyphFreeCamera, _super);
  105044. /**
  105045. * Creates a new AnaglyphFreeCamera
  105046. * @param name defines camera name
  105047. * @param position defines initial position
  105048. * @param interaxialDistance defines distance between each color axis
  105049. * @param scene defines the hosting scene
  105050. */
  105051. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  105052. var _this = _super.call(this, name, position, scene) || this;
  105053. _this.interaxialDistance = interaxialDistance;
  105054. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105055. return _this;
  105056. }
  105057. /**
  105058. * Gets camera class name
  105059. * @returns AnaglyphFreeCamera
  105060. */
  105061. AnaglyphFreeCamera.prototype.getClassName = function () {
  105062. return "AnaglyphFreeCamera";
  105063. };
  105064. return AnaglyphFreeCamera;
  105065. }(BABYLON.FreeCamera));
  105066. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  105067. })(BABYLON || (BABYLON = {}));
  105068. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  105069. var BABYLON;
  105070. (function (BABYLON) {
  105071. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  105072. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105073. });
  105074. /**
  105075. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  105076. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105077. */
  105078. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  105079. __extends(AnaglyphGamepadCamera, _super);
  105080. /**
  105081. * Creates a new AnaglyphGamepadCamera
  105082. * @param name defines camera name
  105083. * @param position defines initial position
  105084. * @param interaxialDistance defines distance between each color axis
  105085. * @param scene defines the hosting scene
  105086. */
  105087. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  105088. var _this = _super.call(this, name, position, scene) || this;
  105089. _this.interaxialDistance = interaxialDistance;
  105090. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105091. return _this;
  105092. }
  105093. /**
  105094. * Gets camera class name
  105095. * @returns AnaglyphGamepadCamera
  105096. */
  105097. AnaglyphGamepadCamera.prototype.getClassName = function () {
  105098. return "AnaglyphGamepadCamera";
  105099. };
  105100. return AnaglyphGamepadCamera;
  105101. }(BABYLON.GamepadCamera));
  105102. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  105103. })(BABYLON || (BABYLON = {}));
  105104. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  105105. var BABYLON;
  105106. (function (BABYLON) {
  105107. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  105108. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105109. });
  105110. /**
  105111. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  105112. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105113. */
  105114. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  105115. __extends(AnaglyphUniversalCamera, _super);
  105116. /**
  105117. * Creates a new AnaglyphUniversalCamera
  105118. * @param name defines camera name
  105119. * @param position defines initial position
  105120. * @param interaxialDistance defines distance between each color axis
  105121. * @param scene defines the hosting scene
  105122. */
  105123. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  105124. var _this = _super.call(this, name, position, scene) || this;
  105125. _this.interaxialDistance = interaxialDistance;
  105126. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105127. return _this;
  105128. }
  105129. /**
  105130. * Gets camera class name
  105131. * @returns AnaglyphUniversalCamera
  105132. */
  105133. AnaglyphUniversalCamera.prototype.getClassName = function () {
  105134. return "AnaglyphUniversalCamera";
  105135. };
  105136. return AnaglyphUniversalCamera;
  105137. }(BABYLON.UniversalCamera));
  105138. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  105139. })(BABYLON || (BABYLON = {}));
  105140. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  105141. var BABYLON;
  105142. (function (BABYLON) {
  105143. /**
  105144. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  105145. */
  105146. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  105147. __extends(StereoscopicInterlacePostProcess, _super);
  105148. /**
  105149. * Initializes a StereoscopicInterlacePostProcess
  105150. * @param name The name of the effect.
  105151. * @param rigCameras The rig cameras to be appled to the post process
  105152. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  105153. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  105154. * @param engine The engine which the post process will be applied. (default: current engine)
  105155. * @param reusable If the post process can be reused on the same frame. (default: false)
  105156. */
  105157. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  105158. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  105159. _this._passedProcess = rigCameras[0]._rigPostProcess;
  105160. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  105161. _this.onSizeChangedObservable.add(function () {
  105162. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  105163. });
  105164. _this.onApplyObservable.add(function (effect) {
  105165. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  105166. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  105167. });
  105168. return _this;
  105169. }
  105170. return StereoscopicInterlacePostProcess;
  105171. }(BABYLON.PostProcess));
  105172. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  105173. })(BABYLON || (BABYLON = {}));
  105174. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  105175. var BABYLON;
  105176. (function (BABYLON) {
  105177. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  105178. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105179. });
  105180. /**
  105181. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  105182. * @see http://doc.babylonjs.com/features/cameras
  105183. */
  105184. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  105185. __extends(StereoscopicArcRotateCamera, _super);
  105186. /**
  105187. * Creates a new StereoscopicArcRotateCamera
  105188. * @param name defines camera name
  105189. * @param alpha defines alpha angle (in radians)
  105190. * @param beta defines beta angle (in radians)
  105191. * @param radius defines radius
  105192. * @param target defines camera target
  105193. * @param interaxialDistance defines distance between each color axis
  105194. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105195. * @param scene defines the hosting scene
  105196. */
  105197. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  105198. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105199. _this.interaxialDistance = interaxialDistance;
  105200. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105201. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105202. return _this;
  105203. }
  105204. /**
  105205. * Gets camera class name
  105206. * @returns StereoscopicArcRotateCamera
  105207. */
  105208. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  105209. return "StereoscopicArcRotateCamera";
  105210. };
  105211. return StereoscopicArcRotateCamera;
  105212. }(BABYLON.ArcRotateCamera));
  105213. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  105214. })(BABYLON || (BABYLON = {}));
  105215. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  105216. var BABYLON;
  105217. (function (BABYLON) {
  105218. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  105219. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105220. });
  105221. /**
  105222. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  105223. * @see http://doc.babylonjs.com/features/cameras
  105224. */
  105225. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  105226. __extends(StereoscopicFreeCamera, _super);
  105227. /**
  105228. * Creates a new StereoscopicFreeCamera
  105229. * @param name defines camera name
  105230. * @param position defines initial position
  105231. * @param interaxialDistance defines distance between each color axis
  105232. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105233. * @param scene defines the hosting scene
  105234. */
  105235. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105236. var _this = _super.call(this, name, position, scene) || this;
  105237. _this.interaxialDistance = interaxialDistance;
  105238. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105239. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105240. return _this;
  105241. }
  105242. /**
  105243. * Gets camera class name
  105244. * @returns StereoscopicFreeCamera
  105245. */
  105246. StereoscopicFreeCamera.prototype.getClassName = function () {
  105247. return "StereoscopicFreeCamera";
  105248. };
  105249. return StereoscopicFreeCamera;
  105250. }(BABYLON.FreeCamera));
  105251. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  105252. })(BABYLON || (BABYLON = {}));
  105253. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  105254. var BABYLON;
  105255. (function (BABYLON) {
  105256. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  105257. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105258. });
  105259. /**
  105260. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  105261. * @see http://doc.babylonjs.com/features/cameras
  105262. */
  105263. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  105264. __extends(StereoscopicGamepadCamera, _super);
  105265. /**
  105266. * Creates a new StereoscopicGamepadCamera
  105267. * @param name defines camera name
  105268. * @param position defines initial position
  105269. * @param interaxialDistance defines distance between each color axis
  105270. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105271. * @param scene defines the hosting scene
  105272. */
  105273. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105274. var _this = _super.call(this, name, position, scene) || this;
  105275. _this.interaxialDistance = interaxialDistance;
  105276. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105277. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105278. return _this;
  105279. }
  105280. /**
  105281. * Gets camera class name
  105282. * @returns StereoscopicGamepadCamera
  105283. */
  105284. StereoscopicGamepadCamera.prototype.getClassName = function () {
  105285. return "StereoscopicGamepadCamera";
  105286. };
  105287. return StereoscopicGamepadCamera;
  105288. }(BABYLON.GamepadCamera));
  105289. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  105290. })(BABYLON || (BABYLON = {}));
  105291. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  105292. var BABYLON;
  105293. (function (BABYLON) {
  105294. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  105295. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105296. });
  105297. /**
  105298. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  105299. * @see http://doc.babylonjs.com/features/cameras
  105300. */
  105301. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  105302. __extends(StereoscopicUniversalCamera, _super);
  105303. /**
  105304. * Creates a new StereoscopicUniversalCamera
  105305. * @param name defines camera name
  105306. * @param position defines initial position
  105307. * @param interaxialDistance defines distance between each color axis
  105308. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105309. * @param scene defines the hosting scene
  105310. */
  105311. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105312. var _this = _super.call(this, name, position, scene) || this;
  105313. _this.interaxialDistance = interaxialDistance;
  105314. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105315. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105316. return _this;
  105317. }
  105318. /**
  105319. * Gets camera class name
  105320. * @returns StereoscopicUniversalCamera
  105321. */
  105322. StereoscopicUniversalCamera.prototype.getClassName = function () {
  105323. return "StereoscopicUniversalCamera";
  105324. };
  105325. return StereoscopicUniversalCamera;
  105326. }(BABYLON.UniversalCamera));
  105327. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  105328. })(BABYLON || (BABYLON = {}));
  105329. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  105330. var BABYLON;
  105331. (function (BABYLON) {
  105332. /**
  105333. * VRDistortionCorrectionPostProcess used for mobile VR
  105334. */
  105335. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  105336. __extends(VRDistortionCorrectionPostProcess, _super);
  105337. /**
  105338. * Initializes the VRDistortionCorrectionPostProcess
  105339. * @param name The name of the effect.
  105340. * @param camera The camera to apply the render pass to.
  105341. * @param isRightEye If this is for the right eye distortion
  105342. * @param vrMetrics All the required metrics for the VR camera
  105343. */
  105344. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  105345. var _this = _super.call(this, name, "vrDistortionCorrection", [
  105346. 'LensCenter',
  105347. 'Scale',
  105348. 'ScaleIn',
  105349. 'HmdWarpParam'
  105350. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  105351. _this._isRightEye = isRightEye;
  105352. _this._distortionFactors = vrMetrics.distortionK;
  105353. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  105354. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  105355. _this.adaptScaleToCurrentViewport = true;
  105356. _this.onSizeChangedObservable.add(function () {
  105357. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  105358. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  105359. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  105360. });
  105361. _this.onApplyObservable.add(function (effect) {
  105362. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  105363. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  105364. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  105365. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  105366. });
  105367. return _this;
  105368. }
  105369. return VRDistortionCorrectionPostProcess;
  105370. }(BABYLON.PostProcess));
  105371. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  105372. })(BABYLON || (BABYLON = {}));
  105373. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  105374. var BABYLON;
  105375. (function (BABYLON) {
  105376. /**
  105377. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  105378. * Screen rotation is taken into account.
  105379. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105380. */
  105381. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  105382. /**
  105383. * Instantiates a new input
  105384. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105385. */
  105386. function FreeCameraDeviceOrientationInput() {
  105387. var _this = this;
  105388. this._screenOrientationAngle = 0;
  105389. this._screenQuaternion = new BABYLON.Quaternion();
  105390. this._alpha = 0;
  105391. this._beta = 0;
  105392. this._gamma = 0;
  105393. this._orientationChanged = function () {
  105394. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  105395. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  105396. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  105397. };
  105398. this._deviceOrientation = function (evt) {
  105399. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  105400. _this._beta = evt.beta !== null ? evt.beta : 0;
  105401. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  105402. };
  105403. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  105404. this._orientationChanged();
  105405. }
  105406. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  105407. /**
  105408. * Define the camera controlled by the input.
  105409. */
  105410. get: function () {
  105411. return this._camera;
  105412. },
  105413. set: function (camera) {
  105414. this._camera = camera;
  105415. if (this._camera != null && !this._camera.rotationQuaternion) {
  105416. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  105417. }
  105418. },
  105419. enumerable: true,
  105420. configurable: true
  105421. });
  105422. /**
  105423. * Attach the input controls to a specific dom element to get the input from.
  105424. * @param element Defines the element the controls should be listened from
  105425. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105426. */
  105427. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105428. window.addEventListener("orientationchange", this._orientationChanged);
  105429. window.addEventListener("deviceorientation", this._deviceOrientation);
  105430. //In certain cases, the attach control is called AFTER orientation was changed,
  105431. //So this is needed.
  105432. this._orientationChanged();
  105433. };
  105434. /**
  105435. * Detach the current controls from the specified dom element.
  105436. * @param element Defines the element to stop listening the inputs from
  105437. */
  105438. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  105439. window.removeEventListener("orientationchange", this._orientationChanged);
  105440. window.removeEventListener("deviceorientation", this._deviceOrientation);
  105441. };
  105442. /**
  105443. * Update the current camera state depending on the inputs that have been used this frame.
  105444. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105445. */
  105446. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  105447. //if no device orientation provided, don't update the rotation.
  105448. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  105449. if (!this._alpha) {
  105450. return;
  105451. }
  105452. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  105453. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  105454. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  105455. //Mirror on XY Plane
  105456. this._camera.rotationQuaternion.z *= -1;
  105457. this._camera.rotationQuaternion.w *= -1;
  105458. };
  105459. /**
  105460. * Gets the class name of the current intput.
  105461. * @returns the class name
  105462. */
  105463. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  105464. return "FreeCameraDeviceOrientationInput";
  105465. };
  105466. /**
  105467. * Get the friendly name associated with the input class.
  105468. * @returns the input friendly name
  105469. */
  105470. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  105471. return "deviceOrientation";
  105472. };
  105473. return FreeCameraDeviceOrientationInput;
  105474. }());
  105475. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  105476. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  105477. })(BABYLON || (BABYLON = {}));
  105478. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  105479. var BABYLON;
  105480. (function (BABYLON) {
  105481. /**
  105482. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  105483. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105484. */
  105485. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  105486. /**
  105487. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105488. */
  105489. function ArcRotateCameraVRDeviceOrientationInput() {
  105490. /**
  105491. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  105492. */
  105493. this.alphaCorrection = 1;
  105494. /**
  105495. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  105496. */
  105497. this.gammaCorrection = 1;
  105498. this._alpha = 0;
  105499. this._gamma = 0;
  105500. this._dirty = false;
  105501. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  105502. }
  105503. /**
  105504. * Attach the input controls to a specific dom element to get the input from.
  105505. * @param element Defines the element the controls should be listened from
  105506. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105507. */
  105508. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105509. this.camera.attachControl(element, noPreventDefault);
  105510. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  105511. };
  105512. /** @hidden */
  105513. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  105514. if (evt.alpha !== null) {
  105515. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  105516. }
  105517. if (evt.gamma !== null) {
  105518. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  105519. }
  105520. this._dirty = true;
  105521. };
  105522. /**
  105523. * Update the current camera state depending on the inputs that have been used this frame.
  105524. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105525. */
  105526. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  105527. if (this._dirty) {
  105528. this._dirty = false;
  105529. if (this._gamma < 0) {
  105530. this._gamma = 180 + this._gamma;
  105531. }
  105532. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  105533. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  105534. }
  105535. };
  105536. /**
  105537. * Detach the current controls from the specified dom element.
  105538. * @param element Defines the element to stop listening the inputs from
  105539. */
  105540. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  105541. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  105542. };
  105543. /**
  105544. * Gets the class name of the current intput.
  105545. * @returns the class name
  105546. */
  105547. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  105548. return "ArcRotateCameraVRDeviceOrientationInput";
  105549. };
  105550. /**
  105551. * Get the friendly name associated with the input class.
  105552. * @returns the input friendly name
  105553. */
  105554. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  105555. return "VRDeviceOrientation";
  105556. };
  105557. return ArcRotateCameraVRDeviceOrientationInput;
  105558. }());
  105559. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  105560. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  105561. })(BABYLON || (BABYLON = {}));
  105562. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  105563. var BABYLON;
  105564. (function (BABYLON) {
  105565. /**
  105566. * This represents all the required metrics to create a VR camera.
  105567. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  105568. */
  105569. var VRCameraMetrics = /** @class */ (function () {
  105570. function VRCameraMetrics() {
  105571. /**
  105572. * Define if the current vr camera should compensate the distortion of the lense or not.
  105573. */
  105574. this.compensateDistortion = true;
  105575. }
  105576. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  105577. /**
  105578. * Gets the rendering aspect ratio based on the provided resolutions.
  105579. */
  105580. get: function () {
  105581. return this.hResolution / (2 * this.vResolution);
  105582. },
  105583. enumerable: true,
  105584. configurable: true
  105585. });
  105586. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  105587. /**
  105588. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  105589. */
  105590. get: function () {
  105591. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  105592. },
  105593. enumerable: true,
  105594. configurable: true
  105595. });
  105596. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  105597. /**
  105598. * @hidden
  105599. */
  105600. get: function () {
  105601. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105602. var h = (4 * meters) / this.hScreenSize;
  105603. return BABYLON.Matrix.Translation(h, 0, 0);
  105604. },
  105605. enumerable: true,
  105606. configurable: true
  105607. });
  105608. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  105609. /**
  105610. * @hidden
  105611. */
  105612. get: function () {
  105613. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105614. var h = (4 * meters) / this.hScreenSize;
  105615. return BABYLON.Matrix.Translation(-h, 0, 0);
  105616. },
  105617. enumerable: true,
  105618. configurable: true
  105619. });
  105620. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  105621. /**
  105622. * @hidden
  105623. */
  105624. get: function () {
  105625. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  105626. },
  105627. enumerable: true,
  105628. configurable: true
  105629. });
  105630. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  105631. /**
  105632. * @hidden
  105633. */
  105634. get: function () {
  105635. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  105636. },
  105637. enumerable: true,
  105638. configurable: true
  105639. });
  105640. /**
  105641. * Get the default VRMetrics based on the most generic setup.
  105642. * @returns the default vr metrics
  105643. */
  105644. VRCameraMetrics.GetDefault = function () {
  105645. var result = new VRCameraMetrics();
  105646. result.hResolution = 1280;
  105647. result.vResolution = 800;
  105648. result.hScreenSize = 0.149759993;
  105649. result.vScreenSize = 0.0935999975;
  105650. result.vScreenCenter = 0.0467999987;
  105651. result.eyeToScreenDistance = 0.0410000011;
  105652. result.lensSeparationDistance = 0.0635000020;
  105653. result.interpupillaryDistance = 0.0640000030;
  105654. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  105655. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  105656. result.postProcessScaleFactor = 1.714605507808412;
  105657. result.lensCenterOffset = 0.151976421;
  105658. return result;
  105659. };
  105660. return VRCameraMetrics;
  105661. }());
  105662. BABYLON.VRCameraMetrics = VRCameraMetrics;
  105663. })(BABYLON || (BABYLON = {}));
  105664. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  105665. var BABYLON;
  105666. (function (BABYLON) {
  105667. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  105668. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105669. });
  105670. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  105671. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105672. });
  105673. /**
  105674. * This represents a WebVR camera.
  105675. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  105676. * @example http://doc.babylonjs.com/how_to/webvr_camera
  105677. */
  105678. var WebVRFreeCamera = /** @class */ (function (_super) {
  105679. __extends(WebVRFreeCamera, _super);
  105680. /**
  105681. * Instantiates a WebVRFreeCamera.
  105682. * @param name The name of the WebVRFreeCamera
  105683. * @param position The starting anchor position for the camera
  105684. * @param scene The scene the camera belongs to
  105685. * @param webVROptions a set of customizable options for the webVRCamera
  105686. */
  105687. function WebVRFreeCamera(name, position, scene, webVROptions) {
  105688. if (webVROptions === void 0) { webVROptions = {}; }
  105689. var _this = _super.call(this, name, position, scene) || this;
  105690. _this.webVROptions = webVROptions;
  105691. /**
  105692. * @hidden
  105693. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  105694. */
  105695. _this._vrDevice = null;
  105696. /**
  105697. * The rawPose of the vrDevice.
  105698. */
  105699. _this.rawPose = null;
  105700. _this._specsVersion = "1.1";
  105701. _this._attached = false;
  105702. _this._descendants = [];
  105703. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  105704. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  105705. /** @hidden */
  105706. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  105707. _this._standingMatrix = null;
  105708. /**
  105709. * Represents device position in babylon space.
  105710. */
  105711. _this.devicePosition = BABYLON.Vector3.Zero();
  105712. /**
  105713. * Represents device rotation in babylon space.
  105714. */
  105715. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  105716. /**
  105717. * The scale of the device to be used when translating from device space to babylon space.
  105718. */
  105719. _this.deviceScaleFactor = 1;
  105720. _this._deviceToWorld = BABYLON.Matrix.Identity();
  105721. _this._worldToDevice = BABYLON.Matrix.Identity();
  105722. /**
  105723. * References to the webVR controllers for the vrDevice.
  105724. */
  105725. _this.controllers = [];
  105726. /**
  105727. * Emits an event when a controller is attached.
  105728. */
  105729. _this.onControllersAttachedObservable = new BABYLON.Observable();
  105730. /**
  105731. * Emits an event when a controller's mesh has been loaded;
  105732. */
  105733. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  105734. /**
  105735. * Emits an event when the HMD's pose has been updated.
  105736. */
  105737. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  105738. _this._poseSet = false;
  105739. /**
  105740. * If the rig cameras be used as parent instead of this camera.
  105741. */
  105742. _this.rigParenting = true;
  105743. _this._defaultHeight = undefined;
  105744. _this._htmlElementAttached = null;
  105745. _this._detachIfAttached = function () {
  105746. var vrDisplay = _this.getEngine().getVRDevice();
  105747. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  105748. _this.detachControl(_this._htmlElementAttached);
  105749. }
  105750. };
  105751. _this._workingVector = BABYLON.Vector3.Zero();
  105752. _this._oneVector = BABYLON.Vector3.One();
  105753. _this._workingMatrix = BABYLON.Matrix.Identity();
  105754. _this._tmpMatrix = new BABYLON.Matrix();
  105755. _this._cache.position = BABYLON.Vector3.Zero();
  105756. if (webVROptions.defaultHeight) {
  105757. _this._defaultHeight = webVROptions.defaultHeight;
  105758. _this.position.y = _this._defaultHeight;
  105759. }
  105760. _this.minZ = 0.1;
  105761. //legacy support - the compensation boolean was removed.
  105762. if (arguments.length === 5) {
  105763. _this.webVROptions = arguments[4];
  105764. }
  105765. // default webVR options
  105766. if (_this.webVROptions.trackPosition == undefined) {
  105767. _this.webVROptions.trackPosition = true;
  105768. }
  105769. if (_this.webVROptions.controllerMeshes == undefined) {
  105770. _this.webVROptions.controllerMeshes = true;
  105771. }
  105772. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  105773. _this.webVROptions.defaultLightingOnControllers = true;
  105774. }
  105775. _this.rotationQuaternion = new BABYLON.Quaternion();
  105776. if (_this.webVROptions && _this.webVROptions.positionScale) {
  105777. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  105778. }
  105779. //enable VR
  105780. var engine = _this.getEngine();
  105781. _this._onVREnabled = function (success) { if (success) {
  105782. _this.initControllers();
  105783. } };
  105784. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  105785. engine.initWebVR().add(function (event) {
  105786. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  105787. return;
  105788. }
  105789. _this._vrDevice = event.vrDisplay;
  105790. //reset the rig parameters.
  105791. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  105792. if (_this._attached) {
  105793. _this.getEngine().enableVR();
  105794. }
  105795. });
  105796. if (typeof (VRFrameData) !== "undefined") {
  105797. _this._frameData = new VRFrameData();
  105798. }
  105799. /**
  105800. * The idea behind the following lines:
  105801. * objects that have the camera as parent should actually have the rig cameras as a parent.
  105802. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  105803. * the second will not show it correctly.
  105804. *
  105805. * To solve this - each object that has the camera as parent will be added to a protected array.
  105806. * When the rig camera renders, it will take this array and set all of those to be its children.
  105807. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  105808. * Amazing!
  105809. */
  105810. scene.onBeforeCameraRenderObservable.add(function (camera) {
  105811. if (camera.parent === _this && _this.rigParenting) {
  105812. _this._descendants = _this.getDescendants(true, function (n) {
  105813. // don't take the cameras or the controllers!
  105814. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  105815. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  105816. return !isController && !isRigCamera;
  105817. });
  105818. _this._descendants.forEach(function (node) {
  105819. node.parent = camera;
  105820. });
  105821. }
  105822. });
  105823. scene.onAfterCameraRenderObservable.add(function (camera) {
  105824. if (camera.parent === _this && _this.rigParenting) {
  105825. _this._descendants.forEach(function (node) {
  105826. node.parent = _this;
  105827. });
  105828. }
  105829. });
  105830. return _this;
  105831. }
  105832. /**
  105833. * Gets the device distance from the ground in meters.
  105834. * @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.
  105835. */
  105836. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  105837. if (this._standingMatrix) {
  105838. // Add standing matrix offset to get real offset from ground in room
  105839. this._standingMatrix.getTranslationToRef(this._workingVector);
  105840. return this._deviceRoomPosition.y + this._workingVector.y;
  105841. }
  105842. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  105843. return this._defaultHeight || 0;
  105844. };
  105845. /**
  105846. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105847. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  105848. */
  105849. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  105850. var _this = this;
  105851. if (callback === void 0) { callback = function (bool) { }; }
  105852. // Use standing matrix if available
  105853. this.getEngine().initWebVRAsync().then(function (result) {
  105854. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  105855. callback(false);
  105856. }
  105857. else {
  105858. _this._standingMatrix = new BABYLON.Matrix();
  105859. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  105860. if (!_this.getScene().useRightHandedSystem) {
  105861. if (_this._standingMatrix) {
  105862. _this._standingMatrix.toggleModelMatrixHandInPlace();
  105863. }
  105864. }
  105865. callback(true);
  105866. }
  105867. });
  105868. };
  105869. /**
  105870. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105871. * @returns A promise with a boolean set to if the standing matrix is supported.
  105872. */
  105873. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  105874. var _this = this;
  105875. return new Promise(function (res, rej) {
  105876. _this.useStandingMatrix(function (supported) {
  105877. res(supported);
  105878. });
  105879. });
  105880. };
  105881. /**
  105882. * Disposes the camera
  105883. */
  105884. WebVRFreeCamera.prototype.dispose = function () {
  105885. this._detachIfAttached();
  105886. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  105887. if (this._updateCacheWhenTrackingDisabledObserver) {
  105888. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  105889. }
  105890. _super.prototype.dispose.call(this);
  105891. };
  105892. /**
  105893. * Gets a vrController by name.
  105894. * @param name The name of the controller to retreive
  105895. * @returns the controller matching the name specified or null if not found
  105896. */
  105897. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  105898. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  105899. var gp = _a[_i];
  105900. if (gp.hand === name) {
  105901. return gp;
  105902. }
  105903. }
  105904. return null;
  105905. };
  105906. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  105907. /**
  105908. * The controller corrisponding to the users left hand.
  105909. */
  105910. get: function () {
  105911. if (!this._leftController) {
  105912. this._leftController = this.getControllerByName("left");
  105913. }
  105914. return this._leftController;
  105915. },
  105916. enumerable: true,
  105917. configurable: true
  105918. });
  105919. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  105920. /**
  105921. * The controller corrisponding to the users right hand.
  105922. */
  105923. get: function () {
  105924. if (!this._rightController) {
  105925. this._rightController = this.getControllerByName("right");
  105926. }
  105927. return this._rightController;
  105928. },
  105929. enumerable: true,
  105930. configurable: true
  105931. });
  105932. /**
  105933. * Casts a ray forward from the vrCamera's gaze.
  105934. * @param length Length of the ray (default: 100)
  105935. * @returns the ray corrisponding to the gaze
  105936. */
  105937. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  105938. if (length === void 0) { length = 100; }
  105939. if (this.leftCamera) {
  105940. // Use left eye to avoid computation to compute center on every call
  105941. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  105942. }
  105943. else {
  105944. return _super.prototype.getForwardRay.call(this, length);
  105945. }
  105946. };
  105947. /**
  105948. * @hidden
  105949. * Updates the camera based on device's frame data
  105950. */
  105951. WebVRFreeCamera.prototype._checkInputs = function () {
  105952. if (this._vrDevice && this._vrDevice.isPresenting) {
  105953. this._vrDevice.getFrameData(this._frameData);
  105954. this.updateFromDevice(this._frameData.pose);
  105955. }
  105956. _super.prototype._checkInputs.call(this);
  105957. };
  105958. /**
  105959. * Updates the poseControlled values based on the input device pose.
  105960. * @param poseData Pose coming from the device
  105961. */
  105962. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  105963. if (poseData && poseData.orientation) {
  105964. this.rawPose = poseData;
  105965. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  105966. if (this.getScene().useRightHandedSystem) {
  105967. this._deviceRoomRotationQuaternion.z *= -1;
  105968. this._deviceRoomRotationQuaternion.w *= -1;
  105969. }
  105970. if (this.webVROptions.trackPosition && this.rawPose.position) {
  105971. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  105972. if (this.getScene().useRightHandedSystem) {
  105973. this._deviceRoomPosition.z *= -1;
  105974. }
  105975. }
  105976. this._poseSet = true;
  105977. }
  105978. };
  105979. /**
  105980. * WebVR's attach control will start broadcasting frames to the device.
  105981. * Note that in certain browsers (chrome for example) this function must be called
  105982. * within a user-interaction callback. Example:
  105983. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  105984. *
  105985. * @param element html element to attach the vrDevice to
  105986. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  105987. */
  105988. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  105989. _super.prototype.attachControl.call(this, element, noPreventDefault);
  105990. this._attached = true;
  105991. this._htmlElementAttached = element;
  105992. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  105993. if (this._vrDevice) {
  105994. this.getEngine().enableVR();
  105995. }
  105996. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105997. };
  105998. /**
  105999. * Detaches the camera from the html element and disables VR
  106000. *
  106001. * @param element html element to detach from
  106002. */
  106003. WebVRFreeCamera.prototype.detachControl = function (element) {
  106004. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  106005. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  106006. _super.prototype.detachControl.call(this, element);
  106007. this._attached = false;
  106008. this.getEngine().disableVR();
  106009. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  106010. };
  106011. /**
  106012. * @returns the name of this class
  106013. */
  106014. WebVRFreeCamera.prototype.getClassName = function () {
  106015. return "WebVRFreeCamera";
  106016. };
  106017. /**
  106018. * Calls resetPose on the vrDisplay
  106019. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  106020. */
  106021. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  106022. //uses the vrDisplay's "resetPose()".
  106023. //pitch and roll won't be affected.
  106024. this._vrDevice.resetPose();
  106025. };
  106026. /**
  106027. * @hidden
  106028. * Updates the rig cameras (left and right eye)
  106029. */
  106030. WebVRFreeCamera.prototype._updateRigCameras = function () {
  106031. var camLeft = this._rigCameras[0];
  106032. var camRight = this._rigCameras[1];
  106033. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  106034. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  106035. camLeft.position.copyFrom(this._deviceRoomPosition);
  106036. camRight.position.copyFrom(this._deviceRoomPosition);
  106037. };
  106038. // Remove translation from 6dof headset if trackposition is set to false
  106039. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  106040. if (isViewMatrix === void 0) { isViewMatrix = false; }
  106041. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  106042. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  106043. if (!isViewMatrix) {
  106044. this._tmpMatrix.invert();
  106045. }
  106046. this._tmpMatrix.multiplyToRef(matrix, matrix);
  106047. }
  106048. };
  106049. /**
  106050. * @hidden
  106051. * Updates the cached values of the camera
  106052. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  106053. */
  106054. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  106055. var _this = this;
  106056. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  106057. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  106058. if (!this.updateCacheCalled) {
  106059. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  106060. this.updateCacheCalled = true;
  106061. this.update();
  106062. }
  106063. // Set working vector to the device position in room space rotated by the new rotation
  106064. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  106065. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  106066. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  106067. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  106068. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  106069. // Add translation from anchor position
  106070. this._deviceToWorld.getTranslationToRef(this._workingVector);
  106071. this._workingVector.addInPlace(this.position);
  106072. this._workingVector.subtractInPlace(this._cache.position);
  106073. this._deviceToWorld.setTranslation(this._workingVector);
  106074. // Set an inverted matrix to be used when updating the camera
  106075. this._deviceToWorld.invertToRef(this._worldToDevice);
  106076. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  106077. this.controllers.forEach(function (controller) {
  106078. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  106079. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  106080. controller.update();
  106081. });
  106082. }
  106083. if (!ignoreParentClass) {
  106084. _super.prototype._updateCache.call(this);
  106085. }
  106086. this.updateCacheCalled = false;
  106087. };
  106088. /**
  106089. * @hidden
  106090. * Get current device position in babylon world
  106091. */
  106092. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  106093. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  106094. };
  106095. /**
  106096. * Updates the current device position and rotation in the babylon world
  106097. */
  106098. WebVRFreeCamera.prototype.update = function () {
  106099. this._computeDevicePosition();
  106100. // Get current device rotation in babylon world
  106101. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  106102. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  106103. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  106104. if (this._poseSet) {
  106105. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  106106. }
  106107. _super.prototype.update.call(this);
  106108. };
  106109. /**
  106110. * @hidden
  106111. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  106112. * @returns an identity matrix
  106113. */
  106114. WebVRFreeCamera.prototype._getViewMatrix = function () {
  106115. return BABYLON.Matrix.Identity();
  106116. };
  106117. /**
  106118. * This function is called by the two RIG cameras.
  106119. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  106120. */
  106121. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  106122. // Update the parent camera prior to using a child camera to avoid desynchronization
  106123. var parentCamera = this._cameraRigParams["parentCamera"];
  106124. parentCamera._updateCache();
  106125. //WebVR 1.1
  106126. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  106127. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  106128. if (!this.getScene().useRightHandedSystem) {
  106129. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  106130. }
  106131. // update the camera rotation matrix
  106132. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  106133. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  106134. // Computing target and final matrix
  106135. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  106136. // should the view matrix be updated with scale and position offset?
  106137. if (parentCamera.deviceScaleFactor !== 1) {
  106138. this._webvrViewMatrix.invert();
  106139. // scale the position, if set
  106140. if (parentCamera.deviceScaleFactor) {
  106141. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  106142. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  106143. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  106144. }
  106145. this._webvrViewMatrix.invert();
  106146. }
  106147. // Remove translation from 6dof headset if trackposition is set to false
  106148. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  106149. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  106150. // Compute global position
  106151. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  106152. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  106153. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  106154. this._workingMatrix.getTranslationToRef(this._globalPosition);
  106155. this._markSyncedWithParent();
  106156. return this._webvrViewMatrix;
  106157. };
  106158. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  106159. var parentCamera = this.parent;
  106160. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  106161. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  106162. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  106163. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  106164. //babylon compatible matrix
  106165. if (!this.getScene().useRightHandedSystem) {
  106166. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  106167. }
  106168. return this._projectionMatrix;
  106169. };
  106170. /**
  106171. * Initializes the controllers and their meshes
  106172. */
  106173. WebVRFreeCamera.prototype.initControllers = function () {
  106174. var _this = this;
  106175. this.controllers = [];
  106176. var manager = this.getScene().gamepadManager;
  106177. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  106178. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  106179. var webVrController = gamepad;
  106180. if (webVrController.defaultModel) {
  106181. webVrController.defaultModel.setEnabled(false);
  106182. }
  106183. if (webVrController.hand === "right") {
  106184. _this._rightController = null;
  106185. }
  106186. if (webVrController.hand === "left") {
  106187. _this._leftController = null;
  106188. }
  106189. var controllerIndex = _this.controllers.indexOf(webVrController);
  106190. if (controllerIndex !== -1) {
  106191. _this.controllers.splice(controllerIndex, 1);
  106192. }
  106193. }
  106194. });
  106195. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  106196. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  106197. var webVrController_1 = gamepad;
  106198. if (!_this.webVROptions.trackPosition) {
  106199. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  106200. // Cache must be updated before rendering controllers to avoid them being one frame behind
  106201. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  106202. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  106203. _this._updateCache();
  106204. });
  106205. }
  106206. }
  106207. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  106208. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  106209. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  106210. if (_this.webVROptions.controllerMeshes) {
  106211. if (webVrController_1.defaultModel) {
  106212. webVrController_1.defaultModel.setEnabled(true);
  106213. }
  106214. else {
  106215. // Load the meshes
  106216. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  106217. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  106218. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  106219. if (_this.webVROptions.defaultLightingOnControllers) {
  106220. if (!_this._lightOnControllers) {
  106221. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  106222. }
  106223. var activateLightOnSubMeshes_1 = function (mesh, light) {
  106224. var children = mesh.getChildren();
  106225. if (children && children.length !== 0) {
  106226. children.forEach(function (mesh) {
  106227. light.includedOnlyMeshes.push(mesh);
  106228. activateLightOnSubMeshes_1(mesh, light);
  106229. });
  106230. }
  106231. };
  106232. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  106233. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  106234. }
  106235. });
  106236. }
  106237. }
  106238. webVrController_1.attachToPoseControlledCamera(_this);
  106239. // since this is async - sanity check. Is the controller already stored?
  106240. if (_this.controllers.indexOf(webVrController_1) === -1) {
  106241. //add to the controllers array
  106242. _this.controllers.push(webVrController_1);
  106243. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  106244. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  106245. // So we're overriding setting left & right manually to be sure
  106246. var firstViveWandDetected = false;
  106247. for (var i = 0; i < _this.controllers.length; i++) {
  106248. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  106249. if (!firstViveWandDetected) {
  106250. firstViveWandDetected = true;
  106251. _this.controllers[i].hand = "left";
  106252. }
  106253. else {
  106254. _this.controllers[i].hand = "right";
  106255. }
  106256. }
  106257. }
  106258. //did we find enough controllers? Great! let the developer know.
  106259. if (_this.controllers.length >= 2) {
  106260. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  106261. }
  106262. }
  106263. }
  106264. });
  106265. };
  106266. return WebVRFreeCamera;
  106267. }(BABYLON.FreeCamera));
  106268. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  106269. })(BABYLON || (BABYLON = {}));
  106270. //# sourceMappingURL=babylon.webVRCamera.js.map
  106271. var BABYLON;
  106272. (function (BABYLON) {
  106273. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  106274. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  106275. });
  106276. // We're mainly based on the logic defined into the FreeCamera code
  106277. /**
  106278. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  106279. * being tilted forward or back and left or right.
  106280. */
  106281. var DeviceOrientationCamera = /** @class */ (function (_super) {
  106282. __extends(DeviceOrientationCamera, _super);
  106283. /**
  106284. * Creates a new device orientation camera
  106285. * @param name The name of the camera
  106286. * @param position The start position camera
  106287. * @param scene The scene the camera belongs to
  106288. */
  106289. function DeviceOrientationCamera(name, position, scene) {
  106290. var _this = _super.call(this, name, position, scene) || this;
  106291. _this._quaternionCache = new BABYLON.Quaternion();
  106292. _this.inputs.addDeviceOrientation();
  106293. return _this;
  106294. }
  106295. /**
  106296. * Gets the current instance class name ("DeviceOrientationCamera").
  106297. * This helps avoiding instanceof at run time.
  106298. * @returns the class name
  106299. */
  106300. DeviceOrientationCamera.prototype.getClassName = function () {
  106301. return "DeviceOrientationCamera";
  106302. };
  106303. /**
  106304. * @hidden
  106305. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  106306. */
  106307. DeviceOrientationCamera.prototype._checkInputs = function () {
  106308. _super.prototype._checkInputs.call(this);
  106309. this._quaternionCache.copyFrom(this.rotationQuaternion);
  106310. if (this._initialQuaternion) {
  106311. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  106312. }
  106313. };
  106314. /**
  106315. * Reset the camera to its default orientation on the specified axis only.
  106316. * @param axis The axis to reset
  106317. */
  106318. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  106319. var _this = this;
  106320. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  106321. //can only work if this camera has a rotation quaternion already.
  106322. if (!this.rotationQuaternion) {
  106323. return;
  106324. }
  106325. if (!this._initialQuaternion) {
  106326. this._initialQuaternion = new BABYLON.Quaternion();
  106327. }
  106328. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  106329. ['x', 'y', 'z'].forEach(function (axisName) {
  106330. if (!axis[axisName]) {
  106331. _this._initialQuaternion[axisName] = 0;
  106332. }
  106333. else {
  106334. _this._initialQuaternion[axisName] *= -1;
  106335. }
  106336. });
  106337. this._initialQuaternion.normalize();
  106338. //force rotation update
  106339. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  106340. };
  106341. return DeviceOrientationCamera;
  106342. }(BABYLON.FreeCamera));
  106343. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  106344. })(BABYLON || (BABYLON = {}));
  106345. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  106346. var BABYLON;
  106347. (function (BABYLON) {
  106348. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106349. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106350. });
  106351. /**
  106352. * Camera used to simulate VR rendering (based on FreeCamera)
  106353. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106354. */
  106355. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  106356. __extends(VRDeviceOrientationFreeCamera, _super);
  106357. /**
  106358. * Creates a new VRDeviceOrientationFreeCamera
  106359. * @param name defines camera name
  106360. * @param position defines the start position of the camera
  106361. * @param scene defines the scene the camera belongs to
  106362. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106363. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106364. */
  106365. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106366. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106367. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106368. var _this = _super.call(this, name, position, scene) || this;
  106369. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106370. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106371. return _this;
  106372. }
  106373. /**
  106374. * Gets camera class name
  106375. * @returns VRDeviceOrientationFreeCamera
  106376. */
  106377. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  106378. return "VRDeviceOrientationFreeCamera";
  106379. };
  106380. return VRDeviceOrientationFreeCamera;
  106381. }(BABYLON.DeviceOrientationCamera));
  106382. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  106383. })(BABYLON || (BABYLON = {}));
  106384. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  106385. var BABYLON;
  106386. (function (BABYLON) {
  106387. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106388. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  106389. });
  106390. /**
  106391. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  106392. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106393. */
  106394. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  106395. __extends(VRDeviceOrientationArcRotateCamera, _super);
  106396. /**
  106397. * Creates a new VRDeviceOrientationArcRotateCamera
  106398. * @param name defines camera name
  106399. * @param alpha defines the camera rotation along the logitudinal axis
  106400. * @param beta defines the camera rotation along the latitudinal axis
  106401. * @param radius defines the camera distance from its target
  106402. * @param target defines the camera target
  106403. * @param scene defines the scene the camera belongs to
  106404. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106405. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106406. */
  106407. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  106408. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106409. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106410. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106411. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106412. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106413. _this.inputs.addVRDeviceOrientation();
  106414. return _this;
  106415. }
  106416. /**
  106417. * Gets camera class name
  106418. * @returns VRDeviceOrientationArcRotateCamera
  106419. */
  106420. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  106421. return "VRDeviceOrientationArcRotateCamera";
  106422. };
  106423. return VRDeviceOrientationArcRotateCamera;
  106424. }(BABYLON.ArcRotateCamera));
  106425. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  106426. })(BABYLON || (BABYLON = {}));
  106427. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  106428. var BABYLON;
  106429. (function (BABYLON) {
  106430. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  106431. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  106432. });
  106433. /**
  106434. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  106435. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106436. */
  106437. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  106438. __extends(VRDeviceOrientationGamepadCamera, _super);
  106439. /**
  106440. * Creates a new VRDeviceOrientationGamepadCamera
  106441. * @param name defines camera name
  106442. * @param position defines the start position of the camera
  106443. * @param scene defines the scene the camera belongs to
  106444. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106445. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106446. */
  106447. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106448. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106449. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106450. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  106451. _this.inputs.addGamepad();
  106452. return _this;
  106453. }
  106454. /**
  106455. * Gets camera class name
  106456. * @returns VRDeviceOrientationGamepadCamera
  106457. */
  106458. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  106459. return "VRDeviceOrientationGamepadCamera";
  106460. };
  106461. return VRDeviceOrientationGamepadCamera;
  106462. }(BABYLON.VRDeviceOrientationFreeCamera));
  106463. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  106464. })(BABYLON || (BABYLON = {}));
  106465. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  106466. var BABYLON;
  106467. (function (BABYLON) {
  106468. var VRExperienceHelperGazer = /** @class */ (function () {
  106469. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  106470. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  106471. this.scene = scene;
  106472. /** @hidden */
  106473. this._pointerDownOnMeshAsked = false;
  106474. /** @hidden */
  106475. this._isActionableMesh = false;
  106476. /** @hidden */
  106477. this._teleportationRequestInitiated = false;
  106478. /** @hidden */
  106479. this._teleportationBackRequestInitiated = false;
  106480. /** @hidden */
  106481. this._rotationRightAsked = false;
  106482. /** @hidden */
  106483. this._rotationLeftAsked = false;
  106484. /** @hidden */
  106485. this._dpadPressed = true;
  106486. /** @hidden */
  106487. this._activePointer = false;
  106488. this._id = VRExperienceHelperGazer._idCounter++;
  106489. // Gaze tracker
  106490. if (!gazeTrackerToClone) {
  106491. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  106492. this._gazeTracker.bakeCurrentTransformIntoVertices();
  106493. this._gazeTracker.isPickable = false;
  106494. this._gazeTracker.isVisible = false;
  106495. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  106496. targetMat.specularColor = BABYLON.Color3.Black();
  106497. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106498. targetMat.backFaceCulling = false;
  106499. this._gazeTracker.material = targetMat;
  106500. }
  106501. else {
  106502. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  106503. }
  106504. }
  106505. /** @hidden */
  106506. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  106507. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  106508. };
  106509. /** @hidden */
  106510. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  106511. this._pointerDownOnMeshAsked = true;
  106512. if (this._currentHit) {
  106513. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  106514. }
  106515. };
  106516. /** @hidden */
  106517. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  106518. if (this._currentHit) {
  106519. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  106520. }
  106521. this._pointerDownOnMeshAsked = false;
  106522. };
  106523. /** @hidden */
  106524. VRExperienceHelperGazer.prototype._activatePointer = function () {
  106525. this._activePointer = true;
  106526. };
  106527. /** @hidden */
  106528. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  106529. this._activePointer = false;
  106530. };
  106531. /** @hidden */
  106532. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  106533. if (distance === void 0) { distance = 100; }
  106534. };
  106535. VRExperienceHelperGazer.prototype.dispose = function () {
  106536. this._interactionsEnabled = false;
  106537. this._teleportationEnabled = false;
  106538. if (this._gazeTracker) {
  106539. this._gazeTracker.dispose();
  106540. }
  106541. };
  106542. VRExperienceHelperGazer._idCounter = 0;
  106543. return VRExperienceHelperGazer;
  106544. }());
  106545. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  106546. __extends(VRExperienceHelperControllerGazer, _super);
  106547. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  106548. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  106549. _this.webVRController = webVRController;
  106550. // Laser pointer
  106551. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  106552. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  106553. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106554. laserPointerMaterial.alpha = 0.6;
  106555. _this._laserPointer.material = laserPointerMaterial;
  106556. _this._laserPointer.rotation.x = Math.PI / 2;
  106557. _this._laserPointer.position.z = -0.5;
  106558. _this._laserPointer.isVisible = false;
  106559. _this._laserPointer.isPickable = false;
  106560. if (!webVRController.mesh) {
  106561. // Create an empty mesh that is used prior to loading the high quality model
  106562. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  106563. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  106564. preloadPointerPose.rotation.x = -0.7;
  106565. preloadMesh.addChild(preloadPointerPose);
  106566. webVRController.attachToMesh(preloadMesh);
  106567. }
  106568. _this._setLaserPointerParent(webVRController.mesh);
  106569. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  106570. _this._setLaserPointerParent(mesh);
  106571. });
  106572. return _this;
  106573. }
  106574. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  106575. return this.webVRController.getForwardRay(length);
  106576. };
  106577. /** @hidden */
  106578. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  106579. _super.prototype._activatePointer.call(this);
  106580. this._laserPointer.isVisible = true;
  106581. };
  106582. /** @hidden */
  106583. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  106584. _super.prototype._deactivatePointer.call(this);
  106585. this._laserPointer.isVisible = false;
  106586. };
  106587. /** @hidden */
  106588. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  106589. this._laserPointer.material.emissiveColor = color;
  106590. };
  106591. /** @hidden */
  106592. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  106593. var makeNotPick = function (root) {
  106594. root.isPickable = false;
  106595. root.getChildMeshes().forEach(function (c) {
  106596. makeNotPick(c);
  106597. });
  106598. };
  106599. makeNotPick(mesh);
  106600. var meshChildren = mesh.getChildren(undefined, false);
  106601. var laserParent = mesh;
  106602. this.webVRController._pointingPoseNode = null;
  106603. for (var i = 0; i < meshChildren.length; i++) {
  106604. if (meshChildren[i].name && meshChildren[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  106605. laserParent = meshChildren[i];
  106606. this.webVRController._pointingPoseNode = laserParent;
  106607. break;
  106608. }
  106609. }
  106610. this._laserPointer.parent = laserParent;
  106611. };
  106612. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  106613. if (distance === void 0) { distance = 100; }
  106614. this._laserPointer.scaling.y = distance;
  106615. this._laserPointer.position.z = -distance / 2;
  106616. };
  106617. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  106618. _super.prototype.dispose.call(this);
  106619. this._laserPointer.dispose();
  106620. if (this._meshAttachedObserver) {
  106621. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  106622. }
  106623. };
  106624. return VRExperienceHelperControllerGazer;
  106625. }(VRExperienceHelperGazer));
  106626. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  106627. __extends(VRExperienceHelperCameraGazer, _super);
  106628. function VRExperienceHelperCameraGazer(getCamera, scene) {
  106629. var _this = _super.call(this, scene) || this;
  106630. _this.getCamera = getCamera;
  106631. return _this;
  106632. }
  106633. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  106634. var camera = this.getCamera();
  106635. if (camera) {
  106636. return camera.getForwardRay(length);
  106637. }
  106638. else {
  106639. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  106640. }
  106641. };
  106642. return VRExperienceHelperCameraGazer;
  106643. }(VRExperienceHelperGazer));
  106644. /**
  106645. * Helps to quickly add VR support to an existing scene.
  106646. * See http://doc.babylonjs.com/how_to/webvr_helper
  106647. */
  106648. var VRExperienceHelper = /** @class */ (function () {
  106649. /**
  106650. * Instantiates a VRExperienceHelper.
  106651. * Helps to quickly add VR support to an existing scene.
  106652. * @param scene The scene the VRExperienceHelper belongs to.
  106653. * @param webVROptions Options to modify the vr experience helper's behavior.
  106654. */
  106655. function VRExperienceHelper(scene,
  106656. /** Options to modify the vr experience helper's behavior. */
  106657. webVROptions) {
  106658. if (webVROptions === void 0) { webVROptions = {}; }
  106659. var _this = this;
  106660. this.webVROptions = webVROptions;
  106661. // Can the system support WebVR, even if a headset isn't plugged in?
  106662. this._webVRsupported = false;
  106663. // If WebVR is supported, is a headset plugged in and are we ready to present?
  106664. this._webVRready = false;
  106665. // Are we waiting for the requestPresent callback to complete?
  106666. this._webVRrequesting = false;
  106667. // Are we presenting to the headset right now? (this is the vrDevice state)
  106668. this._webVRpresenting = false;
  106669. // Are we presenting in the fullscreen fallback?
  106670. this._fullscreenVRpresenting = false;
  106671. /**
  106672. * Observable raised when entering VR.
  106673. */
  106674. this.onEnteringVRObservable = new BABYLON.Observable();
  106675. /**
  106676. * Observable raised when exiting VR.
  106677. */
  106678. this.onExitingVRObservable = new BABYLON.Observable();
  106679. /**
  106680. * Observable raised when controller mesh is loaded.
  106681. */
  106682. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106683. this._useCustomVRButton = false;
  106684. this._teleportationRequested = false;
  106685. this._teleportActive = false;
  106686. this._floorMeshesCollection = [];
  106687. this._rotationAllowed = true;
  106688. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  106689. this._isDefaultTeleportationTarget = true;
  106690. this._teleportationFillColor = "#444444";
  106691. this._teleportationBorderColor = "#FFFFFF";
  106692. this._rotationAngle = 0;
  106693. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  106694. this._padSensibilityUp = 0.65;
  106695. this._padSensibilityDown = 0.35;
  106696. this._leftController = null;
  106697. this._rightController = null;
  106698. /**
  106699. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106700. */
  106701. this.onNewMeshSelected = new BABYLON.Observable();
  106702. /**
  106703. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106704. */
  106705. this.onNewMeshPicked = new BABYLON.Observable();
  106706. /**
  106707. * Observable raised before camera teleportation
  106708. */
  106709. this.onBeforeCameraTeleport = new BABYLON.Observable();
  106710. /**
  106711. * Observable raised after camera teleportation
  106712. */
  106713. this.onAfterCameraTeleport = new BABYLON.Observable();
  106714. /**
  106715. * Observable raised when current selected mesh gets unselected
  106716. */
  106717. this.onSelectedMeshUnselected = new BABYLON.Observable();
  106718. /**
  106719. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106720. */
  106721. this.teleportationEnabled = true;
  106722. this._teleportationInitialized = false;
  106723. this._interactionsEnabled = false;
  106724. this._interactionsRequested = false;
  106725. this._displayGaze = true;
  106726. this._displayLaserPointer = true;
  106727. /**
  106728. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106729. */
  106730. this.updateGazeTrackerScale = true;
  106731. this._onResize = function () {
  106732. _this.moveButtonToBottomRight();
  106733. if (_this._fullscreenVRpresenting && _this._webVRready) {
  106734. _this.exitVR();
  106735. }
  106736. };
  106737. this._onFullscreenChange = function () {
  106738. if (document.fullscreen !== undefined) {
  106739. _this._fullscreenVRpresenting = document.fullscreen;
  106740. }
  106741. else if (document.mozFullScreen !== undefined) {
  106742. _this._fullscreenVRpresenting = document.mozFullScreen;
  106743. }
  106744. else if (document.webkitIsFullScreen !== undefined) {
  106745. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  106746. }
  106747. else if (document.msIsFullScreen !== undefined) {
  106748. _this._fullscreenVRpresenting = document.msIsFullScreen;
  106749. }
  106750. else if (document.msFullscreenElement !== undefined) {
  106751. _this._fullscreenVRpresenting = document.msFullscreenElement;
  106752. }
  106753. if (!_this._fullscreenVRpresenting && _this._canvas) {
  106754. _this.exitVR();
  106755. if (!_this._useCustomVRButton) {
  106756. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  106757. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  106758. }
  106759. }
  106760. };
  106761. this._cachedAngularSensibility = { angularSensibilityX: null, angularSensibilityY: null, angularSensibility: null };
  106762. this.beforeRender = function () {
  106763. if (_this._leftController && _this._leftController._activePointer) {
  106764. _this._castRayAndSelectObject(_this._leftController);
  106765. }
  106766. if (_this._rightController && _this._rightController._activePointer) {
  106767. _this._castRayAndSelectObject(_this._rightController);
  106768. }
  106769. if (_this._noControllerIsActive) {
  106770. _this._castRayAndSelectObject(_this._cameraGazer);
  106771. }
  106772. else {
  106773. _this._cameraGazer._gazeTracker.isVisible = false;
  106774. }
  106775. };
  106776. this._onNewGamepadConnected = function (gamepad) {
  106777. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  106778. if (gamepad.leftStick) {
  106779. gamepad.onleftstickchanged(function (stickValues) {
  106780. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  106781. // Listening to classic/xbox gamepad only if no VR controller is active
  106782. if ((!_this._leftController && !_this._rightController) ||
  106783. ((_this._leftController && !_this._leftController._activePointer) &&
  106784. (_this._rightController && !_this._rightController._activePointer))) {
  106785. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  106786. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  106787. }
  106788. }
  106789. });
  106790. }
  106791. if (gamepad.rightStick) {
  106792. gamepad.onrightstickchanged(function (stickValues) {
  106793. if (_this._teleportationInitialized) {
  106794. _this._checkRotate(stickValues, _this._cameraGazer);
  106795. }
  106796. });
  106797. }
  106798. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  106799. gamepad.onbuttondown(function (buttonPressed) {
  106800. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106801. _this._cameraGazer._selectionPointerDown();
  106802. }
  106803. });
  106804. gamepad.onbuttonup(function (buttonPressed) {
  106805. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106806. _this._cameraGazer._selectionPointerUp();
  106807. }
  106808. });
  106809. }
  106810. }
  106811. else {
  106812. var webVRController = gamepad;
  106813. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  106814. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  106815. _this._rightController = controller;
  106816. }
  106817. else {
  106818. _this._leftController = controller;
  106819. }
  106820. _this._tryEnableInteractionOnController(controller);
  106821. }
  106822. };
  106823. // 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
  106824. this._tryEnableInteractionOnController = function (controller) {
  106825. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  106826. _this._enableInteractionOnController(controller);
  106827. }
  106828. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  106829. _this._enableTeleportationOnController(controller);
  106830. }
  106831. };
  106832. this._onNewGamepadDisconnected = function (gamepad) {
  106833. if (gamepad instanceof BABYLON.WebVRController) {
  106834. if (gamepad.hand === "left" && _this._leftController != null) {
  106835. _this._leftController.dispose();
  106836. _this._leftController = null;
  106837. }
  106838. if (gamepad.hand === "right" && _this._rightController != null) {
  106839. _this._rightController.dispose();
  106840. _this._rightController = null;
  106841. }
  106842. }
  106843. };
  106844. this._workingVector = BABYLON.Vector3.Zero();
  106845. this._workingQuaternion = BABYLON.Quaternion.Identity();
  106846. this._workingMatrix = BABYLON.Matrix.Identity();
  106847. this._scene = scene;
  106848. this._canvas = scene.getEngine().getRenderingCanvas();
  106849. // Parse options
  106850. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  106851. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  106852. }
  106853. if (webVROptions.createDeviceOrientationCamera === undefined) {
  106854. webVROptions.createDeviceOrientationCamera = true;
  106855. }
  106856. if (webVROptions.laserToggle === undefined) {
  106857. webVROptions.laserToggle = true;
  106858. }
  106859. if (webVROptions.defaultHeight === undefined) {
  106860. webVROptions.defaultHeight = 1.7;
  106861. }
  106862. if (webVROptions.useCustomVRButton) {
  106863. this._useCustomVRButton = true;
  106864. if (webVROptions.customVRButton) {
  106865. this._btnVR = webVROptions.customVRButton;
  106866. }
  106867. }
  106868. if (webVROptions.rayLength) {
  106869. this._rayLength = webVROptions.rayLength;
  106870. }
  106871. this._defaultHeight = webVROptions.defaultHeight;
  106872. if (webVROptions.positionScale) {
  106873. this._rayLength *= webVROptions.positionScale;
  106874. this._defaultHeight *= webVROptions.positionScale;
  106875. }
  106876. this._hasEnteredVR = false;
  106877. // Set position
  106878. if (this._scene.activeCamera) {
  106879. this._position = this._scene.activeCamera.position.clone();
  106880. }
  106881. else {
  106882. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  106883. }
  106884. // Set non-vr camera
  106885. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  106886. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  106887. // Copy data from existing camera
  106888. if (this._scene.activeCamera) {
  106889. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106890. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  106891. // Set rotation from previous camera
  106892. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  106893. var targetCamera = this._scene.activeCamera;
  106894. if (targetCamera.rotationQuaternion) {
  106895. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  106896. }
  106897. else {
  106898. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  106899. }
  106900. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  106901. }
  106902. }
  106903. this._scene.activeCamera = this._deviceOrientationCamera;
  106904. if (this._canvas) {
  106905. this._scene.activeCamera.attachControl(this._canvas);
  106906. }
  106907. }
  106908. else {
  106909. this._existingCamera = this._scene.activeCamera;
  106910. }
  106911. // Create VR cameras
  106912. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106913. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  106914. this._vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  106915. }
  106916. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  106917. this._webVRCamera.useStandingMatrix();
  106918. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  106919. // Create default button
  106920. if (!this._useCustomVRButton) {
  106921. this._btnVR = document.createElement("BUTTON");
  106922. this._btnVR.className = "babylonVRicon";
  106923. this._btnVR.id = "babylonVRiconbtn";
  106924. this._btnVR.title = "Click to switch to VR";
  106925. 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) }";
  106926. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  106927. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  106928. // css += ".babylonVRicon.vrdisplaysupported { }";
  106929. // css += ".babylonVRicon.vrdisplayready { }";
  106930. // css += ".babylonVRicon.vrdisplayrequesting { }";
  106931. var style = document.createElement('style');
  106932. style.appendChild(document.createTextNode(css));
  106933. document.getElementsByTagName('head')[0].appendChild(style);
  106934. this.moveButtonToBottomRight();
  106935. }
  106936. // VR button click event
  106937. if (this._btnVR) {
  106938. this._btnVR.addEventListener("click", function () {
  106939. if (!_this.isInVRMode) {
  106940. _this.enterVR();
  106941. }
  106942. else {
  106943. _this.exitVR();
  106944. }
  106945. });
  106946. }
  106947. // Window events
  106948. window.addEventListener("resize", this._onResize);
  106949. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  106950. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  106951. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  106952. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  106953. document.onmsfullscreenchange = this._onFullscreenChange;
  106954. // Display vr button when headset is connected
  106955. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106956. this.displayVRButton();
  106957. }
  106958. else {
  106959. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  106960. if (e.vrDisplay) {
  106961. _this.displayVRButton();
  106962. }
  106963. });
  106964. }
  106965. // Exiting VR mode using 'ESC' key on desktop
  106966. this._onKeyDown = function (event) {
  106967. if (event.keyCode === 27 && _this.isInVRMode) {
  106968. _this.exitVR();
  106969. }
  106970. };
  106971. document.addEventListener("keydown", this._onKeyDown);
  106972. // Exiting VR mode double tapping the touch screen
  106973. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  106974. if (_this.isInVRMode) {
  106975. _this.exitVR();
  106976. if (_this._fullscreenVRpresenting) {
  106977. _this._scene.getEngine().switchFullscreen(true);
  106978. }
  106979. }
  106980. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  106981. // Listen for WebVR display changes
  106982. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  106983. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  106984. this._onVRRequestPresentStart = function () {
  106985. _this._webVRrequesting = true;
  106986. _this.updateButtonVisibility();
  106987. };
  106988. this._onVRRequestPresentComplete = function (success) {
  106989. _this._webVRrequesting = false;
  106990. _this.updateButtonVisibility();
  106991. };
  106992. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  106993. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  106994. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  106995. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  106996. scene.onDisposeObservable.add(function () {
  106997. _this.dispose();
  106998. });
  106999. // Gamepad connection events
  107000. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  107001. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  107002. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  107003. this.updateButtonVisibility();
  107004. //create easing functions
  107005. this._circleEase = new BABYLON.CircleEase();
  107006. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  107007. if (this.webVROptions.floorMeshes) {
  107008. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  107009. }
  107010. }
  107011. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  107012. /** Return this.onEnteringVRObservable
  107013. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  107014. */
  107015. get: function () {
  107016. return this.onEnteringVRObservable;
  107017. },
  107018. enumerable: true,
  107019. configurable: true
  107020. });
  107021. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  107022. /** Return this.onExitingVRObservable
  107023. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  107024. */
  107025. get: function () {
  107026. return this.onExitingVRObservable;
  107027. },
  107028. enumerable: true,
  107029. configurable: true
  107030. });
  107031. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  107032. /** Return this.onControllerMeshLoadedObservable
  107033. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  107034. */
  107035. get: function () {
  107036. return this.onControllerMeshLoadedObservable;
  107037. },
  107038. enumerable: true,
  107039. configurable: true
  107040. });
  107041. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  107042. /**
  107043. * The mesh used to display where the user is going to teleport.
  107044. */
  107045. get: function () {
  107046. return this._teleportationTarget;
  107047. },
  107048. /**
  107049. * Sets the mesh to be used to display where the user is going to teleport.
  107050. */
  107051. set: function (value) {
  107052. if (value) {
  107053. value.name = "teleportationTarget";
  107054. this._isDefaultTeleportationTarget = false;
  107055. this._teleportationTarget = value;
  107056. }
  107057. },
  107058. enumerable: true,
  107059. configurable: true
  107060. });
  107061. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  107062. /**
  107063. * 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
  107064. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  107065. * See http://doc.babylonjs.com/resources/baking_transformations
  107066. */
  107067. get: function () {
  107068. return this._cameraGazer._gazeTracker;
  107069. },
  107070. set: function (value) {
  107071. if (value) {
  107072. // Dispose of existing meshes
  107073. if (this._cameraGazer._gazeTracker) {
  107074. this._cameraGazer._gazeTracker.dispose();
  107075. }
  107076. if (this._leftController && this._leftController._gazeTracker) {
  107077. this._leftController._gazeTracker.dispose();
  107078. }
  107079. if (this._rightController && this._rightController._gazeTracker) {
  107080. this._rightController._gazeTracker.dispose();
  107081. }
  107082. // Set and create gaze trackers on head and controllers
  107083. this._cameraGazer._gazeTracker = value;
  107084. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  107085. this._cameraGazer._gazeTracker.isPickable = false;
  107086. this._cameraGazer._gazeTracker.isVisible = false;
  107087. this._cameraGazer._gazeTracker.name = "gazeTracker";
  107088. if (this._leftController) {
  107089. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  107090. }
  107091. if (this._rightController) {
  107092. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  107093. }
  107094. }
  107095. },
  107096. enumerable: true,
  107097. configurable: true
  107098. });
  107099. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  107100. /**
  107101. * The gaze tracking mesh corresponding to the left controller
  107102. */
  107103. get: function () {
  107104. if (this._leftController) {
  107105. return this._leftController._gazeTracker;
  107106. }
  107107. return null;
  107108. },
  107109. enumerable: true,
  107110. configurable: true
  107111. });
  107112. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  107113. /**
  107114. * The gaze tracking mesh corresponding to the right controller
  107115. */
  107116. get: function () {
  107117. if (this._rightController) {
  107118. return this._rightController._gazeTracker;
  107119. }
  107120. return null;
  107121. },
  107122. enumerable: true,
  107123. configurable: true
  107124. });
  107125. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  107126. /**
  107127. * If the ray of the gaze should be displayed.
  107128. */
  107129. get: function () {
  107130. return this._displayGaze;
  107131. },
  107132. /**
  107133. * Sets if the ray of the gaze should be displayed.
  107134. */
  107135. set: function (value) {
  107136. this._displayGaze = value;
  107137. if (!value) {
  107138. this._cameraGazer._gazeTracker.isVisible = false;
  107139. if (this._leftController) {
  107140. this._leftController._gazeTracker.isVisible = false;
  107141. }
  107142. if (this._rightController) {
  107143. this._rightController._gazeTracker.isVisible = false;
  107144. }
  107145. }
  107146. },
  107147. enumerable: true,
  107148. configurable: true
  107149. });
  107150. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  107151. /**
  107152. * If the ray of the LaserPointer should be displayed.
  107153. */
  107154. get: function () {
  107155. return this._displayLaserPointer;
  107156. },
  107157. /**
  107158. * Sets if the ray of the LaserPointer should be displayed.
  107159. */
  107160. set: function (value) {
  107161. this._displayLaserPointer = value;
  107162. if (!value) {
  107163. if (this._rightController) {
  107164. this._rightController._deactivatePointer();
  107165. this._rightController._gazeTracker.isVisible = false;
  107166. }
  107167. if (this._leftController) {
  107168. this._leftController._deactivatePointer();
  107169. this._leftController._gazeTracker.isVisible = false;
  107170. }
  107171. }
  107172. else {
  107173. if (this._rightController) {
  107174. this._rightController._activatePointer();
  107175. }
  107176. if (this._leftController) {
  107177. this._leftController._activatePointer();
  107178. }
  107179. }
  107180. },
  107181. enumerable: true,
  107182. configurable: true
  107183. });
  107184. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  107185. /**
  107186. * The deviceOrientationCamera used as the camera when not in VR.
  107187. */
  107188. get: function () {
  107189. return this._deviceOrientationCamera;
  107190. },
  107191. enumerable: true,
  107192. configurable: true
  107193. });
  107194. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  107195. /**
  107196. * Based on the current WebVR support, returns the current VR camera used.
  107197. */
  107198. get: function () {
  107199. if (this._webVRready) {
  107200. return this._webVRCamera;
  107201. }
  107202. else {
  107203. return this._scene.activeCamera;
  107204. }
  107205. },
  107206. enumerable: true,
  107207. configurable: true
  107208. });
  107209. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  107210. /**
  107211. * The webVRCamera which is used when in VR.
  107212. */
  107213. get: function () {
  107214. return this._webVRCamera;
  107215. },
  107216. enumerable: true,
  107217. configurable: true
  107218. });
  107219. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  107220. /**
  107221. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  107222. */
  107223. get: function () {
  107224. return this._vrDeviceOrientationCamera;
  107225. },
  107226. enumerable: true,
  107227. configurable: true
  107228. });
  107229. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  107230. get: function () {
  107231. var result = this._cameraGazer._teleportationRequestInitiated
  107232. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  107233. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  107234. return result;
  107235. },
  107236. enumerable: true,
  107237. configurable: true
  107238. });
  107239. // Raised when one of the controller has loaded successfully its associated default mesh
  107240. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  107241. if (this._leftController && this._leftController.webVRController == webVRController) {
  107242. if (webVRController.mesh) {
  107243. this._leftController._setLaserPointerParent(webVRController.mesh);
  107244. }
  107245. }
  107246. if (this._rightController && this._rightController.webVRController == webVRController) {
  107247. if (webVRController.mesh) {
  107248. this._rightController._setLaserPointerParent(webVRController.mesh);
  107249. }
  107250. }
  107251. try {
  107252. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  107253. }
  107254. catch (err) {
  107255. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  107256. }
  107257. };
  107258. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  107259. /**
  107260. * Gets a value indicating if we are currently in VR mode.
  107261. */
  107262. get: function () {
  107263. return this._webVRpresenting || this._fullscreenVRpresenting;
  107264. },
  107265. enumerable: true,
  107266. configurable: true
  107267. });
  107268. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  107269. var vrDisplay = this._scene.getEngine().getVRDevice();
  107270. if (vrDisplay) {
  107271. var wasPresenting = this._webVRpresenting;
  107272. this._webVRpresenting = vrDisplay.isPresenting;
  107273. if (wasPresenting && !this._webVRpresenting) {
  107274. this.exitVR();
  107275. }
  107276. }
  107277. else {
  107278. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  107279. }
  107280. this.updateButtonVisibility();
  107281. };
  107282. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  107283. this._webVRsupported = eventArgs.vrSupported;
  107284. this._webVRready = !!eventArgs.vrDisplay;
  107285. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  107286. this.updateButtonVisibility();
  107287. };
  107288. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  107289. if (this._canvas && !this._useCustomVRButton) {
  107290. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  107291. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  107292. }
  107293. };
  107294. VRExperienceHelper.prototype.displayVRButton = function () {
  107295. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  107296. document.body.appendChild(this._btnVR);
  107297. this._btnVRDisplayed = true;
  107298. }
  107299. };
  107300. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  107301. if (!this._btnVR || this._useCustomVRButton) {
  107302. return;
  107303. }
  107304. this._btnVR.className = "babylonVRicon";
  107305. if (this.isInVRMode) {
  107306. this._btnVR.className += " vrdisplaypresenting";
  107307. }
  107308. else {
  107309. if (this._webVRready) {
  107310. this._btnVR.className += " vrdisplayready";
  107311. }
  107312. if (this._webVRsupported) {
  107313. this._btnVR.className += " vrdisplaysupported";
  107314. }
  107315. if (this._webVRrequesting) {
  107316. this._btnVR.className += " vrdisplayrequesting";
  107317. }
  107318. }
  107319. };
  107320. /**
  107321. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  107322. * Otherwise, will use the fullscreen API.
  107323. */
  107324. VRExperienceHelper.prototype.enterVR = function () {
  107325. if (this.onEnteringVRObservable) {
  107326. try {
  107327. this.onEnteringVRObservable.notifyObservers(this);
  107328. }
  107329. catch (err) {
  107330. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  107331. }
  107332. }
  107333. if (this._scene.activeCamera) {
  107334. this._position = this._scene.activeCamera.position.clone();
  107335. if (this.vrDeviceOrientationCamera) {
  107336. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  107337. this.vrDeviceOrientationCamera.angularSensibility = 2000;
  107338. }
  107339. if (this.webVRCamera) {
  107340. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  107341. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  107342. var delta = desiredYRotation - currentYRotation;
  107343. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  107344. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  107345. }
  107346. // make sure that we return to the last active camera
  107347. this._existingCamera = this._scene.activeCamera;
  107348. // Remove and cache angular sensability to avoid camera rotation when in VR
  107349. if (this._existingCamera.angularSensibilityX) {
  107350. this._cachedAngularSensibility.angularSensibilityX = this._existingCamera.angularSensibilityX;
  107351. this._existingCamera.angularSensibilityX = Number.MAX_VALUE;
  107352. }
  107353. if (this._existingCamera.angularSensibilityY) {
  107354. this._cachedAngularSensibility.angularSensibilityY = this._existingCamera.angularSensibilityY;
  107355. this._existingCamera.angularSensibilityY = Number.MAX_VALUE;
  107356. }
  107357. if (this._existingCamera.angularSensibility) {
  107358. this._cachedAngularSensibility.angularSensibility = this._existingCamera.angularSensibility;
  107359. this._existingCamera.angularSensibility = Number.MAX_VALUE;
  107360. }
  107361. }
  107362. if (this._webVRrequesting) {
  107363. return;
  107364. }
  107365. // If WebVR is supported and a headset is connected
  107366. if (this._webVRready) {
  107367. if (!this._webVRpresenting) {
  107368. this._webVRCamera.position = this._position;
  107369. this._scene.activeCamera = this._webVRCamera;
  107370. }
  107371. }
  107372. else if (this._vrDeviceOrientationCamera) {
  107373. this._vrDeviceOrientationCamera.position = this._position;
  107374. if (this._scene.activeCamera) {
  107375. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  107376. }
  107377. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  107378. this._scene.getEngine().switchFullscreen(true);
  107379. this.updateButtonVisibility();
  107380. }
  107381. if (this._scene.activeCamera && this._canvas) {
  107382. this._scene.activeCamera.attachControl(this._canvas);
  107383. }
  107384. if (this._interactionsEnabled) {
  107385. this._scene.registerBeforeRender(this.beforeRender);
  107386. }
  107387. this._hasEnteredVR = true;
  107388. };
  107389. /**
  107390. * Attempt to exit VR, or fullscreen.
  107391. */
  107392. VRExperienceHelper.prototype.exitVR = function () {
  107393. if (this._hasEnteredVR) {
  107394. if (this.onExitingVRObservable) {
  107395. try {
  107396. this.onExitingVRObservable.notifyObservers(this);
  107397. }
  107398. catch (err) {
  107399. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  107400. }
  107401. }
  107402. if (this._webVRpresenting) {
  107403. this._scene.getEngine().disableVR();
  107404. }
  107405. if (this._scene.activeCamera) {
  107406. this._position = this._scene.activeCamera.position.clone();
  107407. }
  107408. if (this.vrDeviceOrientationCamera) {
  107409. this.vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  107410. }
  107411. if (this._deviceOrientationCamera) {
  107412. this._deviceOrientationCamera.position = this._position;
  107413. this._scene.activeCamera = this._deviceOrientationCamera;
  107414. if (this._canvas) {
  107415. this._scene.activeCamera.attachControl(this._canvas);
  107416. }
  107417. // Restore angular sensibility
  107418. if (this._cachedAngularSensibility.angularSensibilityX) {
  107419. this._deviceOrientationCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  107420. this._cachedAngularSensibility.angularSensibilityX = null;
  107421. }
  107422. if (this._cachedAngularSensibility.angularSensibilityY) {
  107423. this._deviceOrientationCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  107424. this._cachedAngularSensibility.angularSensibilityY = null;
  107425. }
  107426. if (this._cachedAngularSensibility.angularSensibility) {
  107427. this._deviceOrientationCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  107428. this._cachedAngularSensibility.angularSensibility = null;
  107429. }
  107430. }
  107431. else if (this._existingCamera) {
  107432. this._existingCamera.position = this._position;
  107433. this._scene.activeCamera = this._existingCamera;
  107434. // Restore angular sensibility
  107435. if (this._cachedAngularSensibility.angularSensibilityX) {
  107436. this._existingCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  107437. this._cachedAngularSensibility.angularSensibilityX = null;
  107438. }
  107439. if (this._cachedAngularSensibility.angularSensibilityY) {
  107440. this._existingCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  107441. this._cachedAngularSensibility.angularSensibilityY = null;
  107442. }
  107443. if (this._cachedAngularSensibility.angularSensibility) {
  107444. this._existingCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  107445. this._cachedAngularSensibility.angularSensibility = null;
  107446. }
  107447. }
  107448. this.updateButtonVisibility();
  107449. if (this._interactionsEnabled) {
  107450. this._scene.unregisterBeforeRender(this.beforeRender);
  107451. this._cameraGazer._gazeTracker.isVisible = false;
  107452. if (this._leftController) {
  107453. this._leftController._gazeTracker.isVisible = false;
  107454. }
  107455. if (this._rightController) {
  107456. this._rightController._gazeTracker.isVisible = false;
  107457. }
  107458. }
  107459. // resize to update width and height when exiting vr exits fullscreen
  107460. this._scene.getEngine().resize();
  107461. this._hasEnteredVR = false;
  107462. }
  107463. };
  107464. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  107465. /**
  107466. * The position of the vr experience helper.
  107467. */
  107468. get: function () {
  107469. return this._position;
  107470. },
  107471. /**
  107472. * Sets the position of the vr experience helper.
  107473. */
  107474. set: function (value) {
  107475. this._position = value;
  107476. if (this._scene.activeCamera) {
  107477. this._scene.activeCamera.position = value;
  107478. }
  107479. },
  107480. enumerable: true,
  107481. configurable: true
  107482. });
  107483. /**
  107484. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  107485. */
  107486. VRExperienceHelper.prototype.enableInteractions = function () {
  107487. var _this = this;
  107488. if (!this._interactionsEnabled) {
  107489. this._interactionsRequested = true;
  107490. if (this._leftController) {
  107491. this._enableInteractionOnController(this._leftController);
  107492. }
  107493. if (this._rightController) {
  107494. this._enableInteractionOnController(this._rightController);
  107495. }
  107496. this.raySelectionPredicate = function (mesh) {
  107497. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  107498. };
  107499. this.meshSelectionPredicate = function (mesh) {
  107500. return true;
  107501. };
  107502. this._raySelectionPredicate = function (mesh) {
  107503. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  107504. && mesh.name.indexOf("teleportationTarget") === -1
  107505. && mesh.name.indexOf("torusTeleportation") === -1)) {
  107506. return _this.raySelectionPredicate(mesh);
  107507. }
  107508. return false;
  107509. };
  107510. this._interactionsEnabled = true;
  107511. }
  107512. };
  107513. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  107514. get: function () {
  107515. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  107516. },
  107517. enumerable: true,
  107518. configurable: true
  107519. });
  107520. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  107521. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  107522. if (this._floorMeshesCollection[i].id === mesh.id) {
  107523. return true;
  107524. }
  107525. }
  107526. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  107527. return true;
  107528. }
  107529. return false;
  107530. };
  107531. /**
  107532. * Adds a floor mesh to be used for teleportation.
  107533. * @param floorMesh the mesh to be used for teleportation.
  107534. */
  107535. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  107536. if (!this._floorMeshesCollection) {
  107537. return;
  107538. }
  107539. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  107540. return;
  107541. }
  107542. this._floorMeshesCollection.push(floorMesh);
  107543. };
  107544. /**
  107545. * Removes a floor mesh from being used for teleportation.
  107546. * @param floorMesh the mesh to be removed.
  107547. */
  107548. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  107549. if (!this._floorMeshesCollection) {
  107550. return;
  107551. }
  107552. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  107553. if (meshIndex !== -1) {
  107554. this._floorMeshesCollection.splice(meshIndex, 1);
  107555. }
  107556. };
  107557. /**
  107558. * Enables interactions and teleportation using the VR controllers and gaze.
  107559. * @param vrTeleportationOptions options to modify teleportation behavior.
  107560. */
  107561. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  107562. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  107563. if (!this._teleportationInitialized) {
  107564. this._teleportationRequested = true;
  107565. this.enableInteractions();
  107566. if (vrTeleportationOptions.floorMeshName) {
  107567. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  107568. }
  107569. if (vrTeleportationOptions.floorMeshes) {
  107570. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  107571. }
  107572. if (this._leftController != null) {
  107573. this._enableTeleportationOnController(this._leftController);
  107574. }
  107575. if (this._rightController != null) {
  107576. this._enableTeleportationOnController(this._rightController);
  107577. }
  107578. // Creates an image processing post process for the vignette not relying
  107579. // on the main scene configuration for image processing to reduce setup and spaces
  107580. // (gamma/linear) conflicts.
  107581. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  107582. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  107583. imageProcessingConfiguration.vignetteEnabled = true;
  107584. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  107585. this._webVRCamera.detachPostProcess(this._postProcessMove);
  107586. this._teleportationInitialized = true;
  107587. if (this._isDefaultTeleportationTarget) {
  107588. this._createTeleportationCircles();
  107589. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  107590. }
  107591. }
  107592. };
  107593. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  107594. var _this = this;
  107595. var controllerMesh = controller.webVRController.mesh;
  107596. if (controllerMesh) {
  107597. controller._interactionsEnabled = true;
  107598. controller._activatePointer();
  107599. if (this.webVROptions.laserToggle) {
  107600. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  107601. // Enabling / disabling laserPointer
  107602. if (_this._displayLaserPointer && stateObject.value === 1) {
  107603. if (controller._activePointer) {
  107604. controller._deactivatePointer();
  107605. }
  107606. else {
  107607. controller._activatePointer();
  107608. }
  107609. if (_this.displayGaze) {
  107610. controller._gazeTracker.isVisible = controller._activePointer;
  107611. }
  107612. }
  107613. });
  107614. }
  107615. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  107616. var gazer = controller;
  107617. if (_this._noControllerIsActive) {
  107618. gazer = _this._cameraGazer;
  107619. }
  107620. if (!gazer._pointerDownOnMeshAsked) {
  107621. if (stateObject.value > _this._padSensibilityUp) {
  107622. gazer._selectionPointerDown();
  107623. }
  107624. }
  107625. else if (stateObject.value < _this._padSensibilityDown) {
  107626. gazer._selectionPointerUp();
  107627. }
  107628. });
  107629. }
  107630. };
  107631. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  107632. // Dont teleport if another gaze already requested teleportation
  107633. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  107634. return;
  107635. }
  107636. if (!gazer._teleportationRequestInitiated) {
  107637. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  107638. gazer._activatePointer();
  107639. gazer._teleportationRequestInitiated = true;
  107640. }
  107641. }
  107642. else {
  107643. // Listening to the proper controller values changes to confirm teleportation
  107644. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  107645. if (this._teleportActive) {
  107646. this.teleportCamera(this._haloCenter);
  107647. }
  107648. gazer._teleportationRequestInitiated = false;
  107649. }
  107650. }
  107651. };
  107652. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  107653. // Only rotate when user is not currently selecting a teleportation location
  107654. if (gazer._teleportationRequestInitiated) {
  107655. return;
  107656. }
  107657. if (!gazer._rotationLeftAsked) {
  107658. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  107659. gazer._rotationLeftAsked = true;
  107660. if (this._rotationAllowed) {
  107661. this._rotateCamera(false);
  107662. }
  107663. }
  107664. }
  107665. else {
  107666. if (stateObject.x > -this._padSensibilityDown) {
  107667. gazer._rotationLeftAsked = false;
  107668. }
  107669. }
  107670. if (!gazer._rotationRightAsked) {
  107671. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  107672. gazer._rotationRightAsked = true;
  107673. if (this._rotationAllowed) {
  107674. this._rotateCamera(true);
  107675. }
  107676. }
  107677. }
  107678. else {
  107679. if (stateObject.x < this._padSensibilityDown) {
  107680. gazer._rotationRightAsked = false;
  107681. }
  107682. }
  107683. };
  107684. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  107685. // Only teleport backwards when user is not currently selecting a teleportation location
  107686. if (gazer._teleportationRequestInitiated) {
  107687. return;
  107688. }
  107689. // Teleport backwards
  107690. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  107691. if (!gazer._teleportationBackRequestInitiated) {
  107692. if (!this.currentVRCamera) {
  107693. return;
  107694. }
  107695. // Get rotation and position of the current camera
  107696. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  107697. var position = this.currentVRCamera.position;
  107698. // If the camera has device position, use that instead
  107699. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  107700. rotation = this.currentVRCamera.deviceRotationQuaternion;
  107701. position = this.currentVRCamera.devicePosition;
  107702. }
  107703. // Get matrix with only the y rotation of the device rotation
  107704. rotation.toEulerAnglesToRef(this._workingVector);
  107705. this._workingVector.z = 0;
  107706. this._workingVector.x = 0;
  107707. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  107708. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  107709. // Rotate backwards ray by device rotation to cast at the ground behind the user
  107710. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  107711. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  107712. var ray = new BABYLON.Ray(position, this._workingVector);
  107713. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107714. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  107715. this.teleportCamera(hit.pickedPoint);
  107716. }
  107717. gazer._teleportationBackRequestInitiated = true;
  107718. }
  107719. }
  107720. else {
  107721. gazer._teleportationBackRequestInitiated = false;
  107722. }
  107723. };
  107724. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  107725. var _this = this;
  107726. var controllerMesh = controller.webVRController.mesh;
  107727. if (controllerMesh) {
  107728. if (!controller._interactionsEnabled) {
  107729. this._enableInteractionOnController(controller);
  107730. }
  107731. controller._interactionsEnabled = true;
  107732. controller._teleportationEnabled = true;
  107733. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107734. controller._dpadPressed = false;
  107735. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  107736. controller._dpadPressed = stateObject.pressed;
  107737. if (!controller._dpadPressed) {
  107738. controller._rotationLeftAsked = false;
  107739. controller._rotationRightAsked = false;
  107740. controller._teleportationBackRequestInitiated = false;
  107741. }
  107742. });
  107743. }
  107744. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  107745. if (_this.teleportationEnabled) {
  107746. _this._checkTeleportBackwards(stateObject, controller);
  107747. _this._checkTeleportWithRay(stateObject, controller);
  107748. }
  107749. _this._checkRotate(stateObject, controller);
  107750. });
  107751. }
  107752. };
  107753. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  107754. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  107755. this._teleportationTarget.isPickable = false;
  107756. var length = 512;
  107757. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  107758. dynamicTexture.hasAlpha = true;
  107759. var context = dynamicTexture.getContext();
  107760. var centerX = length / 2;
  107761. var centerY = length / 2;
  107762. var radius = 200;
  107763. context.beginPath();
  107764. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  107765. context.fillStyle = this._teleportationFillColor;
  107766. context.fill();
  107767. context.lineWidth = 10;
  107768. context.strokeStyle = this._teleportationBorderColor;
  107769. context.stroke();
  107770. context.closePath();
  107771. dynamicTexture.update();
  107772. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  107773. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  107774. this._teleportationTarget.material = teleportationCircleMaterial;
  107775. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  107776. torus.isPickable = false;
  107777. torus.parent = this._teleportationTarget;
  107778. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  107779. var keys = [];
  107780. keys.push({
  107781. frame: 0,
  107782. value: 0
  107783. });
  107784. keys.push({
  107785. frame: 30,
  107786. value: 0.4
  107787. });
  107788. keys.push({
  107789. frame: 60,
  107790. value: 0
  107791. });
  107792. animationInnerCircle.setKeys(keys);
  107793. var easingFunction = new BABYLON.SineEase();
  107794. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  107795. animationInnerCircle.setEasingFunction(easingFunction);
  107796. torus.animations = [];
  107797. torus.animations.push(animationInnerCircle);
  107798. this._scene.beginAnimation(torus, 0, 60, true);
  107799. this._hideTeleportationTarget();
  107800. };
  107801. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  107802. this._teleportActive = true;
  107803. if (this._teleportationInitialized) {
  107804. this._teleportationTarget.isVisible = true;
  107805. if (this._isDefaultTeleportationTarget) {
  107806. this._teleportationTarget.getChildren()[0].isVisible = true;
  107807. }
  107808. }
  107809. };
  107810. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  107811. this._teleportActive = false;
  107812. if (this._teleportationInitialized) {
  107813. this._teleportationTarget.isVisible = false;
  107814. if (this._isDefaultTeleportationTarget) {
  107815. this._teleportationTarget.getChildren()[0].isVisible = false;
  107816. }
  107817. }
  107818. };
  107819. VRExperienceHelper.prototype._rotateCamera = function (right) {
  107820. var _this = this;
  107821. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107822. return;
  107823. }
  107824. if (right) {
  107825. this._rotationAngle++;
  107826. }
  107827. else {
  107828. this._rotationAngle--;
  107829. }
  107830. this.currentVRCamera.animations = [];
  107831. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  107832. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107833. var animationRotationKeys = [];
  107834. animationRotationKeys.push({
  107835. frame: 0,
  107836. value: this.currentVRCamera.rotationQuaternion
  107837. });
  107838. animationRotationKeys.push({
  107839. frame: 6,
  107840. value: target
  107841. });
  107842. animationRotation.setKeys(animationRotationKeys);
  107843. animationRotation.setEasingFunction(this._circleEase);
  107844. this.currentVRCamera.animations.push(animationRotation);
  107845. this._postProcessMove.animations = [];
  107846. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107847. var vignetteWeightKeys = [];
  107848. vignetteWeightKeys.push({
  107849. frame: 0,
  107850. value: 0
  107851. });
  107852. vignetteWeightKeys.push({
  107853. frame: 3,
  107854. value: 4
  107855. });
  107856. vignetteWeightKeys.push({
  107857. frame: 6,
  107858. value: 0
  107859. });
  107860. animationPP.setKeys(vignetteWeightKeys);
  107861. animationPP.setEasingFunction(this._circleEase);
  107862. this._postProcessMove.animations.push(animationPP);
  107863. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107864. var vignetteStretchKeys = [];
  107865. vignetteStretchKeys.push({
  107866. frame: 0,
  107867. value: 0
  107868. });
  107869. vignetteStretchKeys.push({
  107870. frame: 3,
  107871. value: 10
  107872. });
  107873. vignetteStretchKeys.push({
  107874. frame: 6,
  107875. value: 0
  107876. });
  107877. animationPP2.setKeys(vignetteStretchKeys);
  107878. animationPP2.setEasingFunction(this._circleEase);
  107879. this._postProcessMove.animations.push(animationPP2);
  107880. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107881. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107882. this._postProcessMove.samples = 4;
  107883. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107884. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  107885. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107886. });
  107887. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  107888. };
  107889. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  107890. if (hit.pickedPoint) {
  107891. if (gazer._teleportationRequestInitiated) {
  107892. this._displayTeleportationTarget();
  107893. this._haloCenter.copyFrom(hit.pickedPoint);
  107894. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  107895. }
  107896. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  107897. if (pickNormal) {
  107898. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107899. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107900. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  107901. }
  107902. this._teleportationTarget.position.y += 0.1;
  107903. }
  107904. };
  107905. /**
  107906. * Teleports the users feet to the desired location
  107907. * @param location The location where the user's feet should be placed
  107908. */
  107909. VRExperienceHelper.prototype.teleportCamera = function (location) {
  107910. var _this = this;
  107911. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107912. return;
  107913. }
  107914. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  107915. // offset of the headset from the anchor.
  107916. if (this.webVRCamera.leftCamera) {
  107917. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  107918. this._workingVector.subtractInPlace(this.webVRCamera.position);
  107919. location.subtractToRef(this._workingVector, this._workingVector);
  107920. }
  107921. else {
  107922. this._workingVector.copyFrom(location);
  107923. }
  107924. // Add height to account for user's height offset
  107925. if (this.isInVRMode) {
  107926. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  107927. }
  107928. else {
  107929. this._workingVector.y += this._defaultHeight;
  107930. }
  107931. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  107932. // Create animation from the camera's position to the new location
  107933. this.currentVRCamera.animations = [];
  107934. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107935. var animationCameraTeleportationKeys = [{
  107936. frame: 0,
  107937. value: this.currentVRCamera.position
  107938. },
  107939. {
  107940. frame: 11,
  107941. value: this._workingVector
  107942. }
  107943. ];
  107944. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  107945. animationCameraTeleportation.setEasingFunction(this._circleEase);
  107946. this.currentVRCamera.animations.push(animationCameraTeleportation);
  107947. this._postProcessMove.animations = [];
  107948. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107949. var vignetteWeightKeys = [];
  107950. vignetteWeightKeys.push({
  107951. frame: 0,
  107952. value: 0
  107953. });
  107954. vignetteWeightKeys.push({
  107955. frame: 5,
  107956. value: 8
  107957. });
  107958. vignetteWeightKeys.push({
  107959. frame: 11,
  107960. value: 0
  107961. });
  107962. animationPP.setKeys(vignetteWeightKeys);
  107963. this._postProcessMove.animations.push(animationPP);
  107964. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107965. var vignetteStretchKeys = [];
  107966. vignetteStretchKeys.push({
  107967. frame: 0,
  107968. value: 0
  107969. });
  107970. vignetteStretchKeys.push({
  107971. frame: 5,
  107972. value: 10
  107973. });
  107974. vignetteStretchKeys.push({
  107975. frame: 11,
  107976. value: 0
  107977. });
  107978. animationPP2.setKeys(vignetteStretchKeys);
  107979. this._postProcessMove.animations.push(animationPP2);
  107980. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107981. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107982. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107983. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  107984. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107985. });
  107986. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  107987. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  107988. });
  107989. this._hideTeleportationTarget();
  107990. };
  107991. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  107992. if (normal) {
  107993. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  107994. if (angle < Math.PI / 2) {
  107995. normal.scaleInPlace(-1);
  107996. }
  107997. }
  107998. return normal;
  107999. };
  108000. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  108001. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  108002. return;
  108003. }
  108004. var ray = gazer._getForwardRay(this._rayLength);
  108005. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  108006. if (hit) {
  108007. // Populate the contrllers mesh that can be used for drag/drop
  108008. if (gazer._laserPointer) {
  108009. hit.originMesh = gazer._laserPointer.parent;
  108010. }
  108011. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  108012. }
  108013. gazer._currentHit = hit;
  108014. // Moving the gazeTracker on the mesh face targetted
  108015. if (hit && hit.pickedPoint) {
  108016. if (this._displayGaze) {
  108017. var multiplier = 1;
  108018. gazer._gazeTracker.isVisible = true;
  108019. if (gazer._isActionableMesh) {
  108020. multiplier = 3;
  108021. }
  108022. if (this.updateGazeTrackerScale) {
  108023. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  108024. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  108025. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  108026. }
  108027. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  108028. // To avoid z-fighting
  108029. var deltaFighting = 0.002;
  108030. if (pickNormal) {
  108031. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  108032. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  108033. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  108034. }
  108035. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  108036. if (gazer._gazeTracker.position.x < 0) {
  108037. gazer._gazeTracker.position.x += deltaFighting;
  108038. }
  108039. else {
  108040. gazer._gazeTracker.position.x -= deltaFighting;
  108041. }
  108042. if (gazer._gazeTracker.position.y < 0) {
  108043. gazer._gazeTracker.position.y += deltaFighting;
  108044. }
  108045. else {
  108046. gazer._gazeTracker.position.y -= deltaFighting;
  108047. }
  108048. if (gazer._gazeTracker.position.z < 0) {
  108049. gazer._gazeTracker.position.z += deltaFighting;
  108050. }
  108051. else {
  108052. gazer._gazeTracker.position.z -= deltaFighting;
  108053. }
  108054. }
  108055. // Changing the size of the laser pointer based on the distance from the targetted point
  108056. gazer._updatePointerDistance(hit.distance);
  108057. }
  108058. else {
  108059. gazer._updatePointerDistance();
  108060. gazer._gazeTracker.isVisible = false;
  108061. }
  108062. if (hit && hit.pickedMesh) {
  108063. // The object selected is the floor, we're in a teleportation scenario
  108064. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  108065. // Moving the teleportation area to this targetted point
  108066. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  108067. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  108068. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108069. }
  108070. gazer._currentMeshSelected = null;
  108071. if (gazer._teleportationRequestInitiated) {
  108072. this._moveTeleportationSelectorTo(hit, gazer, ray);
  108073. }
  108074. return;
  108075. }
  108076. // If not, we're in a selection scenario
  108077. //this._teleportationAllowed = false;
  108078. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  108079. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  108080. this.onNewMeshPicked.notifyObservers(hit);
  108081. gazer._currentMeshSelected = hit.pickedMesh;
  108082. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  108083. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  108084. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  108085. gazer._isActionableMesh = true;
  108086. }
  108087. else {
  108088. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108089. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108090. gazer._isActionableMesh = false;
  108091. }
  108092. try {
  108093. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  108094. }
  108095. catch (err) {
  108096. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  108097. }
  108098. }
  108099. else {
  108100. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108101. gazer._currentMeshSelected = null;
  108102. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108103. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108104. }
  108105. }
  108106. }
  108107. else {
  108108. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108109. gazer._currentMeshSelected = null;
  108110. //this._teleportationAllowed = false;
  108111. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108112. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108113. }
  108114. };
  108115. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  108116. if (mesh) {
  108117. this.onSelectedMeshUnselected.notifyObservers(mesh);
  108118. }
  108119. };
  108120. /**
  108121. * Sets the color of the laser ray from the vr controllers.
  108122. * @param color new color for the ray.
  108123. */
  108124. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  108125. if (this._leftController) {
  108126. this._leftController._setLaserPointerColor(color);
  108127. }
  108128. if (this._rightController) {
  108129. this._rightController._setLaserPointerColor(color);
  108130. }
  108131. };
  108132. /**
  108133. * Sets the color of the ray from the vr headsets gaze.
  108134. * @param color new color for the ray.
  108135. */
  108136. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  108137. if (!this._cameraGazer._gazeTracker.material) {
  108138. return;
  108139. }
  108140. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  108141. if (this._leftController) {
  108142. this._leftController._gazeTracker.material.emissiveColor = color;
  108143. }
  108144. if (this._rightController) {
  108145. this._rightController._gazeTracker.material.emissiveColor = color;
  108146. }
  108147. };
  108148. /**
  108149. * Exits VR and disposes of the vr experience helper
  108150. */
  108151. VRExperienceHelper.prototype.dispose = function () {
  108152. if (this.isInVRMode) {
  108153. this.exitVR();
  108154. }
  108155. if (this._postProcessMove) {
  108156. this._postProcessMove.dispose();
  108157. }
  108158. if (this._webVRCamera) {
  108159. this._webVRCamera.dispose();
  108160. }
  108161. if (this._vrDeviceOrientationCamera) {
  108162. this._vrDeviceOrientationCamera.dispose();
  108163. }
  108164. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  108165. document.body.removeChild(this._btnVR);
  108166. }
  108167. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  108168. this._deviceOrientationCamera.dispose();
  108169. }
  108170. if (this._cameraGazer) {
  108171. this._cameraGazer.dispose();
  108172. }
  108173. if (this._leftController) {
  108174. this._leftController.dispose();
  108175. }
  108176. if (this._rightController) {
  108177. this._rightController.dispose();
  108178. }
  108179. if (this._teleportationTarget) {
  108180. this._teleportationTarget.dispose();
  108181. }
  108182. this._floorMeshesCollection = [];
  108183. document.removeEventListener("keydown", this._onKeyDown);
  108184. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108185. window.removeEventListener("resize", this._onResize);
  108186. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  108187. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  108188. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  108189. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  108190. document.onmsfullscreenchange = null;
  108191. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  108192. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  108193. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  108194. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108195. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  108196. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  108197. this._scene.unregisterBeforeRender(this.beforeRender);
  108198. };
  108199. /**
  108200. * Gets the name of the VRExperienceHelper class
  108201. * @returns "VRExperienceHelper"
  108202. */
  108203. VRExperienceHelper.prototype.getClassName = function () {
  108204. return "VRExperienceHelper";
  108205. };
  108206. return VRExperienceHelper;
  108207. }());
  108208. BABYLON.VRExperienceHelper = VRExperienceHelper;
  108209. })(BABYLON || (BABYLON = {}));
  108210. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  108211. var BABYLON;
  108212. (function (BABYLON) {
  108213. /**
  108214. * WebXR Camera which holds the views for the xrSession
  108215. * @see https://doc.babylonjs.com/how_to/webxr
  108216. */
  108217. var WebXRCamera = /** @class */ (function (_super) {
  108218. __extends(WebXRCamera, _super);
  108219. /**
  108220. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  108221. * @param name the name of the camera
  108222. * @param scene the scene to add the camera to
  108223. */
  108224. function WebXRCamera(name, scene) {
  108225. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  108226. // Initial camera configuration
  108227. _this.minZ = 0;
  108228. _this.rotationQuaternion = new BABYLON.Quaternion();
  108229. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  108230. _this.updateUpVectorFromRotation = true;
  108231. _this._updateNumberOfRigCameras(1);
  108232. return _this;
  108233. }
  108234. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  108235. if (viewCount === void 0) { viewCount = 1; }
  108236. while (this.rigCameras.length < viewCount) {
  108237. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  108238. newCamera.minZ = 0;
  108239. newCamera.parent = this;
  108240. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  108241. this.rigCameras.push(newCamera);
  108242. }
  108243. while (this.rigCameras.length > viewCount) {
  108244. var removedCamera = this.rigCameras.pop();
  108245. if (removedCamera) {
  108246. removedCamera.dispose();
  108247. }
  108248. }
  108249. };
  108250. /** @hidden */
  108251. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  108252. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  108253. // Create initial camera rigs
  108254. this._updateNumberOfRigCameras(2);
  108255. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  108256. this.rigCameras[0].position.x = -pupilDistance / 2;
  108257. this.rigCameras[0].outputRenderTarget = null;
  108258. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  108259. this.rigCameras[1].position.x = pupilDistance / 2;
  108260. this.rigCameras[1].outputRenderTarget = null;
  108261. };
  108262. /**
  108263. * Updates the cameras position from the current pose information of the XR session
  108264. * @param xrSessionManager the session containing pose information
  108265. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  108266. */
  108267. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  108268. var _this = this;
  108269. // Ensure all frame data is available
  108270. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  108271. return false;
  108272. }
  108273. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  108274. if (!pose || !pose.poseModelMatrix) {
  108275. return false;
  108276. }
  108277. // Update the parent cameras matrix
  108278. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  108279. if (!this._scene.useRightHandedSystem) {
  108280. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  108281. }
  108282. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  108283. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  108284. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  108285. this.computeWorldMatrix();
  108286. // Update camera rigs
  108287. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  108288. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  108289. // Update view/projection matrix
  108290. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  108291. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  108292. if (!_this._scene.useRightHandedSystem) {
  108293. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  108294. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  108295. }
  108296. // Update viewport
  108297. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  108298. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  108299. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  108300. _this.rigCameras[i].viewport.width = viewport.width / width;
  108301. _this.rigCameras[i].viewport.height = viewport.height / height;
  108302. _this.rigCameras[i].viewport.x = viewport.x / width;
  108303. _this.rigCameras[i].viewport.y = viewport.y / height;
  108304. // Set cameras to render to the session's render target
  108305. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  108306. });
  108307. return true;
  108308. };
  108309. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  108310. return WebXRCamera;
  108311. }(BABYLON.FreeCamera));
  108312. BABYLON.WebXRCamera = WebXRCamera;
  108313. })(BABYLON || (BABYLON = {}));
  108314. //# sourceMappingURL=babylon.webXRCamera.js.map
  108315. var BABYLON;
  108316. (function (BABYLON) {
  108317. /**
  108318. * Manages an XRSession
  108319. * @see https://doc.babylonjs.com/how_to/webxr
  108320. */
  108321. var WebXRSessionManager = /** @class */ (function () {
  108322. /**
  108323. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  108324. * @param scene The scene which the session should be created for
  108325. */
  108326. function WebXRSessionManager(scene) {
  108327. this.scene = scene;
  108328. /**
  108329. * Fires every time a new xrFrame arrives which can be used to update the camera
  108330. */
  108331. this.onXRFrameObservable = new BABYLON.Observable();
  108332. /**
  108333. * Fires when the xr session is ended either by the device or manually done
  108334. */
  108335. this.onXRSessionEnded = new BABYLON.Observable();
  108336. /** @hidden */
  108337. this._sessionRenderTargetTexture = null;
  108338. this._tmpMatrix = new BABYLON.Matrix();
  108339. }
  108340. /**
  108341. * Initializes the manager
  108342. * After initialization enterXR can be called to start an XR session
  108343. * @returns Promise which resolves after it is initialized
  108344. */
  108345. WebXRSessionManager.prototype.initializeAsync = function () {
  108346. var _this = this;
  108347. BABYLON.Tools.Warn("The WebXR APIs are still under development and are subject to change in the future.");
  108348. // Check if the browser supports webXR
  108349. this._xrNavigator = navigator;
  108350. if (!this._xrNavigator.xr) {
  108351. return Promise.reject("webXR not supported by this browser");
  108352. }
  108353. // Request the webXR device
  108354. return this._xrNavigator.xr.requestDevice().then(function (device) {
  108355. _this._xrDevice = device;
  108356. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  108357. });
  108358. };
  108359. /**
  108360. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  108361. * @param sessionCreationOptions xr options to create the session with
  108362. * @param frameOfReferenceType option to configure how the xr pose is expressed
  108363. * @returns Promise which resolves after it enters XR
  108364. */
  108365. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  108366. var _this = this;
  108367. // initialize session
  108368. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  108369. _this._xrSession = session;
  108370. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  108371. _this._xrSession.addEventListener("end", function () {
  108372. // Remove render target texture and notify frame obervers
  108373. _this._sessionRenderTargetTexture = null;
  108374. // Restore frame buffer to avoid clear on xr framebuffer after session end
  108375. _this.scene.getEngine().restoreDefaultFramebuffer();
  108376. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  108377. _this.scene.getEngine().customAnimationFrameRequester = null;
  108378. _this.onXRSessionEnded.notifyObservers(null);
  108379. _this.scene.getEngine()._renderLoop();
  108380. }, { once: true });
  108381. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  108382. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  108383. }).then(function (frameOfRef) {
  108384. _this._frameOfReference = frameOfRef;
  108385. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  108386. _this.scene.getEngine().customAnimationFrameRequester = {
  108387. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  108388. renderFunction: function (timestamp, xrFrame) {
  108389. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  108390. _this._currentXRFrame = xrFrame;
  108391. _this.onXRFrameObservable.notifyObservers(null);
  108392. _this.scene.getEngine()._renderLoop();
  108393. }
  108394. };
  108395. // Create render target texture from xr's webgl render target
  108396. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  108397. // Stop window's animation frame and trigger sessions animation frame
  108398. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  108399. _this.scene.getEngine()._renderLoop();
  108400. });
  108401. };
  108402. /**
  108403. * Stops the xrSession and restores the renderloop
  108404. * @returns Promise which resolves after it exits XR
  108405. */
  108406. WebXRSessionManager.prototype.exitXRAsync = function () {
  108407. return this._xrSession.end();
  108408. };
  108409. /**
  108410. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108411. * @param ray ray to cast into the environment
  108412. * @returns Promise which resolves with a collision point in the environment if it exists
  108413. */
  108414. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  108415. var _this = this;
  108416. return new Promise(function (res, rej) {
  108417. // Compute left handed inputs to request hit test
  108418. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  108419. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  108420. if (!_this.scene.useRightHandedSystem) {
  108421. origin[2] *= -1;
  108422. direction[2] *= -1;
  108423. }
  108424. // Fire hittest
  108425. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  108426. .then(function (hits) {
  108427. if (hits.length > 0) {
  108428. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  108429. var hitPoint = _this._tmpMatrix.getTranslation();
  108430. if (!_this.scene.useRightHandedSystem) {
  108431. hitPoint.z *= -1;
  108432. }
  108433. res(hitPoint);
  108434. }
  108435. else {
  108436. res(null);
  108437. }
  108438. }).catch(function (e) {
  108439. res(null);
  108440. });
  108441. });
  108442. };
  108443. /**
  108444. * Checks if a session would be supported for the creation options specified
  108445. * @param options creation options to check if they are supported
  108446. * @returns true if supported
  108447. */
  108448. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  108449. return this._xrDevice.supportsSession(options).then(function () {
  108450. return true;
  108451. }).catch(function (e) {
  108452. return false;
  108453. });
  108454. };
  108455. /**
  108456. * @hidden
  108457. * Converts the render layer of xrSession to a render target
  108458. * @param session session to create render target for
  108459. * @param scene scene the new render target should be created for
  108460. */
  108461. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  108462. // Create internal texture
  108463. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  108464. internalTexture.width = session.baseLayer.framebufferWidth;
  108465. internalTexture.height = session.baseLayer.framebufferHeight;
  108466. internalTexture._framebuffer = session.baseLayer.framebuffer;
  108467. // Create render target texture from the internal texture
  108468. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  108469. renderTargetTexture._texture = internalTexture;
  108470. return renderTargetTexture;
  108471. };
  108472. /**
  108473. * Disposes of the session manager
  108474. */
  108475. WebXRSessionManager.prototype.dispose = function () {
  108476. this.onXRFrameObservable.clear();
  108477. this.onXRSessionEnded.clear();
  108478. };
  108479. return WebXRSessionManager;
  108480. }());
  108481. BABYLON.WebXRSessionManager = WebXRSessionManager;
  108482. })(BABYLON || (BABYLON = {}));
  108483. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  108484. var BABYLON;
  108485. (function (BABYLON) {
  108486. /**
  108487. * States of the webXR experience
  108488. */
  108489. var WebXRState;
  108490. (function (WebXRState) {
  108491. /**
  108492. * Transitioning to being in XR mode
  108493. */
  108494. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  108495. /**
  108496. * Transitioning to non XR mode
  108497. */
  108498. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  108499. /**
  108500. * In XR mode and presenting
  108501. */
  108502. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  108503. /**
  108504. * Not entered XR mode
  108505. */
  108506. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  108507. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  108508. /**
  108509. * Helper class used to enable XR
  108510. * @see https://doc.babylonjs.com/how_to/webxr
  108511. */
  108512. var WebXRExperienceHelper = /** @class */ (function () {
  108513. /**
  108514. * Creates a WebXRExperienceHelper
  108515. * @param scene The scene the helper should be created in
  108516. */
  108517. function WebXRExperienceHelper(scene) {
  108518. this.scene = scene;
  108519. /**
  108520. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  108521. */
  108522. this.state = WebXRState.NOT_IN_XR;
  108523. /**
  108524. * Fires when the state of the experience helper has changed
  108525. */
  108526. this.onStateChangedObservable = new BABYLON.Observable();
  108527. this._nonVRCamera = null;
  108528. this._originalSceneAutoClear = true;
  108529. this._supported = false;
  108530. this.camera = new BABYLON.WebXRCamera("", scene);
  108531. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  108532. this.container = new BABYLON.AbstractMesh("", scene);
  108533. this.camera.parent = this.container;
  108534. }
  108535. WebXRExperienceHelper.prototype._setState = function (val) {
  108536. this.state = val;
  108537. this.onStateChangedObservable.notifyObservers(this.state);
  108538. };
  108539. /**
  108540. * Creates the experience helper
  108541. * @param scene the scene to attach the experience helper to
  108542. * @returns a promise for the experience helper
  108543. */
  108544. WebXRExperienceHelper.CreateAsync = function (scene) {
  108545. var helper = new WebXRExperienceHelper(scene);
  108546. return helper._sessionManager.initializeAsync().then(function () {
  108547. helper._supported = true;
  108548. return helper;
  108549. }).catch(function () {
  108550. return helper;
  108551. });
  108552. };
  108553. /**
  108554. * Exits XR mode and returns the scene to its original state
  108555. * @returns promise that resolves after xr mode has exited
  108556. */
  108557. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  108558. this._setState(WebXRState.EXITING_XR);
  108559. return this._sessionManager.exitXRAsync();
  108560. };
  108561. /**
  108562. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  108563. * @param sessionCreationOptions options for the XR session
  108564. * @param frameOfReference frame of reference of the XR session
  108565. * @returns promise that resolves after xr mode has entered
  108566. */
  108567. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  108568. var _this = this;
  108569. if (!this._supported) {
  108570. throw "XR session not supported by this browser";
  108571. }
  108572. this._setState(WebXRState.ENTERING_XR);
  108573. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  108574. // Cache pre xr scene settings
  108575. _this._originalSceneAutoClear = _this.scene.autoClear;
  108576. _this._nonVRCamera = _this.scene.activeCamera;
  108577. // Overwrite current scene settings
  108578. _this.scene.autoClear = false;
  108579. _this.scene.activeCamera = _this.camera;
  108580. _this._sessionManager.onXRFrameObservable.add(function () {
  108581. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  108582. });
  108583. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  108584. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  108585. _this.camera.rigCameras.forEach(function (c) {
  108586. c.outputRenderTarget = null;
  108587. });
  108588. // Restore scene settings
  108589. _this.scene.autoClear = _this._originalSceneAutoClear;
  108590. _this.scene.activeCamera = _this._nonVRCamera;
  108591. _this._sessionManager.onXRFrameObservable.clear();
  108592. _this._setState(WebXRState.NOT_IN_XR);
  108593. });
  108594. _this._setState(WebXRState.IN_XR);
  108595. });
  108596. };
  108597. /**
  108598. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108599. * @param ray ray to cast into the environment
  108600. * @returns Promise which resolves with a collision point in the environment if it exists
  108601. */
  108602. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  108603. return this._sessionManager.environmentPointHitTestAsync(ray);
  108604. };
  108605. /**
  108606. * Updates the global position of the camera by moving the camera's container
  108607. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  108608. * @param position The desired global position of the camera
  108609. */
  108610. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  108611. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  108612. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  108613. };
  108614. /**
  108615. * Rotates the xr camera by rotating the camera's container around the camera's position
  108616. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  108617. * @param rotation the desired quaternion rotation to apply to the camera
  108618. */
  108619. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  108620. if (!this.container.rotationQuaternion) {
  108621. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  108622. }
  108623. this.container.rotationQuaternion.multiplyInPlace(rotation);
  108624. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  108625. };
  108626. /**
  108627. * Checks if the creation options are supported by the xr session
  108628. * @param options creation options
  108629. * @returns true if supported
  108630. */
  108631. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  108632. if (!this._supported) {
  108633. return Promise.resolve(false);
  108634. }
  108635. return this._sessionManager.supportsSessionAsync(options);
  108636. };
  108637. /**
  108638. * Disposes of the experience helper
  108639. */
  108640. WebXRExperienceHelper.prototype.dispose = function () {
  108641. this.camera.dispose();
  108642. this.container.dispose();
  108643. this.onStateChangedObservable.clear();
  108644. this._sessionManager.dispose();
  108645. };
  108646. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  108647. return WebXRExperienceHelper;
  108648. }());
  108649. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  108650. })(BABYLON || (BABYLON = {}));
  108651. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  108652. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  108653. return new (P || (P = Promise))(function (resolve, reject) {
  108654. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  108655. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  108656. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  108657. step((generator = generator.apply(thisArg, _arguments || [])).next());
  108658. });
  108659. };
  108660. var __generator = (this && this.__generator) || function (thisArg, body) {
  108661. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  108662. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  108663. function verb(n) { return function (v) { return step([n, v]); }; }
  108664. function step(op) {
  108665. if (f) throw new TypeError("Generator is already executing.");
  108666. while (_) try {
  108667. 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;
  108668. if (y = 0, t) op = [op[0] & 2, t.value];
  108669. switch (op[0]) {
  108670. case 0: case 1: t = op; break;
  108671. case 4: _.label++; return { value: op[1], done: false };
  108672. case 5: _.label++; y = op[1]; op = [0]; continue;
  108673. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  108674. default:
  108675. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  108676. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  108677. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  108678. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  108679. if (t[2]) _.ops.pop();
  108680. _.trys.pop(); continue;
  108681. }
  108682. op = body.call(thisArg, _);
  108683. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  108684. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  108685. }
  108686. };
  108687. var BABYLON;
  108688. (function (BABYLON) {
  108689. /**
  108690. * Button which can be used to enter a different mode of XR
  108691. */
  108692. var WebXREnterExitUIButton = /** @class */ (function () {
  108693. /**
  108694. * Creates a WebXREnterExitUIButton
  108695. * @param element button element
  108696. * @param initializationOptions XR initialization options for the button
  108697. */
  108698. function WebXREnterExitUIButton(
  108699. /** button element */
  108700. element,
  108701. /** XR initialization options for the button */
  108702. initializationOptions) {
  108703. this.element = element;
  108704. this.initializationOptions = initializationOptions;
  108705. }
  108706. /**
  108707. * Overwritable function which can be used to update the button's visuals when the state changes
  108708. * @param activeButton the current active button in the UI
  108709. */
  108710. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  108711. };
  108712. return WebXREnterExitUIButton;
  108713. }());
  108714. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  108715. /**
  108716. * Options to create the webXR UI
  108717. */
  108718. var WebXREnterExitUIOptions = /** @class */ (function () {
  108719. function WebXREnterExitUIOptions() {
  108720. }
  108721. return WebXREnterExitUIOptions;
  108722. }());
  108723. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  108724. /**
  108725. * UI to allow the user to enter/exit XR mode
  108726. */
  108727. var WebXREnterExitUI = /** @class */ (function () {
  108728. function WebXREnterExitUI(scene, options) {
  108729. var _this = this;
  108730. this.scene = scene;
  108731. this._buttons = [];
  108732. this._activeButton = null;
  108733. /**
  108734. * Fired every time the active button is changed.
  108735. *
  108736. * When xr is entered via a button that launches xr that button will be the callback parameter
  108737. *
  108738. * When exiting xr the callback parameter will be null)
  108739. */
  108740. this.activeButtonChangedObservable = new BABYLON.Observable();
  108741. this._overlay = document.createElement("div");
  108742. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  108743. if (options.customButtons) {
  108744. this._buttons = options.customButtons;
  108745. }
  108746. else {
  108747. var hmdBtn = document.createElement("button");
  108748. 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;";
  108749. hmdBtn.innerText = "HMD";
  108750. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  108751. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108752. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108753. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  108754. };
  108755. var windowBtn = document.createElement("button");
  108756. windowBtn.style.cssText = hmdBtn.style.cssText;
  108757. windowBtn.innerText = "Window";
  108758. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  108759. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108760. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108761. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  108762. };
  108763. this._updateButtons(null);
  108764. }
  108765. var renderCanvas = scene.getEngine().getRenderingCanvas();
  108766. if (renderCanvas && renderCanvas.parentNode) {
  108767. renderCanvas.parentNode.appendChild(this._overlay);
  108768. scene.onDisposeObservable.addOnce(function () {
  108769. _this.dispose();
  108770. });
  108771. }
  108772. }
  108773. /**
  108774. * Creates UI to allow the user to enter/exit XR mode
  108775. * @param scene the scene to add the ui to
  108776. * @param helper the xr experience helper to enter/exit xr with
  108777. * @param options options to configure the UI
  108778. * @returns the created ui
  108779. */
  108780. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  108781. var _this = this;
  108782. var ui = new WebXREnterExitUI(scene, options);
  108783. var supportedPromises = ui._buttons.map(function (btn) {
  108784. return helper.supportsSessionAsync(btn.initializationOptions);
  108785. });
  108786. helper.onStateChangedObservable.add(function (state) {
  108787. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  108788. ui._updateButtons(null);
  108789. }
  108790. });
  108791. return Promise.all(supportedPromises).then(function (results) {
  108792. results.forEach(function (supported, i) {
  108793. if (supported) {
  108794. ui._overlay.appendChild(ui._buttons[i].element);
  108795. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  108796. return __generator(this, function (_a) {
  108797. switch (_a.label) {
  108798. case 0:
  108799. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  108800. ui._updateButtons(null);
  108801. return [4 /*yield*/, helper.exitXRAsync()];
  108802. case 1:
  108803. _a.sent();
  108804. return [2 /*return*/];
  108805. case 2:
  108806. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  108807. ui._updateButtons(ui._buttons[i]);
  108808. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  108809. case 3:
  108810. _a.sent();
  108811. _a.label = 4;
  108812. case 4: return [2 /*return*/];
  108813. }
  108814. });
  108815. }); };
  108816. }
  108817. });
  108818. return ui;
  108819. });
  108820. };
  108821. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  108822. var _this = this;
  108823. this._activeButton = activeButton;
  108824. this._buttons.forEach(function (b) {
  108825. b.update(_this._activeButton);
  108826. });
  108827. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  108828. };
  108829. /**
  108830. * Disposes of the object
  108831. */
  108832. WebXREnterExitUI.prototype.dispose = function () {
  108833. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  108834. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  108835. renderCanvas.parentNode.removeChild(this._overlay);
  108836. }
  108837. this.activeButtonChangedObservable.clear();
  108838. };
  108839. return WebXREnterExitUI;
  108840. }());
  108841. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  108842. })(BABYLON || (BABYLON = {}));
  108843. //# sourceMappingURL=babylon.webXREnterExitUI.js.map
  108844. var BABYLON;
  108845. (function (BABYLON) {
  108846. /**
  108847. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  108848. */
  108849. var WebXRManagedOutputCanvas = /** @class */ (function () {
  108850. /**
  108851. * Initializes the canvas to be added/removed upon entering/exiting xr
  108852. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  108853. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  108854. */
  108855. function WebXRManagedOutputCanvas(helper, canvas) {
  108856. var _this = this;
  108857. this._canvas = null;
  108858. /**
  108859. * xrpresent context of the canvas which can be used to display/mirror xr content
  108860. */
  108861. this.canvasContext = null;
  108862. if (!canvas) {
  108863. canvas = document.createElement('canvas');
  108864. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  108865. }
  108866. this._setManagedOutputCanvas(canvas);
  108867. helper.onStateChangedObservable.add(function (stateInfo) {
  108868. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  108869. // 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
  108870. _this._addCanvas();
  108871. }
  108872. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  108873. _this._removeCanvas();
  108874. }
  108875. });
  108876. }
  108877. /**
  108878. * Disposes of the object
  108879. */
  108880. WebXRManagedOutputCanvas.prototype.dispose = function () {
  108881. this._removeCanvas();
  108882. this._setManagedOutputCanvas(null);
  108883. };
  108884. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  108885. this._removeCanvas();
  108886. if (!canvas) {
  108887. this._canvas = null;
  108888. this.canvasContext = null;
  108889. }
  108890. else {
  108891. this._canvas = canvas;
  108892. this.canvasContext = this._canvas.getContext('xrpresent');
  108893. }
  108894. };
  108895. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  108896. if (this._canvas) {
  108897. document.body.appendChild(this._canvas);
  108898. }
  108899. };
  108900. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  108901. if (this._canvas && document.body.contains(this._canvas)) {
  108902. document.body.removeChild(this._canvas);
  108903. }
  108904. };
  108905. return WebXRManagedOutputCanvas;
  108906. }());
  108907. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  108908. })(BABYLON || (BABYLON = {}));
  108909. //# sourceMappingURL=babylon.webXRManagedOutputCanvas.js.map
  108910. var BABYLON;
  108911. (function (BABYLON) {
  108912. /**
  108913. * Represents an XR input
  108914. */
  108915. var WebXRController = /** @class */ (function () {
  108916. /**
  108917. * Creates the controller
  108918. * @see https://doc.babylonjs.com/how_to/webxr
  108919. * @param scene the scene which the controller should be associated to
  108920. */
  108921. function WebXRController(scene) {
  108922. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  108923. }
  108924. /**
  108925. * Disposes of the object
  108926. */
  108927. WebXRController.prototype.dispose = function () {
  108928. if (this.grip) {
  108929. this.grip.dispose();
  108930. }
  108931. this.pointer.dispose();
  108932. };
  108933. return WebXRController;
  108934. }());
  108935. BABYLON.WebXRController = WebXRController;
  108936. /**
  108937. * XR input used to track XR inputs such as controllers/rays
  108938. */
  108939. var WebXRInput = /** @class */ (function () {
  108940. /**
  108941. * Initializes the WebXRInput
  108942. * @param helper experience helper which the input should be created for
  108943. */
  108944. function WebXRInput(helper) {
  108945. var _this = this;
  108946. this.helper = helper;
  108947. /**
  108948. * XR controllers being tracked
  108949. */
  108950. this.controllers = [];
  108951. this._tmpMatrix = new BABYLON.Matrix();
  108952. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  108953. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  108954. return;
  108955. }
  108956. var xrFrame = helper._sessionManager._currentXRFrame;
  108957. var inputSources = helper._sessionManager._xrSession.getInputSources();
  108958. inputSources.forEach(function (input, i) {
  108959. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  108960. if (inputPose) {
  108961. if (_this.controllers.length <= i) {
  108962. _this.controllers.push(new WebXRController(helper.container.getScene()));
  108963. }
  108964. var controller = _this.controllers[i];
  108965. // Manage the grip if it exists
  108966. if (inputPose.gripMatrix) {
  108967. if (!controller.grip) {
  108968. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  108969. }
  108970. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  108971. if (!controller.grip.getScene().useRightHandedSystem) {
  108972. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  108973. }
  108974. if (!controller.grip.rotationQuaternion) {
  108975. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  108976. }
  108977. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  108978. }
  108979. // Manager pointer of controller
  108980. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  108981. if (!controller.pointer.getScene().useRightHandedSystem) {
  108982. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  108983. }
  108984. if (!controller.pointer.rotationQuaternion) {
  108985. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  108986. }
  108987. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  108988. }
  108989. });
  108990. });
  108991. }
  108992. /**
  108993. * Disposes of the object
  108994. */
  108995. WebXRInput.prototype.dispose = function () {
  108996. this.controllers.forEach(function (c) {
  108997. c.dispose();
  108998. });
  108999. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  109000. };
  109001. return WebXRInput;
  109002. }());
  109003. BABYLON.WebXRInput = WebXRInput;
  109004. })(BABYLON || (BABYLON = {}));
  109005. //# sourceMappingURL=babylon.webXRInput.js.map
  109006. // Mainly based on these 2 articles :
  109007. // 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
  109008. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  109009. var BABYLON;
  109010. (function (BABYLON) {
  109011. /**
  109012. * Defines the potential axis of a Joystick
  109013. */
  109014. var JoystickAxis;
  109015. (function (JoystickAxis) {
  109016. /** X axis */
  109017. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  109018. /** Y axis */
  109019. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  109020. /** Z axis */
  109021. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  109022. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  109023. /**
  109024. * Class used to define virtual joystick (used in touch mode)
  109025. */
  109026. var VirtualJoystick = /** @class */ (function () {
  109027. /**
  109028. * Creates a new virtual joystick
  109029. * @param leftJoystick defines that the joystick is for left hand (false by default)
  109030. */
  109031. function VirtualJoystick(leftJoystick) {
  109032. var _this = this;
  109033. if (leftJoystick) {
  109034. this._leftJoystick = true;
  109035. }
  109036. else {
  109037. this._leftJoystick = false;
  109038. }
  109039. VirtualJoystick._globalJoystickIndex++;
  109040. // By default left & right arrow keys are moving the X
  109041. // and up & down keys are moving the Y
  109042. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  109043. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  109044. this.reverseLeftRight = false;
  109045. this.reverseUpDown = false;
  109046. // collections of pointers
  109047. this._touches = new BABYLON.StringDictionary();
  109048. this.deltaPosition = BABYLON.Vector3.Zero();
  109049. this._joystickSensibility = 25;
  109050. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  109051. this._onResize = function (evt) {
  109052. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  109053. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  109054. if (VirtualJoystick.Canvas) {
  109055. VirtualJoystick.Canvas.width = VirtualJoystick.vjCanvasWidth;
  109056. VirtualJoystick.Canvas.height = VirtualJoystick.vjCanvasHeight;
  109057. }
  109058. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  109059. };
  109060. // injecting a canvas element on top of the canvas 3D game
  109061. if (!VirtualJoystick.Canvas) {
  109062. window.addEventListener("resize", this._onResize, false);
  109063. VirtualJoystick.Canvas = document.createElement("canvas");
  109064. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  109065. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  109066. VirtualJoystick.Canvas.width = window.innerWidth;
  109067. VirtualJoystick.Canvas.height = window.innerHeight;
  109068. VirtualJoystick.Canvas.style.width = "100%";
  109069. VirtualJoystick.Canvas.style.height = "100%";
  109070. VirtualJoystick.Canvas.style.position = "absolute";
  109071. VirtualJoystick.Canvas.style.backgroundColor = "transparent";
  109072. VirtualJoystick.Canvas.style.top = "0px";
  109073. VirtualJoystick.Canvas.style.left = "0px";
  109074. VirtualJoystick.Canvas.style.zIndex = "5";
  109075. VirtualJoystick.Canvas.style.msTouchAction = "none";
  109076. // Support for jQuery PEP polyfill
  109077. VirtualJoystick.Canvas.setAttribute("touch-action", "none");
  109078. var context = VirtualJoystick.Canvas.getContext('2d');
  109079. if (!context) {
  109080. throw new Error("Unable to create canvas for virtual joystick");
  109081. }
  109082. VirtualJoystick.vjCanvasContext = context;
  109083. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  109084. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  109085. document.body.appendChild(VirtualJoystick.Canvas);
  109086. }
  109087. VirtualJoystick.halfWidth = VirtualJoystick.Canvas.width / 2;
  109088. this.pressed = false;
  109089. // default joystick color
  109090. this._joystickColor = "cyan";
  109091. this._joystickPointerID = -1;
  109092. // current joystick position
  109093. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  109094. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  109095. // origin joystick position
  109096. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  109097. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  109098. this._onPointerDownHandlerRef = function (evt) {
  109099. _this._onPointerDown(evt);
  109100. };
  109101. this._onPointerMoveHandlerRef = function (evt) {
  109102. _this._onPointerMove(evt);
  109103. };
  109104. this._onPointerUpHandlerRef = function (evt) {
  109105. _this._onPointerUp(evt);
  109106. };
  109107. VirtualJoystick.Canvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  109108. VirtualJoystick.Canvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  109109. VirtualJoystick.Canvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  109110. VirtualJoystick.Canvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  109111. VirtualJoystick.Canvas.addEventListener("contextmenu", function (evt) {
  109112. evt.preventDefault(); // Disables system menu
  109113. }, false);
  109114. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  109115. }
  109116. /**
  109117. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  109118. * @param newJoystickSensibility defines the new sensibility
  109119. */
  109120. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  109121. this._joystickSensibility = newJoystickSensibility;
  109122. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  109123. };
  109124. VirtualJoystick.prototype._onPointerDown = function (e) {
  109125. var positionOnScreenCondition;
  109126. e.preventDefault();
  109127. if (this._leftJoystick === true) {
  109128. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  109129. }
  109130. else {
  109131. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  109132. }
  109133. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  109134. // First contact will be dedicated to the virtual joystick
  109135. this._joystickPointerID = e.pointerId;
  109136. this._joystickPointerStartPos.x = e.clientX;
  109137. this._joystickPointerStartPos.y = e.clientY;
  109138. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  109139. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  109140. this._deltaJoystickVector.x = 0;
  109141. this._deltaJoystickVector.y = 0;
  109142. this.pressed = true;
  109143. this._touches.add(e.pointerId.toString(), e);
  109144. }
  109145. else {
  109146. // You can only trigger the action buttons with a joystick declared
  109147. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  109148. this._action();
  109149. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  109150. }
  109151. }
  109152. };
  109153. VirtualJoystick.prototype._onPointerMove = function (e) {
  109154. // If the current pointer is the one associated to the joystick (first touch contact)
  109155. if (this._joystickPointerID == e.pointerId) {
  109156. this._joystickPointerPos.x = e.clientX;
  109157. this._joystickPointerPos.y = e.clientY;
  109158. this._deltaJoystickVector = this._joystickPointerPos.clone();
  109159. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  109160. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  109161. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  109162. switch (this._axisTargetedByLeftAndRight) {
  109163. case JoystickAxis.X:
  109164. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  109165. break;
  109166. case JoystickAxis.Y:
  109167. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  109168. break;
  109169. case JoystickAxis.Z:
  109170. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  109171. break;
  109172. }
  109173. var directionUpDown = this.reverseUpDown ? 1 : -1;
  109174. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  109175. switch (this._axisTargetedByUpAndDown) {
  109176. case JoystickAxis.X:
  109177. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  109178. break;
  109179. case JoystickAxis.Y:
  109180. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  109181. break;
  109182. case JoystickAxis.Z:
  109183. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  109184. break;
  109185. }
  109186. }
  109187. else {
  109188. var data = this._touches.get(e.pointerId.toString());
  109189. if (data) {
  109190. data.x = e.clientX;
  109191. data.y = e.clientY;
  109192. }
  109193. }
  109194. };
  109195. VirtualJoystick.prototype._onPointerUp = function (e) {
  109196. if (this._joystickPointerID == e.pointerId) {
  109197. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  109198. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  109199. this._joystickPointerID = -1;
  109200. this.pressed = false;
  109201. }
  109202. else {
  109203. var touch = this._touches.get(e.pointerId.toString());
  109204. if (touch) {
  109205. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  109206. }
  109207. }
  109208. this._deltaJoystickVector.x = 0;
  109209. this._deltaJoystickVector.y = 0;
  109210. this._touches.remove(e.pointerId.toString());
  109211. };
  109212. /**
  109213. * Change the color of the virtual joystick
  109214. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  109215. */
  109216. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  109217. this._joystickColor = newColor;
  109218. };
  109219. /**
  109220. * Defines a callback to call when the joystick is touched
  109221. * @param action defines the callback
  109222. */
  109223. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  109224. this._action = action;
  109225. };
  109226. /**
  109227. * Defines which axis you'd like to control for left & right
  109228. * @param axis defines the axis to use
  109229. */
  109230. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  109231. switch (axis) {
  109232. case JoystickAxis.X:
  109233. case JoystickAxis.Y:
  109234. case JoystickAxis.Z:
  109235. this._axisTargetedByLeftAndRight = axis;
  109236. break;
  109237. default:
  109238. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  109239. break;
  109240. }
  109241. };
  109242. /**
  109243. * Defines which axis you'd like to control for up & down
  109244. * @param axis defines the axis to use
  109245. */
  109246. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  109247. switch (axis) {
  109248. case JoystickAxis.X:
  109249. case JoystickAxis.Y:
  109250. case JoystickAxis.Z:
  109251. this._axisTargetedByUpAndDown = axis;
  109252. break;
  109253. default:
  109254. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  109255. break;
  109256. }
  109257. };
  109258. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  109259. var _this = this;
  109260. if (this.pressed) {
  109261. this._touches.forEach(function (key, touch) {
  109262. if (touch.pointerId === _this._joystickPointerID) {
  109263. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  109264. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  109265. VirtualJoystick.vjCanvasContext.beginPath();
  109266. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  109267. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109268. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  109269. VirtualJoystick.vjCanvasContext.stroke();
  109270. VirtualJoystick.vjCanvasContext.closePath();
  109271. VirtualJoystick.vjCanvasContext.beginPath();
  109272. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109273. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  109274. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  109275. VirtualJoystick.vjCanvasContext.stroke();
  109276. VirtualJoystick.vjCanvasContext.closePath();
  109277. VirtualJoystick.vjCanvasContext.beginPath();
  109278. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109279. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  109280. VirtualJoystick.vjCanvasContext.stroke();
  109281. VirtualJoystick.vjCanvasContext.closePath();
  109282. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  109283. }
  109284. else {
  109285. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  109286. VirtualJoystick.vjCanvasContext.beginPath();
  109287. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  109288. VirtualJoystick.vjCanvasContext.beginPath();
  109289. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  109290. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  109291. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  109292. VirtualJoystick.vjCanvasContext.stroke();
  109293. VirtualJoystick.vjCanvasContext.closePath();
  109294. touch.prevX = touch.x;
  109295. touch.prevY = touch.y;
  109296. }
  109297. });
  109298. }
  109299. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  109300. };
  109301. /**
  109302. * Release internal HTML canvas
  109303. */
  109304. VirtualJoystick.prototype.releaseCanvas = function () {
  109305. if (VirtualJoystick.Canvas) {
  109306. VirtualJoystick.Canvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  109307. VirtualJoystick.Canvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  109308. VirtualJoystick.Canvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  109309. VirtualJoystick.Canvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  109310. window.removeEventListener("resize", this._onResize);
  109311. document.body.removeChild(VirtualJoystick.Canvas);
  109312. VirtualJoystick.Canvas = null;
  109313. }
  109314. };
  109315. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  109316. VirtualJoystick._globalJoystickIndex = 0;
  109317. return VirtualJoystick;
  109318. }());
  109319. BABYLON.VirtualJoystick = VirtualJoystick;
  109320. })(BABYLON || (BABYLON = {}));
  109321. //# sourceMappingURL=babylon.virtualJoystick.js.map
  109322. var BABYLON;
  109323. (function (BABYLON) {
  109324. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  109325. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  109326. });
  109327. /**
  109328. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  109329. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  109330. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  109331. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  109332. */
  109333. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  109334. __extends(VirtualJoysticksCamera, _super);
  109335. /**
  109336. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  109337. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  109338. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  109339. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  109340. * @param name Define the name of the camera in the scene
  109341. * @param position Define the start position of the camera in the scene
  109342. * @param scene Define the scene the camera belongs to
  109343. */
  109344. function VirtualJoysticksCamera(name, position, scene) {
  109345. var _this = _super.call(this, name, position, scene) || this;
  109346. _this.inputs.addVirtualJoystick();
  109347. return _this;
  109348. }
  109349. /**
  109350. * Gets the current object class name.
  109351. * @return the class name
  109352. */
  109353. VirtualJoysticksCamera.prototype.getClassName = function () {
  109354. return "VirtualJoysticksCamera";
  109355. };
  109356. return VirtualJoysticksCamera;
  109357. }(BABYLON.FreeCamera));
  109358. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  109359. })(BABYLON || (BABYLON = {}));
  109360. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  109361. var BABYLON;
  109362. (function (BABYLON) {
  109363. /**
  109364. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  109365. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  109366. */
  109367. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  109368. function FreeCameraVirtualJoystickInput() {
  109369. }
  109370. /**
  109371. * Gets the left stick of the virtual joystick.
  109372. * @returns The virtual Joystick
  109373. */
  109374. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  109375. return this._leftjoystick;
  109376. };
  109377. /**
  109378. * Gets the right stick of the virtual joystick.
  109379. * @returns The virtual Joystick
  109380. */
  109381. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  109382. return this._rightjoystick;
  109383. };
  109384. /**
  109385. * Update the current camera state depending on the inputs that have been used this frame.
  109386. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  109387. */
  109388. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  109389. if (this._leftjoystick) {
  109390. var camera = this.camera;
  109391. var speed = camera._computeLocalCameraSpeed() * 50;
  109392. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  109393. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  109394. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  109395. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  109396. if (!this._leftjoystick.pressed) {
  109397. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  109398. }
  109399. if (!this._rightjoystick.pressed) {
  109400. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  109401. }
  109402. }
  109403. };
  109404. /**
  109405. * Attach the input controls to a specific dom element to get the input from.
  109406. * @param element Defines the element the controls should be listened from
  109407. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  109408. */
  109409. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  109410. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  109411. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  109412. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  109413. this._leftjoystick.setJoystickSensibility(0.15);
  109414. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  109415. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  109416. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  109417. this._rightjoystick.reverseUpDown = true;
  109418. this._rightjoystick.setJoystickSensibility(0.05);
  109419. this._rightjoystick.setJoystickColor("yellow");
  109420. };
  109421. /**
  109422. * Detach the current controls from the specified dom element.
  109423. * @param element Defines the element to stop listening the inputs from
  109424. */
  109425. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  109426. this._leftjoystick.releaseCanvas();
  109427. this._rightjoystick.releaseCanvas();
  109428. };
  109429. /**
  109430. * Gets the class name of the current intput.
  109431. * @returns the class name
  109432. */
  109433. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  109434. return "FreeCameraVirtualJoystickInput";
  109435. };
  109436. /**
  109437. * Get the friendly name associated with the input class.
  109438. * @returns the input friendly name
  109439. */
  109440. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  109441. return "virtualJoystick";
  109442. };
  109443. return FreeCameraVirtualJoystickInput;
  109444. }());
  109445. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  109446. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  109447. })(BABYLON || (BABYLON = {}));
  109448. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  109449. var BABYLON;
  109450. (function (BABYLON) {
  109451. /**
  109452. * Class used to specify simplification options
  109453. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109454. */
  109455. var SimplificationSettings = /** @class */ (function () {
  109456. /**
  109457. * Creates a SimplificationSettings
  109458. * @param quality expected quality
  109459. * @param distance distance when this optimized version should be used
  109460. * @param optimizeMesh already optimized mesh
  109461. */
  109462. function SimplificationSettings(
  109463. /** expected quality */
  109464. quality,
  109465. /** distance when this optimized version should be used */
  109466. distance,
  109467. /** already optimized mesh */
  109468. optimizeMesh) {
  109469. this.quality = quality;
  109470. this.distance = distance;
  109471. this.optimizeMesh = optimizeMesh;
  109472. }
  109473. return SimplificationSettings;
  109474. }());
  109475. BABYLON.SimplificationSettings = SimplificationSettings;
  109476. /**
  109477. * Queue used to order the simplification tasks
  109478. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109479. */
  109480. var SimplificationQueue = /** @class */ (function () {
  109481. /**
  109482. * Creates a new queue
  109483. */
  109484. function SimplificationQueue() {
  109485. this.running = false;
  109486. this._simplificationArray = [];
  109487. }
  109488. /**
  109489. * Adds a new simplification task
  109490. * @param task defines a task to add
  109491. */
  109492. SimplificationQueue.prototype.addTask = function (task) {
  109493. this._simplificationArray.push(task);
  109494. };
  109495. /**
  109496. * Execute next task
  109497. */
  109498. SimplificationQueue.prototype.executeNext = function () {
  109499. var task = this._simplificationArray.pop();
  109500. if (task) {
  109501. this.running = true;
  109502. this.runSimplification(task);
  109503. }
  109504. else {
  109505. this.running = false;
  109506. }
  109507. };
  109508. /**
  109509. * Execute a simplification task
  109510. * @param task defines the task to run
  109511. */
  109512. SimplificationQueue.prototype.runSimplification = function (task) {
  109513. var _this = this;
  109514. if (task.parallelProcessing) {
  109515. //parallel simplifier
  109516. task.settings.forEach(function (setting) {
  109517. var simplifier = _this.getSimplifier(task);
  109518. simplifier.simplify(setting, function (newMesh) {
  109519. task.mesh.addLODLevel(setting.distance, newMesh);
  109520. newMesh.isVisible = true;
  109521. //check if it is the last
  109522. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  109523. //all done, run the success callback.
  109524. task.successCallback();
  109525. }
  109526. _this.executeNext();
  109527. });
  109528. });
  109529. }
  109530. else {
  109531. //single simplifier.
  109532. var simplifier = this.getSimplifier(task);
  109533. var runDecimation = function (setting, callback) {
  109534. simplifier.simplify(setting, function (newMesh) {
  109535. task.mesh.addLODLevel(setting.distance, newMesh);
  109536. newMesh.isVisible = true;
  109537. //run the next quality level
  109538. callback();
  109539. });
  109540. };
  109541. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  109542. runDecimation(task.settings[loop.index], function () {
  109543. loop.executeNext();
  109544. });
  109545. }, function () {
  109546. //execution ended, run the success callback.
  109547. if (task.successCallback) {
  109548. task.successCallback();
  109549. }
  109550. _this.executeNext();
  109551. });
  109552. }
  109553. };
  109554. SimplificationQueue.prototype.getSimplifier = function (task) {
  109555. switch (task.simplificationType) {
  109556. case SimplificationType.QUADRATIC:
  109557. default:
  109558. return new QuadraticErrorSimplification(task.mesh);
  109559. }
  109560. };
  109561. return SimplificationQueue;
  109562. }());
  109563. BABYLON.SimplificationQueue = SimplificationQueue;
  109564. /**
  109565. * The implemented types of simplification
  109566. * At the moment only Quadratic Error Decimation is implemented
  109567. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109568. */
  109569. var SimplificationType;
  109570. (function (SimplificationType) {
  109571. /** Quadratic error decimation */
  109572. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  109573. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  109574. var DecimationTriangle = /** @class */ (function () {
  109575. function DecimationTriangle(vertices) {
  109576. this.vertices = vertices;
  109577. this.error = new Array(4);
  109578. this.deleted = false;
  109579. this.isDirty = false;
  109580. this.deletePending = false;
  109581. this.borderFactor = 0;
  109582. }
  109583. return DecimationTriangle;
  109584. }());
  109585. var DecimationVertex = /** @class */ (function () {
  109586. function DecimationVertex(position, id) {
  109587. this.position = position;
  109588. this.id = id;
  109589. this.isBorder = true;
  109590. this.q = new QuadraticMatrix();
  109591. this.triangleCount = 0;
  109592. this.triangleStart = 0;
  109593. this.originalOffsets = [];
  109594. }
  109595. DecimationVertex.prototype.updatePosition = function (newPosition) {
  109596. this.position.copyFrom(newPosition);
  109597. };
  109598. return DecimationVertex;
  109599. }());
  109600. var QuadraticMatrix = /** @class */ (function () {
  109601. function QuadraticMatrix(data) {
  109602. this.data = new Array(10);
  109603. for (var i = 0; i < 10; ++i) {
  109604. if (data && data[i]) {
  109605. this.data[i] = data[i];
  109606. }
  109607. else {
  109608. this.data[i] = 0;
  109609. }
  109610. }
  109611. }
  109612. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  109613. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  109614. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  109615. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  109616. return det;
  109617. };
  109618. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  109619. for (var i = 0; i < 10; ++i) {
  109620. this.data[i] += matrix.data[i];
  109621. }
  109622. };
  109623. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  109624. for (var i = 0; i < 10; ++i) {
  109625. this.data[i] += data[i];
  109626. }
  109627. };
  109628. QuadraticMatrix.prototype.add = function (matrix) {
  109629. var m = new QuadraticMatrix();
  109630. for (var i = 0; i < 10; ++i) {
  109631. m.data[i] = this.data[i] + matrix.data[i];
  109632. }
  109633. return m;
  109634. };
  109635. QuadraticMatrix.FromData = function (a, b, c, d) {
  109636. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  109637. };
  109638. //returning an array to avoid garbage collection
  109639. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  109640. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  109641. };
  109642. return QuadraticMatrix;
  109643. }());
  109644. var Reference = /** @class */ (function () {
  109645. function Reference(vertexId, triangleId) {
  109646. this.vertexId = vertexId;
  109647. this.triangleId = triangleId;
  109648. }
  109649. return Reference;
  109650. }());
  109651. /**
  109652. * An implementation of the Quadratic Error simplification algorithm.
  109653. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  109654. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  109655. * @author RaananW
  109656. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109657. */
  109658. var QuadraticErrorSimplification = /** @class */ (function () {
  109659. function QuadraticErrorSimplification(_mesh) {
  109660. this._mesh = _mesh;
  109661. this.syncIterations = 5000;
  109662. this.aggressiveness = 7;
  109663. this.decimationIterations = 100;
  109664. this.boundingBoxEpsilon = BABYLON.Epsilon;
  109665. }
  109666. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  109667. var _this = this;
  109668. this.initDecimatedMesh();
  109669. //iterating through the submeshes array, one after the other.
  109670. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  109671. _this.initWithMesh(loop.index, function () {
  109672. _this.runDecimation(settings, loop.index, function () {
  109673. loop.executeNext();
  109674. });
  109675. }, settings.optimizeMesh);
  109676. }, function () {
  109677. setTimeout(function () {
  109678. successCallback(_this._reconstructedMesh);
  109679. }, 0);
  109680. });
  109681. };
  109682. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  109683. var _this = this;
  109684. var targetCount = ~~(this.triangles.length * settings.quality);
  109685. var deletedTriangles = 0;
  109686. var triangleCount = this.triangles.length;
  109687. var iterationFunction = function (iteration, callback) {
  109688. setTimeout(function () {
  109689. if (iteration % 5 === 0) {
  109690. _this.updateMesh(iteration === 0);
  109691. }
  109692. for (var i = 0; i < _this.triangles.length; ++i) {
  109693. _this.triangles[i].isDirty = false;
  109694. }
  109695. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  109696. var trianglesIterator = function (i) {
  109697. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  109698. var t = _this.triangles[tIdx];
  109699. if (!t) {
  109700. return;
  109701. }
  109702. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  109703. return;
  109704. }
  109705. for (var j = 0; j < 3; ++j) {
  109706. if (t.error[j] < threshold) {
  109707. var deleted0 = [];
  109708. var deleted1 = [];
  109709. var v0 = t.vertices[j];
  109710. var v1 = t.vertices[(j + 1) % 3];
  109711. if (v0.isBorder || v1.isBorder) {
  109712. continue;
  109713. }
  109714. var p = BABYLON.Vector3.Zero();
  109715. var n = BABYLON.Vector3.Zero();
  109716. var uv = BABYLON.Vector2.Zero();
  109717. var color = new BABYLON.Color4(0, 0, 0, 1);
  109718. _this.calculateError(v0, v1, p, n, uv, color);
  109719. var delTr = new Array();
  109720. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  109721. continue;
  109722. }
  109723. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  109724. continue;
  109725. }
  109726. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  109727. continue;
  109728. }
  109729. var uniqueArray = new Array();
  109730. delTr.forEach(function (deletedT) {
  109731. if (uniqueArray.indexOf(deletedT) === -1) {
  109732. deletedT.deletePending = true;
  109733. uniqueArray.push(deletedT);
  109734. }
  109735. });
  109736. if (uniqueArray.length % 2 !== 0) {
  109737. continue;
  109738. }
  109739. v0.q = v1.q.add(v0.q);
  109740. v0.updatePosition(p);
  109741. var tStart = _this.references.length;
  109742. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  109743. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  109744. var tCount = _this.references.length - tStart;
  109745. if (tCount <= v0.triangleCount) {
  109746. if (tCount) {
  109747. for (var c = 0; c < tCount; c++) {
  109748. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  109749. }
  109750. }
  109751. }
  109752. else {
  109753. v0.triangleStart = tStart;
  109754. }
  109755. v0.triangleCount = tCount;
  109756. break;
  109757. }
  109758. }
  109759. };
  109760. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  109761. }, 0);
  109762. };
  109763. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  109764. if (triangleCount - deletedTriangles <= targetCount) {
  109765. loop.breakLoop();
  109766. }
  109767. else {
  109768. iterationFunction(loop.index, function () {
  109769. loop.executeNext();
  109770. });
  109771. }
  109772. }, function () {
  109773. setTimeout(function () {
  109774. //reconstruct this part of the mesh
  109775. _this.reconstructMesh(submeshIndex);
  109776. successCallback();
  109777. }, 0);
  109778. });
  109779. };
  109780. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  109781. var _this = this;
  109782. this.vertices = [];
  109783. this.triangles = [];
  109784. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  109785. var indices = this._mesh.getIndices();
  109786. var submesh = this._mesh.subMeshes[submeshIndex];
  109787. var findInVertices = function (positionToSearch) {
  109788. if (optimizeMesh) {
  109789. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  109790. if (_this.vertices[ii].position.equals(positionToSearch)) {
  109791. return _this.vertices[ii];
  109792. }
  109793. }
  109794. }
  109795. return null;
  109796. };
  109797. var vertexReferences = [];
  109798. var vertexInit = function (i) {
  109799. if (!positionData) {
  109800. return;
  109801. }
  109802. var offset = i + submesh.verticesStart;
  109803. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  109804. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  109805. vertex.originalOffsets.push(offset);
  109806. if (vertex.id === _this.vertices.length) {
  109807. _this.vertices.push(vertex);
  109808. }
  109809. vertexReferences.push(vertex.id);
  109810. };
  109811. //var totalVertices = mesh.getTotalVertices();
  109812. var totalVertices = submesh.verticesCount;
  109813. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  109814. var indicesInit = function (i) {
  109815. if (!indices) {
  109816. return;
  109817. }
  109818. var offset = (submesh.indexStart / 3) + i;
  109819. var pos = (offset * 3);
  109820. var i0 = indices[pos + 0];
  109821. var i1 = indices[pos + 1];
  109822. var i2 = indices[pos + 2];
  109823. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  109824. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  109825. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  109826. var triangle = new DecimationTriangle([v0, v1, v2]);
  109827. triangle.originalOffset = pos;
  109828. _this.triangles.push(triangle);
  109829. };
  109830. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  109831. _this.init(callback);
  109832. });
  109833. });
  109834. };
  109835. QuadraticErrorSimplification.prototype.init = function (callback) {
  109836. var _this = this;
  109837. var triangleInit1 = function (i) {
  109838. var t = _this.triangles[i];
  109839. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  109840. for (var j = 0; j < 3; j++) {
  109841. 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))));
  109842. }
  109843. };
  109844. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  109845. var triangleInit2 = function (i) {
  109846. var t = _this.triangles[i];
  109847. for (var j = 0; j < 3; ++j) {
  109848. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  109849. }
  109850. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  109851. };
  109852. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  109853. callback();
  109854. });
  109855. });
  109856. };
  109857. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  109858. var newTriangles = [];
  109859. var i;
  109860. for (i = 0; i < this.vertices.length; ++i) {
  109861. this.vertices[i].triangleCount = 0;
  109862. }
  109863. var t;
  109864. var j;
  109865. for (i = 0; i < this.triangles.length; ++i) {
  109866. if (!this.triangles[i].deleted) {
  109867. t = this.triangles[i];
  109868. for (j = 0; j < 3; ++j) {
  109869. t.vertices[j].triangleCount = 1;
  109870. }
  109871. newTriangles.push(t);
  109872. }
  109873. }
  109874. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  109875. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  109876. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  109877. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  109878. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  109879. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  109880. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  109881. var vertexCount = 0;
  109882. for (i = 0; i < this.vertices.length; ++i) {
  109883. var vertex = this.vertices[i];
  109884. vertex.id = vertexCount;
  109885. if (vertex.triangleCount) {
  109886. vertex.originalOffsets.forEach(function (originalOffset) {
  109887. if (!normalData) {
  109888. return;
  109889. }
  109890. newPositionData.push(vertex.position.x);
  109891. newPositionData.push(vertex.position.y);
  109892. newPositionData.push(vertex.position.z);
  109893. newNormalData.push(normalData[originalOffset * 3]);
  109894. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  109895. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  109896. if (uvs && uvs.length) {
  109897. newUVsData.push(uvs[(originalOffset * 2)]);
  109898. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  109899. }
  109900. else if (colorsData && colorsData.length) {
  109901. newColorsData.push(colorsData[(originalOffset * 4)]);
  109902. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  109903. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  109904. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  109905. }
  109906. ++vertexCount;
  109907. });
  109908. }
  109909. }
  109910. var startingIndex = this._reconstructedMesh.getTotalIndices();
  109911. var startingVertex = this._reconstructedMesh.getTotalVertices();
  109912. var submeshesArray = this._reconstructedMesh.subMeshes;
  109913. this._reconstructedMesh.subMeshes = [];
  109914. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  109915. var originalIndices = this._mesh.getIndices();
  109916. for (i = 0; i < newTriangles.length; ++i) {
  109917. t = newTriangles[i]; //now get the new referencing point for each vertex
  109918. [0, 1, 2].forEach(function (idx) {
  109919. var id = originalIndices[t.originalOffset + idx];
  109920. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  109921. if (offset < 0) {
  109922. offset = 0;
  109923. }
  109924. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  109925. });
  109926. }
  109927. //overwriting the old vertex buffers and indices.
  109928. this._reconstructedMesh.setIndices(newIndicesArray);
  109929. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  109930. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  109931. if (newUVsData.length > 0) {
  109932. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  109933. }
  109934. if (newColorsData.length > 0) {
  109935. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  109936. }
  109937. //create submesh
  109938. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  109939. if (submeshIndex > 0) {
  109940. this._reconstructedMesh.subMeshes = [];
  109941. submeshesArray.forEach(function (submesh) {
  109942. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  109943. });
  109944. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  109945. }
  109946. };
  109947. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  109948. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  109949. this._reconstructedMesh.material = this._mesh.material;
  109950. this._reconstructedMesh.parent = this._mesh.parent;
  109951. this._reconstructedMesh.isVisible = false;
  109952. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  109953. };
  109954. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  109955. for (var i = 0; i < vertex1.triangleCount; ++i) {
  109956. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  109957. if (t.deleted) {
  109958. continue;
  109959. }
  109960. var s = this.references[vertex1.triangleStart + i].vertexId;
  109961. var v1 = t.vertices[(s + 1) % 3];
  109962. var v2 = t.vertices[(s + 2) % 3];
  109963. if ((v1 === vertex2 || v2 === vertex2)) {
  109964. deletedArray[i] = true;
  109965. delTr.push(t);
  109966. continue;
  109967. }
  109968. var d1 = v1.position.subtract(point);
  109969. d1 = d1.normalize();
  109970. var d2 = v2.position.subtract(point);
  109971. d2 = d2.normalize();
  109972. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  109973. return true;
  109974. }
  109975. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  109976. deletedArray[i] = false;
  109977. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  109978. return true;
  109979. }
  109980. }
  109981. return false;
  109982. };
  109983. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  109984. var newDeleted = deletedTriangles;
  109985. for (var i = 0; i < vertex.triangleCount; ++i) {
  109986. var ref = this.references[vertex.triangleStart + i];
  109987. var t = this.triangles[ref.triangleId];
  109988. if (t.deleted) {
  109989. continue;
  109990. }
  109991. if (deletedArray[i] && t.deletePending) {
  109992. t.deleted = true;
  109993. newDeleted++;
  109994. continue;
  109995. }
  109996. t.vertices[ref.vertexId] = origVertex;
  109997. t.isDirty = true;
  109998. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  109999. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  110000. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  110001. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  110002. this.references.push(ref);
  110003. }
  110004. return newDeleted;
  110005. };
  110006. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  110007. for (var i = 0; i < this.vertices.length; ++i) {
  110008. var vCount = [];
  110009. var vId = [];
  110010. var v = this.vertices[i];
  110011. var j;
  110012. for (j = 0; j < v.triangleCount; ++j) {
  110013. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  110014. for (var ii = 0; ii < 3; ii++) {
  110015. var ofs = 0;
  110016. var vv = triangle.vertices[ii];
  110017. while (ofs < vCount.length) {
  110018. if (vId[ofs] === vv.id) {
  110019. break;
  110020. }
  110021. ++ofs;
  110022. }
  110023. if (ofs === vCount.length) {
  110024. vCount.push(1);
  110025. vId.push(vv.id);
  110026. }
  110027. else {
  110028. vCount[ofs]++;
  110029. }
  110030. }
  110031. }
  110032. for (j = 0; j < vCount.length; ++j) {
  110033. if (vCount[j] === 1) {
  110034. this.vertices[vId[j]].isBorder = true;
  110035. }
  110036. else {
  110037. this.vertices[vId[j]].isBorder = false;
  110038. }
  110039. }
  110040. }
  110041. };
  110042. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  110043. if (identifyBorders === void 0) { identifyBorders = false; }
  110044. var i;
  110045. if (!identifyBorders) {
  110046. var newTrianglesVector = [];
  110047. for (i = 0; i < this.triangles.length; ++i) {
  110048. if (!this.triangles[i].deleted) {
  110049. newTrianglesVector.push(this.triangles[i]);
  110050. }
  110051. }
  110052. this.triangles = newTrianglesVector;
  110053. }
  110054. for (i = 0; i < this.vertices.length; ++i) {
  110055. this.vertices[i].triangleCount = 0;
  110056. this.vertices[i].triangleStart = 0;
  110057. }
  110058. var t;
  110059. var j;
  110060. var v;
  110061. for (i = 0; i < this.triangles.length; ++i) {
  110062. t = this.triangles[i];
  110063. for (j = 0; j < 3; ++j) {
  110064. v = t.vertices[j];
  110065. v.triangleCount++;
  110066. }
  110067. }
  110068. var tStart = 0;
  110069. for (i = 0; i < this.vertices.length; ++i) {
  110070. this.vertices[i].triangleStart = tStart;
  110071. tStart += this.vertices[i].triangleCount;
  110072. this.vertices[i].triangleCount = 0;
  110073. }
  110074. var newReferences = new Array(this.triangles.length * 3);
  110075. for (i = 0; i < this.triangles.length; ++i) {
  110076. t = this.triangles[i];
  110077. for (j = 0; j < 3; ++j) {
  110078. v = t.vertices[j];
  110079. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  110080. v.triangleCount++;
  110081. }
  110082. }
  110083. this.references = newReferences;
  110084. if (identifyBorders) {
  110085. this.identifyBorder();
  110086. }
  110087. };
  110088. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  110089. var x = point.x;
  110090. var y = point.y;
  110091. var z = point.z;
  110092. 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
  110093. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  110094. };
  110095. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  110096. var q = vertex1.q.add(vertex2.q);
  110097. var border = vertex1.isBorder && vertex2.isBorder;
  110098. var error = 0;
  110099. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  110100. if (qDet !== 0 && !border) {
  110101. if (!pointResult) {
  110102. pointResult = BABYLON.Vector3.Zero();
  110103. }
  110104. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  110105. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  110106. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  110107. error = this.vertexError(q, pointResult);
  110108. }
  110109. else {
  110110. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  110111. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  110112. var error1 = this.vertexError(q, vertex1.position);
  110113. var error2 = this.vertexError(q, vertex2.position);
  110114. var error3 = this.vertexError(q, p3);
  110115. error = Math.min(error1, error2, error3);
  110116. if (error === error1) {
  110117. if (pointResult) {
  110118. pointResult.copyFrom(vertex1.position);
  110119. }
  110120. }
  110121. else if (error === error2) {
  110122. if (pointResult) {
  110123. pointResult.copyFrom(vertex2.position);
  110124. }
  110125. }
  110126. else {
  110127. if (pointResult) {
  110128. pointResult.copyFrom(p3);
  110129. }
  110130. }
  110131. }
  110132. return error;
  110133. };
  110134. return QuadraticErrorSimplification;
  110135. }());
  110136. })(BABYLON || (BABYLON = {}));
  110137. //# sourceMappingURL=babylon.meshSimplification.js.map
  110138. var BABYLON;
  110139. (function (BABYLON) {
  110140. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  110141. get: function () {
  110142. if (!this._simplificationQueue) {
  110143. this._simplificationQueue = new BABYLON.SimplificationQueue();
  110144. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  110145. if (!component) {
  110146. component = new SimplicationQueueSceneComponent(this);
  110147. this._addComponent(component);
  110148. }
  110149. }
  110150. return this._simplificationQueue;
  110151. },
  110152. set: function (value) {
  110153. this._simplificationQueue = value;
  110154. },
  110155. enumerable: true,
  110156. configurable: true
  110157. });
  110158. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  110159. if (parallelProcessing === void 0) { parallelProcessing = true; }
  110160. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  110161. this.getScene().simplificationQueue.addTask({
  110162. settings: settings,
  110163. parallelProcessing: parallelProcessing,
  110164. mesh: this,
  110165. simplificationType: simplificationType,
  110166. successCallback: successCallback
  110167. });
  110168. return this;
  110169. };
  110170. /**
  110171. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  110172. * created in a scene
  110173. */
  110174. var SimplicationQueueSceneComponent = /** @class */ (function () {
  110175. /**
  110176. * Creates a new instance of the component for the given scene
  110177. * @param scene Defines the scene to register the component in
  110178. */
  110179. function SimplicationQueueSceneComponent(scene) {
  110180. /**
  110181. * The component name helpfull to identify the component in the list of scene components.
  110182. */
  110183. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  110184. this.scene = scene;
  110185. }
  110186. /**
  110187. * Registers the component in a given scene
  110188. */
  110189. SimplicationQueueSceneComponent.prototype.register = function () {
  110190. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  110191. };
  110192. /**
  110193. * Rebuilds the elements related to this component in case of
  110194. * context lost for instance.
  110195. */
  110196. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  110197. // Nothing to do for this component
  110198. };
  110199. /**
  110200. * Disposes the component and the associated ressources
  110201. */
  110202. SimplicationQueueSceneComponent.prototype.dispose = function () {
  110203. // Nothing to do for this component
  110204. };
  110205. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  110206. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  110207. this.scene._simplificationQueue.executeNext();
  110208. }
  110209. };
  110210. return SimplicationQueueSceneComponent;
  110211. }());
  110212. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  110213. })(BABYLON || (BABYLON = {}));
  110214. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  110215. var BABYLON;
  110216. (function (BABYLON) {
  110217. /**
  110218. * Class used to represent a specific level of detail of a mesh
  110219. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  110220. */
  110221. var MeshLODLevel = /** @class */ (function () {
  110222. /**
  110223. * Creates a new LOD level
  110224. * @param distance defines the distance where this level should star being displayed
  110225. * @param mesh defines the mesh to use to render this level
  110226. */
  110227. function MeshLODLevel(
  110228. /** Defines the distance where this level should star being displayed */
  110229. distance,
  110230. /** Defines the mesh to use to render this level */
  110231. mesh) {
  110232. this.distance = distance;
  110233. this.mesh = mesh;
  110234. }
  110235. return MeshLODLevel;
  110236. }());
  110237. BABYLON.MeshLODLevel = MeshLODLevel;
  110238. })(BABYLON || (BABYLON = {}));
  110239. //# sourceMappingURL=babylon.meshLODLevel.js.map
  110240. var BABYLON;
  110241. (function (BABYLON) {
  110242. /**
  110243. * Defines the root class used to create scene optimization to use with SceneOptimizer
  110244. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110245. */
  110246. var SceneOptimization = /** @class */ (function () {
  110247. /**
  110248. * Creates the SceneOptimization object
  110249. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110250. * @param desc defines the description associated with the optimization
  110251. */
  110252. function SceneOptimization(
  110253. /**
  110254. * Defines the priority of this optimization (0 by default which means first in the list)
  110255. */
  110256. priority) {
  110257. if (priority === void 0) { priority = 0; }
  110258. this.priority = priority;
  110259. }
  110260. /**
  110261. * Gets a string describing the action executed by the current optimization
  110262. * @returns description string
  110263. */
  110264. SceneOptimization.prototype.getDescription = function () {
  110265. return "";
  110266. };
  110267. /**
  110268. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110269. * @param scene defines the current scene where to apply this optimization
  110270. * @param optimizer defines the current optimizer
  110271. * @returns true if everything that can be done was applied
  110272. */
  110273. SceneOptimization.prototype.apply = function (scene, optimizer) {
  110274. return true;
  110275. };
  110276. return SceneOptimization;
  110277. }());
  110278. BABYLON.SceneOptimization = SceneOptimization;
  110279. /**
  110280. * Defines an optimization used to reduce the size of render target textures
  110281. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110282. */
  110283. var TextureOptimization = /** @class */ (function (_super) {
  110284. __extends(TextureOptimization, _super);
  110285. /**
  110286. * Creates the TextureOptimization object
  110287. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110288. * @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
  110289. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  110290. */
  110291. function TextureOptimization(
  110292. /**
  110293. * Defines the priority of this optimization (0 by default which means first in the list)
  110294. */
  110295. priority,
  110296. /**
  110297. * 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
  110298. */
  110299. maximumSize,
  110300. /**
  110301. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  110302. */
  110303. step) {
  110304. if (priority === void 0) { priority = 0; }
  110305. if (maximumSize === void 0) { maximumSize = 1024; }
  110306. if (step === void 0) { step = 0.5; }
  110307. var _this = _super.call(this, priority) || this;
  110308. _this.priority = priority;
  110309. _this.maximumSize = maximumSize;
  110310. _this.step = step;
  110311. return _this;
  110312. }
  110313. /**
  110314. * Gets a string describing the action executed by the current optimization
  110315. * @returns description string
  110316. */
  110317. TextureOptimization.prototype.getDescription = function () {
  110318. return "Reducing render target texture size to " + this.maximumSize;
  110319. };
  110320. /**
  110321. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110322. * @param scene defines the current scene where to apply this optimization
  110323. * @param optimizer defines the current optimizer
  110324. * @returns true if everything that can be done was applied
  110325. */
  110326. TextureOptimization.prototype.apply = function (scene, optimizer) {
  110327. var allDone = true;
  110328. for (var index = 0; index < scene.textures.length; index++) {
  110329. var texture = scene.textures[index];
  110330. if (!texture.canRescale || texture.getContext) {
  110331. continue;
  110332. }
  110333. var currentSize = texture.getSize();
  110334. var maxDimension = Math.max(currentSize.width, currentSize.height);
  110335. if (maxDimension > this.maximumSize) {
  110336. texture.scale(this.step);
  110337. allDone = false;
  110338. }
  110339. }
  110340. return allDone;
  110341. };
  110342. return TextureOptimization;
  110343. }(SceneOptimization));
  110344. BABYLON.TextureOptimization = TextureOptimization;
  110345. /**
  110346. * Defines an optimization used to increase or decrease the rendering resolution
  110347. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110348. */
  110349. var HardwareScalingOptimization = /** @class */ (function (_super) {
  110350. __extends(HardwareScalingOptimization, _super);
  110351. /**
  110352. * Creates the HardwareScalingOptimization object
  110353. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110354. * @param maximumScale defines the maximum scale to use (2 by default)
  110355. * @param step defines the step to use between two passes (0.5 by default)
  110356. */
  110357. function HardwareScalingOptimization(
  110358. /**
  110359. * Defines the priority of this optimization (0 by default which means first in the list)
  110360. */
  110361. priority,
  110362. /**
  110363. * Defines the maximum scale to use (2 by default)
  110364. */
  110365. maximumScale,
  110366. /**
  110367. * Defines the step to use between two passes (0.5 by default)
  110368. */
  110369. step) {
  110370. if (priority === void 0) { priority = 0; }
  110371. if (maximumScale === void 0) { maximumScale = 2; }
  110372. if (step === void 0) { step = 0.25; }
  110373. var _this = _super.call(this, priority) || this;
  110374. _this.priority = priority;
  110375. _this.maximumScale = maximumScale;
  110376. _this.step = step;
  110377. _this._currentScale = -1;
  110378. _this._directionOffset = 1;
  110379. return _this;
  110380. }
  110381. /**
  110382. * Gets a string describing the action executed by the current optimization
  110383. * @return description string
  110384. */
  110385. HardwareScalingOptimization.prototype.getDescription = function () {
  110386. return "Setting hardware scaling level to " + this._currentScale;
  110387. };
  110388. /**
  110389. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110390. * @param scene defines the current scene where to apply this optimization
  110391. * @param optimizer defines the current optimizer
  110392. * @returns true if everything that can be done was applied
  110393. */
  110394. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  110395. if (this._currentScale === -1) {
  110396. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  110397. if (this._currentScale > this.maximumScale) {
  110398. this._directionOffset = -1;
  110399. }
  110400. }
  110401. this._currentScale += this._directionOffset * this.step;
  110402. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  110403. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  110404. };
  110405. return HardwareScalingOptimization;
  110406. }(SceneOptimization));
  110407. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  110408. /**
  110409. * Defines an optimization used to remove shadows
  110410. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110411. */
  110412. var ShadowsOptimization = /** @class */ (function (_super) {
  110413. __extends(ShadowsOptimization, _super);
  110414. function ShadowsOptimization() {
  110415. return _super !== null && _super.apply(this, arguments) || this;
  110416. }
  110417. /**
  110418. * Gets a string describing the action executed by the current optimization
  110419. * @return description string
  110420. */
  110421. ShadowsOptimization.prototype.getDescription = function () {
  110422. return "Turning shadows on/off";
  110423. };
  110424. /**
  110425. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110426. * @param scene defines the current scene where to apply this optimization
  110427. * @param optimizer defines the current optimizer
  110428. * @returns true if everything that can be done was applied
  110429. */
  110430. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  110431. scene.shadowsEnabled = optimizer.isInImprovementMode;
  110432. return true;
  110433. };
  110434. return ShadowsOptimization;
  110435. }(SceneOptimization));
  110436. BABYLON.ShadowsOptimization = ShadowsOptimization;
  110437. /**
  110438. * Defines an optimization used to turn post-processes off
  110439. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110440. */
  110441. var PostProcessesOptimization = /** @class */ (function (_super) {
  110442. __extends(PostProcessesOptimization, _super);
  110443. function PostProcessesOptimization() {
  110444. return _super !== null && _super.apply(this, arguments) || this;
  110445. }
  110446. /**
  110447. * Gets a string describing the action executed by the current optimization
  110448. * @return description string
  110449. */
  110450. PostProcessesOptimization.prototype.getDescription = function () {
  110451. return "Turning post-processes on/off";
  110452. };
  110453. /**
  110454. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110455. * @param scene defines the current scene where to apply this optimization
  110456. * @param optimizer defines the current optimizer
  110457. * @returns true if everything that can be done was applied
  110458. */
  110459. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  110460. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  110461. return true;
  110462. };
  110463. return PostProcessesOptimization;
  110464. }(SceneOptimization));
  110465. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  110466. /**
  110467. * Defines an optimization used to turn lens flares off
  110468. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110469. */
  110470. var LensFlaresOptimization = /** @class */ (function (_super) {
  110471. __extends(LensFlaresOptimization, _super);
  110472. function LensFlaresOptimization() {
  110473. return _super !== null && _super.apply(this, arguments) || this;
  110474. }
  110475. /**
  110476. * Gets a string describing the action executed by the current optimization
  110477. * @return description string
  110478. */
  110479. LensFlaresOptimization.prototype.getDescription = function () {
  110480. return "Turning lens flares on/off";
  110481. };
  110482. /**
  110483. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110484. * @param scene defines the current scene where to apply this optimization
  110485. * @param optimizer defines the current optimizer
  110486. * @returns true if everything that can be done was applied
  110487. */
  110488. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  110489. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  110490. return true;
  110491. };
  110492. return LensFlaresOptimization;
  110493. }(SceneOptimization));
  110494. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  110495. /**
  110496. * Defines an optimization based on user defined callback.
  110497. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110498. */
  110499. var CustomOptimization = /** @class */ (function (_super) {
  110500. __extends(CustomOptimization, _super);
  110501. function CustomOptimization() {
  110502. return _super !== null && _super.apply(this, arguments) || this;
  110503. }
  110504. /**
  110505. * Gets a string describing the action executed by the current optimization
  110506. * @returns description string
  110507. */
  110508. CustomOptimization.prototype.getDescription = function () {
  110509. if (this.onGetDescription) {
  110510. return this.onGetDescription();
  110511. }
  110512. return "Running user defined callback";
  110513. };
  110514. /**
  110515. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110516. * @param scene defines the current scene where to apply this optimization
  110517. * @param optimizer defines the current optimizer
  110518. * @returns true if everything that can be done was applied
  110519. */
  110520. CustomOptimization.prototype.apply = function (scene, optimizer) {
  110521. if (this.onApply) {
  110522. return this.onApply(scene, optimizer);
  110523. }
  110524. return true;
  110525. };
  110526. return CustomOptimization;
  110527. }(SceneOptimization));
  110528. BABYLON.CustomOptimization = CustomOptimization;
  110529. /**
  110530. * Defines an optimization used to turn particles off
  110531. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110532. */
  110533. var ParticlesOptimization = /** @class */ (function (_super) {
  110534. __extends(ParticlesOptimization, _super);
  110535. function ParticlesOptimization() {
  110536. return _super !== null && _super.apply(this, arguments) || this;
  110537. }
  110538. /**
  110539. * Gets a string describing the action executed by the current optimization
  110540. * @return description string
  110541. */
  110542. ParticlesOptimization.prototype.getDescription = function () {
  110543. return "Turning particles on/off";
  110544. };
  110545. /**
  110546. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110547. * @param scene defines the current scene where to apply this optimization
  110548. * @param optimizer defines the current optimizer
  110549. * @returns true if everything that can be done was applied
  110550. */
  110551. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  110552. scene.particlesEnabled = optimizer.isInImprovementMode;
  110553. return true;
  110554. };
  110555. return ParticlesOptimization;
  110556. }(SceneOptimization));
  110557. BABYLON.ParticlesOptimization = ParticlesOptimization;
  110558. /**
  110559. * Defines an optimization used to turn render targets off
  110560. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110561. */
  110562. var RenderTargetsOptimization = /** @class */ (function (_super) {
  110563. __extends(RenderTargetsOptimization, _super);
  110564. function RenderTargetsOptimization() {
  110565. return _super !== null && _super.apply(this, arguments) || this;
  110566. }
  110567. /**
  110568. * Gets a string describing the action executed by the current optimization
  110569. * @return description string
  110570. */
  110571. RenderTargetsOptimization.prototype.getDescription = function () {
  110572. return "Turning render targets off";
  110573. };
  110574. /**
  110575. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110576. * @param scene defines the current scene where to apply this optimization
  110577. * @param optimizer defines the current optimizer
  110578. * @returns true if everything that can be done was applied
  110579. */
  110580. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  110581. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  110582. return true;
  110583. };
  110584. return RenderTargetsOptimization;
  110585. }(SceneOptimization));
  110586. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  110587. /**
  110588. * Defines an optimization used to merge meshes with compatible materials
  110589. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110590. */
  110591. var MergeMeshesOptimization = /** @class */ (function (_super) {
  110592. __extends(MergeMeshesOptimization, _super);
  110593. function MergeMeshesOptimization() {
  110594. var _this = _super !== null && _super.apply(this, arguments) || this;
  110595. _this._canBeMerged = function (abstractMesh) {
  110596. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  110597. return false;
  110598. }
  110599. var mesh = abstractMesh;
  110600. if (mesh.isDisposed()) {
  110601. return false;
  110602. }
  110603. if (!mesh.isVisible || !mesh.isEnabled()) {
  110604. return false;
  110605. }
  110606. if (mesh.instances.length > 0) {
  110607. return false;
  110608. }
  110609. if (mesh.skeleton || mesh.hasLODLevels) {
  110610. return false;
  110611. }
  110612. return true;
  110613. };
  110614. return _this;
  110615. }
  110616. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  110617. /**
  110618. * Gets or sets a boolean which defines if optimization octree has to be updated
  110619. */
  110620. get: function () {
  110621. return MergeMeshesOptimization._UpdateSelectionTree;
  110622. },
  110623. /**
  110624. * Gets or sets a boolean which defines if optimization octree has to be updated
  110625. */
  110626. set: function (value) {
  110627. MergeMeshesOptimization._UpdateSelectionTree = value;
  110628. },
  110629. enumerable: true,
  110630. configurable: true
  110631. });
  110632. /**
  110633. * Gets a string describing the action executed by the current optimization
  110634. * @return description string
  110635. */
  110636. MergeMeshesOptimization.prototype.getDescription = function () {
  110637. return "Merging similar meshes together";
  110638. };
  110639. /**
  110640. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110641. * @param scene defines the current scene where to apply this optimization
  110642. * @param optimizer defines the current optimizer
  110643. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  110644. * @returns true if everything that can be done was applied
  110645. */
  110646. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  110647. var globalPool = scene.meshes.slice(0);
  110648. var globalLength = globalPool.length;
  110649. for (var index = 0; index < globalLength; index++) {
  110650. var currentPool = new Array();
  110651. var current = globalPool[index];
  110652. // Checks
  110653. if (!this._canBeMerged(current)) {
  110654. continue;
  110655. }
  110656. currentPool.push(current);
  110657. // Find compatible meshes
  110658. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  110659. var otherMesh = globalPool[subIndex];
  110660. if (!this._canBeMerged(otherMesh)) {
  110661. continue;
  110662. }
  110663. if (otherMesh.material !== current.material) {
  110664. continue;
  110665. }
  110666. if (otherMesh.checkCollisions !== current.checkCollisions) {
  110667. continue;
  110668. }
  110669. currentPool.push(otherMesh);
  110670. globalLength--;
  110671. globalPool.splice(subIndex, 1);
  110672. subIndex--;
  110673. }
  110674. if (currentPool.length < 2) {
  110675. continue;
  110676. }
  110677. // Merge meshes
  110678. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  110679. }
  110680. // Call the octree system optimization if it is defined.
  110681. var sceneAsAny = scene;
  110682. if (sceneAsAny.createOrUpdateSelectionOctree) {
  110683. if (updateSelectionTree != undefined) {
  110684. if (updateSelectionTree) {
  110685. sceneAsAny.createOrUpdateSelectionOctree();
  110686. }
  110687. }
  110688. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  110689. sceneAsAny.createOrUpdateSelectionOctree();
  110690. }
  110691. }
  110692. return true;
  110693. };
  110694. MergeMeshesOptimization._UpdateSelectionTree = false;
  110695. return MergeMeshesOptimization;
  110696. }(SceneOptimization));
  110697. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  110698. /**
  110699. * Defines a list of options used by SceneOptimizer
  110700. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110701. */
  110702. var SceneOptimizerOptions = /** @class */ (function () {
  110703. /**
  110704. * Creates a new list of options used by SceneOptimizer
  110705. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  110706. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  110707. */
  110708. function SceneOptimizerOptions(
  110709. /**
  110710. * Defines the target frame rate to reach (60 by default)
  110711. */
  110712. targetFrameRate,
  110713. /**
  110714. * Defines the interval between two checkes (2000ms by default)
  110715. */
  110716. trackerDuration) {
  110717. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  110718. if (trackerDuration === void 0) { trackerDuration = 2000; }
  110719. this.targetFrameRate = targetFrameRate;
  110720. this.trackerDuration = trackerDuration;
  110721. /**
  110722. * Gets the list of optimizations to apply
  110723. */
  110724. this.optimizations = new Array();
  110725. }
  110726. /**
  110727. * Add a new optimization
  110728. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  110729. * @returns the current SceneOptimizerOptions
  110730. */
  110731. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  110732. this.optimizations.push(optimization);
  110733. return this;
  110734. };
  110735. /**
  110736. * Add a new custom optimization
  110737. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  110738. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  110739. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110740. * @returns the current SceneOptimizerOptions
  110741. */
  110742. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  110743. if (priority === void 0) { priority = 0; }
  110744. var optimization = new CustomOptimization(priority);
  110745. optimization.onApply = onApply;
  110746. optimization.onGetDescription = onGetDescription;
  110747. this.optimizations.push(optimization);
  110748. return this;
  110749. };
  110750. /**
  110751. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  110752. * @param targetFrameRate defines the target frame rate (60 by default)
  110753. * @returns a SceneOptimizerOptions object
  110754. */
  110755. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  110756. var result = new SceneOptimizerOptions(targetFrameRate);
  110757. var priority = 0;
  110758. result.addOptimization(new MergeMeshesOptimization(priority));
  110759. result.addOptimization(new ShadowsOptimization(priority));
  110760. result.addOptimization(new LensFlaresOptimization(priority));
  110761. // Next priority
  110762. priority++;
  110763. result.addOptimization(new PostProcessesOptimization(priority));
  110764. result.addOptimization(new ParticlesOptimization(priority));
  110765. // Next priority
  110766. priority++;
  110767. result.addOptimization(new TextureOptimization(priority, 1024));
  110768. return result;
  110769. };
  110770. /**
  110771. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  110772. * @param targetFrameRate defines the target frame rate (60 by default)
  110773. * @returns a SceneOptimizerOptions object
  110774. */
  110775. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  110776. var result = new SceneOptimizerOptions(targetFrameRate);
  110777. var priority = 0;
  110778. result.addOptimization(new MergeMeshesOptimization(priority));
  110779. result.addOptimization(new ShadowsOptimization(priority));
  110780. result.addOptimization(new LensFlaresOptimization(priority));
  110781. // Next priority
  110782. priority++;
  110783. result.addOptimization(new PostProcessesOptimization(priority));
  110784. result.addOptimization(new ParticlesOptimization(priority));
  110785. // Next priority
  110786. priority++;
  110787. result.addOptimization(new TextureOptimization(priority, 512));
  110788. // Next priority
  110789. priority++;
  110790. result.addOptimization(new RenderTargetsOptimization(priority));
  110791. // Next priority
  110792. priority++;
  110793. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  110794. return result;
  110795. };
  110796. /**
  110797. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  110798. * @param targetFrameRate defines the target frame rate (60 by default)
  110799. * @returns a SceneOptimizerOptions object
  110800. */
  110801. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  110802. var result = new SceneOptimizerOptions(targetFrameRate);
  110803. var priority = 0;
  110804. result.addOptimization(new MergeMeshesOptimization(priority));
  110805. result.addOptimization(new ShadowsOptimization(priority));
  110806. result.addOptimization(new LensFlaresOptimization(priority));
  110807. // Next priority
  110808. priority++;
  110809. result.addOptimization(new PostProcessesOptimization(priority));
  110810. result.addOptimization(new ParticlesOptimization(priority));
  110811. // Next priority
  110812. priority++;
  110813. result.addOptimization(new TextureOptimization(priority, 256));
  110814. // Next priority
  110815. priority++;
  110816. result.addOptimization(new RenderTargetsOptimization(priority));
  110817. // Next priority
  110818. priority++;
  110819. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  110820. return result;
  110821. };
  110822. return SceneOptimizerOptions;
  110823. }());
  110824. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  110825. /**
  110826. * Class used to run optimizations in order to reach a target frame rate
  110827. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110828. */
  110829. var SceneOptimizer = /** @class */ (function () {
  110830. /**
  110831. * Creates a new SceneOptimizer
  110832. * @param scene defines the scene to work on
  110833. * @param options defines the options to use with the SceneOptimizer
  110834. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  110835. * @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)
  110836. */
  110837. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  110838. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  110839. if (improvementMode === void 0) { improvementMode = false; }
  110840. var _this = this;
  110841. this._isRunning = false;
  110842. this._currentPriorityLevel = 0;
  110843. this._targetFrameRate = 60;
  110844. this._trackerDuration = 2000;
  110845. this._currentFrameRate = 0;
  110846. this._improvementMode = false;
  110847. /**
  110848. * Defines an observable called when the optimizer reaches the target frame rate
  110849. */
  110850. this.onSuccessObservable = new BABYLON.Observable();
  110851. /**
  110852. * Defines an observable called when the optimizer enables an optimization
  110853. */
  110854. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  110855. /**
  110856. * Defines an observable called when the optimizer is not able to reach the target frame rate
  110857. */
  110858. this.onFailureObservable = new BABYLON.Observable();
  110859. if (!options) {
  110860. this._options = new SceneOptimizerOptions();
  110861. }
  110862. else {
  110863. this._options = options;
  110864. }
  110865. if (this._options.targetFrameRate) {
  110866. this._targetFrameRate = this._options.targetFrameRate;
  110867. }
  110868. if (this._options.trackerDuration) {
  110869. this._trackerDuration = this._options.trackerDuration;
  110870. }
  110871. if (autoGeneratePriorities) {
  110872. var priority = 0;
  110873. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  110874. var optim = _a[_i];
  110875. optim.priority = priority++;
  110876. }
  110877. }
  110878. this._improvementMode = improvementMode;
  110879. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  110880. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  110881. _this._sceneDisposeObserver = null;
  110882. _this.dispose();
  110883. });
  110884. }
  110885. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  110886. /**
  110887. * Gets a boolean indicating if the optimizer is in improvement mode
  110888. */
  110889. get: function () {
  110890. return this._improvementMode;
  110891. },
  110892. enumerable: true,
  110893. configurable: true
  110894. });
  110895. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  110896. /**
  110897. * Gets the current priority level (0 at start)
  110898. */
  110899. get: function () {
  110900. return this._currentPriorityLevel;
  110901. },
  110902. enumerable: true,
  110903. configurable: true
  110904. });
  110905. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  110906. /**
  110907. * Gets the current frame rate checked by the SceneOptimizer
  110908. */
  110909. get: function () {
  110910. return this._currentFrameRate;
  110911. },
  110912. enumerable: true,
  110913. configurable: true
  110914. });
  110915. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  110916. /**
  110917. * Gets or sets the current target frame rate (60 by default)
  110918. */
  110919. get: function () {
  110920. return this._targetFrameRate;
  110921. },
  110922. /**
  110923. * Gets or sets the current target frame rate (60 by default)
  110924. */
  110925. set: function (value) {
  110926. this._targetFrameRate = value;
  110927. },
  110928. enumerable: true,
  110929. configurable: true
  110930. });
  110931. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  110932. /**
  110933. * Gets or sets the current interval between two checks (every 2000ms by default)
  110934. */
  110935. get: function () {
  110936. return this._trackerDuration;
  110937. },
  110938. /**
  110939. * Gets or sets the current interval between two checks (every 2000ms by default)
  110940. */
  110941. set: function (value) {
  110942. this._trackerDuration = value;
  110943. },
  110944. enumerable: true,
  110945. configurable: true
  110946. });
  110947. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  110948. /**
  110949. * Gets the list of active optimizations
  110950. */
  110951. get: function () {
  110952. return this._options.optimizations;
  110953. },
  110954. enumerable: true,
  110955. configurable: true
  110956. });
  110957. /**
  110958. * Stops the current optimizer
  110959. */
  110960. SceneOptimizer.prototype.stop = function () {
  110961. this._isRunning = false;
  110962. };
  110963. /**
  110964. * Reset the optimizer to initial step (current priority level = 0)
  110965. */
  110966. SceneOptimizer.prototype.reset = function () {
  110967. this._currentPriorityLevel = 0;
  110968. };
  110969. /**
  110970. * Start the optimizer. By default it will try to reach a specific framerate
  110971. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  110972. */
  110973. SceneOptimizer.prototype.start = function () {
  110974. var _this = this;
  110975. if (this._isRunning) {
  110976. return;
  110977. }
  110978. this._isRunning = true;
  110979. // Let's wait for the scene to be ready before running our check
  110980. this._scene.executeWhenReady(function () {
  110981. setTimeout(function () {
  110982. _this._checkCurrentState();
  110983. }, _this._trackerDuration);
  110984. });
  110985. };
  110986. SceneOptimizer.prototype._checkCurrentState = function () {
  110987. var _this = this;
  110988. if (!this._isRunning) {
  110989. return;
  110990. }
  110991. var scene = this._scene;
  110992. var options = this._options;
  110993. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  110994. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  110995. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  110996. this._isRunning = false;
  110997. this.onSuccessObservable.notifyObservers(this);
  110998. return;
  110999. }
  111000. // Apply current level of optimizations
  111001. var allDone = true;
  111002. var noOptimizationApplied = true;
  111003. for (var index = 0; index < options.optimizations.length; index++) {
  111004. var optimization = options.optimizations[index];
  111005. if (optimization.priority === this._currentPriorityLevel) {
  111006. noOptimizationApplied = false;
  111007. allDone = allDone && optimization.apply(scene, this);
  111008. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  111009. }
  111010. }
  111011. // If no optimization was applied, this is a failure :(
  111012. if (noOptimizationApplied) {
  111013. this._isRunning = false;
  111014. this.onFailureObservable.notifyObservers(this);
  111015. return;
  111016. }
  111017. // If all optimizations were done, move to next level
  111018. if (allDone) {
  111019. this._currentPriorityLevel++;
  111020. }
  111021. // Let's the system running for a specific amount of time before checking FPS
  111022. scene.executeWhenReady(function () {
  111023. setTimeout(function () {
  111024. _this._checkCurrentState();
  111025. }, _this._trackerDuration);
  111026. });
  111027. };
  111028. /**
  111029. * Release all resources
  111030. */
  111031. SceneOptimizer.prototype.dispose = function () {
  111032. this.stop();
  111033. this.onSuccessObservable.clear();
  111034. this.onFailureObservable.clear();
  111035. this.onNewOptimizationAppliedObservable.clear();
  111036. if (this._sceneDisposeObserver) {
  111037. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  111038. }
  111039. };
  111040. /**
  111041. * Helper function to create a SceneOptimizer with one single line of code
  111042. * @param scene defines the scene to work on
  111043. * @param options defines the options to use with the SceneOptimizer
  111044. * @param onSuccess defines a callback to call on success
  111045. * @param onFailure defines a callback to call on failure
  111046. * @returns the new SceneOptimizer object
  111047. */
  111048. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  111049. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  111050. if (onSuccess) {
  111051. optimizer.onSuccessObservable.add(function () {
  111052. onSuccess();
  111053. });
  111054. }
  111055. if (onFailure) {
  111056. optimizer.onFailureObservable.add(function () {
  111057. onFailure();
  111058. });
  111059. }
  111060. optimizer.start();
  111061. return optimizer;
  111062. };
  111063. return SceneOptimizer;
  111064. }());
  111065. BABYLON.SceneOptimizer = SceneOptimizer;
  111066. })(BABYLON || (BABYLON = {}));
  111067. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  111068. var BABYLON;
  111069. (function (BABYLON) {
  111070. /**
  111071. * Gets the outline renderer associated with the scene
  111072. * @returns a OutlineRenderer
  111073. */
  111074. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  111075. if (!this._outlineRenderer) {
  111076. this._outlineRenderer = new OutlineRenderer(this);
  111077. }
  111078. return this._outlineRenderer;
  111079. };
  111080. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  111081. get: function () {
  111082. return this._renderOutline;
  111083. },
  111084. set: function (value) {
  111085. if (value) {
  111086. // Lazy Load the component.
  111087. this.getScene().getOutlineRenderer();
  111088. }
  111089. this._renderOutline = value;
  111090. },
  111091. enumerable: true,
  111092. configurable: true
  111093. });
  111094. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  111095. get: function () {
  111096. return this._renderOverlay;
  111097. },
  111098. set: function (value) {
  111099. if (value) {
  111100. // Lazy Load the component.
  111101. this.getScene().getOutlineRenderer();
  111102. }
  111103. this._renderOverlay = value;
  111104. },
  111105. enumerable: true,
  111106. configurable: true
  111107. });
  111108. /**
  111109. * This class is responsible to draw bothe outline/overlay of meshes.
  111110. * It should not be used directly but through the available method on mesh.
  111111. */
  111112. var OutlineRenderer = /** @class */ (function () {
  111113. /**
  111114. * Instantiates a new outline renderer. (There could be only one per scene).
  111115. * @param scene Defines the scene it belongs to
  111116. */
  111117. function OutlineRenderer(scene) {
  111118. /**
  111119. * The name of the component. Each component must have a unique name.
  111120. */
  111121. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  111122. /**
  111123. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  111124. */
  111125. this.zOffset = 1;
  111126. this.scene = scene;
  111127. this._engine = scene.getEngine();
  111128. this.scene._addComponent(this);
  111129. }
  111130. /**
  111131. * Register the component to one instance of a scene.
  111132. */
  111133. OutlineRenderer.prototype.register = function () {
  111134. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  111135. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  111136. };
  111137. /**
  111138. * Rebuilds the elements related to this component in case of
  111139. * context lost for instance.
  111140. */
  111141. OutlineRenderer.prototype.rebuild = function () {
  111142. // Nothing to do here.
  111143. };
  111144. /**
  111145. * Disposes the component and the associated ressources.
  111146. */
  111147. OutlineRenderer.prototype.dispose = function () {
  111148. // Nothing to do here.
  111149. };
  111150. /**
  111151. * Renders the outline in the canvas.
  111152. * @param subMesh Defines the sumesh to render
  111153. * @param batch Defines the batch of meshes in case of instances
  111154. * @param useOverlay Defines if the rendering is for the overlay or the outline
  111155. */
  111156. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  111157. var _this = this;
  111158. if (useOverlay === void 0) { useOverlay = false; }
  111159. var scene = this.scene;
  111160. var engine = scene.getEngine();
  111161. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  111162. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  111163. return;
  111164. }
  111165. var mesh = subMesh.getRenderingMesh();
  111166. var material = subMesh.getMaterial();
  111167. if (!material || !scene.activeCamera) {
  111168. return;
  111169. }
  111170. engine.enableEffect(this._effect);
  111171. // Logarithmic depth
  111172. if (material.useLogarithmicDepth) {
  111173. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  111174. }
  111175. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  111176. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  111177. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  111178. // Bones
  111179. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  111180. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  111181. }
  111182. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  111183. // Alpha test
  111184. if (material && material.needAlphaTesting()) {
  111185. var alphaTexture = material.getAlphaTestTexture();
  111186. if (alphaTexture) {
  111187. this._effect.setTexture("diffuseSampler", alphaTexture);
  111188. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  111189. }
  111190. }
  111191. engine.setZOffset(-this.zOffset);
  111192. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  111193. engine.setZOffset(0);
  111194. };
  111195. /**
  111196. * Returns whether or not the outline renderer is ready for a given submesh.
  111197. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  111198. * @param subMesh Defines the submesh to check readyness for
  111199. * @param useInstances Defines wheter wee are trying to render instances or not
  111200. * @returns true if ready otherwise false
  111201. */
  111202. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  111203. var defines = [];
  111204. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  111205. var mesh = subMesh.getMesh();
  111206. var material = subMesh.getMaterial();
  111207. if (material) {
  111208. // Alpha test
  111209. if (material.needAlphaTesting()) {
  111210. defines.push("#define ALPHATEST");
  111211. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111212. attribs.push(BABYLON.VertexBuffer.UVKind);
  111213. defines.push("#define UV1");
  111214. }
  111215. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  111216. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  111217. defines.push("#define UV2");
  111218. }
  111219. }
  111220. //Logarithmic depth
  111221. if (material.useLogarithmicDepth) {
  111222. defines.push("#define LOGARITHMICDEPTH");
  111223. }
  111224. }
  111225. // Bones
  111226. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  111227. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  111228. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  111229. if (mesh.numBoneInfluencers > 4) {
  111230. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  111231. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  111232. }
  111233. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  111234. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  111235. }
  111236. else {
  111237. defines.push("#define NUM_BONE_INFLUENCERS 0");
  111238. }
  111239. // Instances
  111240. if (useInstances) {
  111241. defines.push("#define INSTANCES");
  111242. attribs.push("world0");
  111243. attribs.push("world1");
  111244. attribs.push("world2");
  111245. attribs.push("world3");
  111246. }
  111247. // Get correct effect
  111248. var join = defines.join("\n");
  111249. if (this._cachedDefines !== join) {
  111250. this._cachedDefines = join;
  111251. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  111252. }
  111253. return this._effect.isReady();
  111254. };
  111255. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  111256. // Outline - step 1
  111257. this._savedDepthWrite = this._engine.getDepthWrite();
  111258. if (mesh.renderOutline) {
  111259. this._engine.setDepthWrite(false);
  111260. this.render(subMesh, batch);
  111261. this._engine.setDepthWrite(this._savedDepthWrite);
  111262. }
  111263. };
  111264. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  111265. // Outline - step 2
  111266. if (mesh.renderOutline && this._savedDepthWrite) {
  111267. this._engine.setDepthWrite(true);
  111268. this._engine.setColorWrite(false);
  111269. this.render(subMesh, batch);
  111270. this._engine.setColorWrite(true);
  111271. }
  111272. // Overlay
  111273. if (mesh.renderOverlay) {
  111274. var currentMode = this._engine.getAlphaMode();
  111275. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111276. this.render(subMesh, batch, true);
  111277. this._engine.setAlphaMode(currentMode);
  111278. }
  111279. };
  111280. return OutlineRenderer;
  111281. }());
  111282. BABYLON.OutlineRenderer = OutlineRenderer;
  111283. })(BABYLON || (BABYLON = {}));
  111284. //# sourceMappingURL=babylon.outlineRenderer.js.map
  111285. var BABYLON;
  111286. (function (BABYLON) {
  111287. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  111288. if (this._edgesRenderer) {
  111289. this._edgesRenderer.dispose();
  111290. this._edgesRenderer = null;
  111291. }
  111292. return this;
  111293. };
  111294. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111295. if (epsilon === void 0) { epsilon = 0.95; }
  111296. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111297. this.disableEdgesRendering();
  111298. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  111299. return this;
  111300. };
  111301. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  111302. get: function () {
  111303. return this._edgesRenderer;
  111304. },
  111305. enumerable: true,
  111306. configurable: true
  111307. });
  111308. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111309. if (epsilon === void 0) { epsilon = 0.95; }
  111310. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111311. this.disableEdgesRendering();
  111312. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  111313. return this;
  111314. };
  111315. BABYLON.InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111316. if (epsilon === void 0) { epsilon = 0.95; }
  111317. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111318. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  111319. return this;
  111320. };
  111321. /**
  111322. * FaceAdjacencies Helper class to generate edges
  111323. */
  111324. var FaceAdjacencies = /** @class */ (function () {
  111325. function FaceAdjacencies() {
  111326. this.edges = new Array();
  111327. this.edgesConnectedCount = 0;
  111328. }
  111329. return FaceAdjacencies;
  111330. }());
  111331. /**
  111332. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  111333. */
  111334. var EdgesRenderer = /** @class */ (function () {
  111335. /**
  111336. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  111337. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  111338. * @param source Mesh used to create edges
  111339. * @param epsilon sum of angles in adjacency to check for edge
  111340. * @param checkVerticesInsteadOfIndices
  111341. * @param generateEdgesLines - should generate Lines or only prepare resources.
  111342. */
  111343. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  111344. if (epsilon === void 0) { epsilon = 0.95; }
  111345. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111346. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  111347. var _this = this;
  111348. /**
  111349. * Define the size of the edges with an orthographic camera
  111350. */
  111351. this.edgesWidthScalerForOrthographic = 1000.0;
  111352. /**
  111353. * Define the size of the edges with a perspective camera
  111354. */
  111355. this.edgesWidthScalerForPerspective = 50.0;
  111356. this._linesPositions = new Array();
  111357. this._linesNormals = new Array();
  111358. this._linesIndices = new Array();
  111359. this._buffers = {};
  111360. this._checkVerticesInsteadOfIndices = false;
  111361. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  111362. this.isEnabled = true;
  111363. this._source = source;
  111364. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  111365. this._epsilon = epsilon;
  111366. this._prepareRessources();
  111367. if (generateEdgesLines) {
  111368. this._generateEdgesLines();
  111369. }
  111370. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  111371. _this._rebuild();
  111372. });
  111373. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  111374. _this.dispose();
  111375. });
  111376. }
  111377. EdgesRenderer.prototype._prepareRessources = function () {
  111378. if (this._lineShader) {
  111379. return;
  111380. }
  111381. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  111382. attributes: ["position", "normal"],
  111383. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  111384. });
  111385. this._lineShader.disableDepthWrite = true;
  111386. this._lineShader.backFaceCulling = false;
  111387. };
  111388. /** @hidden */
  111389. EdgesRenderer.prototype._rebuild = function () {
  111390. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  111391. if (buffer) {
  111392. buffer._rebuild();
  111393. }
  111394. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  111395. if (buffer) {
  111396. buffer._rebuild();
  111397. }
  111398. var scene = this._source.getScene();
  111399. var engine = scene.getEngine();
  111400. this._ib = engine.createIndexBuffer(this._linesIndices);
  111401. };
  111402. /**
  111403. * Releases the required resources for the edges renderer
  111404. */
  111405. EdgesRenderer.prototype.dispose = function () {
  111406. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  111407. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  111408. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  111409. if (buffer) {
  111410. buffer.dispose();
  111411. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  111412. }
  111413. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  111414. if (buffer) {
  111415. buffer.dispose();
  111416. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  111417. }
  111418. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  111419. this._lineShader.dispose();
  111420. };
  111421. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  111422. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  111423. return 0;
  111424. }
  111425. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  111426. return 1;
  111427. }
  111428. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  111429. return 2;
  111430. }
  111431. return -1;
  111432. };
  111433. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  111434. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  111435. return 0;
  111436. }
  111437. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  111438. return 1;
  111439. }
  111440. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  111441. return 2;
  111442. }
  111443. return -1;
  111444. };
  111445. /**
  111446. * Checks if the pair of p0 and p1 is en edge
  111447. * @param faceIndex
  111448. * @param edge
  111449. * @param faceNormals
  111450. * @param p0
  111451. * @param p1
  111452. * @private
  111453. */
  111454. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  111455. var needToCreateLine;
  111456. if (edge === undefined) {
  111457. needToCreateLine = true;
  111458. }
  111459. else {
  111460. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  111461. needToCreateLine = dotProduct < this._epsilon;
  111462. }
  111463. if (needToCreateLine) {
  111464. this.createLine(p0, p1, this._linesPositions.length / 3);
  111465. }
  111466. };
  111467. /**
  111468. * push line into the position, normal and index buffer
  111469. * @protected
  111470. */
  111471. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  111472. // Positions
  111473. 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);
  111474. // Normals
  111475. 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);
  111476. // Indices
  111477. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  111478. };
  111479. /**
  111480. * Generates lines edges from adjacencjes
  111481. * @private
  111482. */
  111483. EdgesRenderer.prototype._generateEdgesLines = function () {
  111484. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111485. var indices = this._source.getIndices();
  111486. if (!indices || !positions) {
  111487. return;
  111488. }
  111489. // First let's find adjacencies
  111490. var adjacencies = new Array();
  111491. var faceNormals = new Array();
  111492. var index;
  111493. var faceAdjacencies;
  111494. // Prepare faces
  111495. for (index = 0; index < indices.length; index += 3) {
  111496. faceAdjacencies = new FaceAdjacencies();
  111497. var p0Index = indices[index];
  111498. var p1Index = indices[index + 1];
  111499. var p2Index = indices[index + 2];
  111500. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  111501. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  111502. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  111503. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  111504. faceNormal.normalize();
  111505. faceNormals.push(faceNormal);
  111506. adjacencies.push(faceAdjacencies);
  111507. }
  111508. // Scan
  111509. for (index = 0; index < adjacencies.length; index++) {
  111510. faceAdjacencies = adjacencies[index];
  111511. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  111512. var otherFaceAdjacencies = adjacencies[otherIndex];
  111513. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  111514. break;
  111515. }
  111516. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  111517. continue;
  111518. }
  111519. var otherP0 = indices[otherIndex * 3];
  111520. var otherP1 = indices[otherIndex * 3 + 1];
  111521. var otherP2 = indices[otherIndex * 3 + 2];
  111522. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  111523. var otherEdgeIndex = 0;
  111524. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  111525. continue;
  111526. }
  111527. switch (edgeIndex) {
  111528. case 0:
  111529. if (this._checkVerticesInsteadOfIndices) {
  111530. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111531. }
  111532. else {
  111533. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  111534. }
  111535. break;
  111536. case 1:
  111537. if (this._checkVerticesInsteadOfIndices) {
  111538. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111539. }
  111540. else {
  111541. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  111542. }
  111543. break;
  111544. case 2:
  111545. if (this._checkVerticesInsteadOfIndices) {
  111546. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111547. }
  111548. else {
  111549. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  111550. }
  111551. break;
  111552. }
  111553. if (otherEdgeIndex === -1) {
  111554. continue;
  111555. }
  111556. faceAdjacencies.edges[edgeIndex] = otherIndex;
  111557. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  111558. faceAdjacencies.edgesConnectedCount++;
  111559. otherFaceAdjacencies.edgesConnectedCount++;
  111560. if (faceAdjacencies.edgesConnectedCount === 3) {
  111561. break;
  111562. }
  111563. }
  111564. }
  111565. }
  111566. // Create lines
  111567. for (index = 0; index < adjacencies.length; index++) {
  111568. // 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
  111569. var current = adjacencies[index];
  111570. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  111571. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  111572. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  111573. }
  111574. // Merge into a single mesh
  111575. var engine = this._source.getScene().getEngine();
  111576. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111577. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111578. this._ib = engine.createIndexBuffer(this._linesIndices);
  111579. this._indicesCount = this._linesIndices.length;
  111580. };
  111581. /**
  111582. * Checks wether or not the edges renderer is ready to render.
  111583. * @return true if ready, otherwise false.
  111584. */
  111585. EdgesRenderer.prototype.isReady = function () {
  111586. return this._lineShader.isReady();
  111587. };
  111588. /**
  111589. * Renders the edges of the attached mesh,
  111590. */
  111591. EdgesRenderer.prototype.render = function () {
  111592. var scene = this._source.getScene();
  111593. if (!this.isReady() || !scene.activeCamera) {
  111594. return;
  111595. }
  111596. var engine = scene.getEngine();
  111597. this._lineShader._preBind();
  111598. if (this._source.edgesColor.a !== 1) {
  111599. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111600. }
  111601. else {
  111602. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  111603. }
  111604. // VBOs
  111605. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  111606. scene.resetCachedMaterial();
  111607. this._lineShader.setColor4("color", this._source.edgesColor);
  111608. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  111609. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  111610. }
  111611. else {
  111612. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  111613. }
  111614. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  111615. this._lineShader.bind(this._source.getWorldMatrix());
  111616. // Draw order
  111617. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  111618. this._lineShader.unbind();
  111619. };
  111620. return EdgesRenderer;
  111621. }());
  111622. BABYLON.EdgesRenderer = EdgesRenderer;
  111623. })(BABYLON || (BABYLON = {}));
  111624. //# sourceMappingURL=babylon.edgesRenderer.js.map
  111625. var BABYLON;
  111626. (function (BABYLON) {
  111627. /**
  111628. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  111629. */
  111630. var LineEdgesRenderer = /** @class */ (function (_super) {
  111631. __extends(LineEdgesRenderer, _super);
  111632. /**
  111633. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  111634. * @param source LineMesh used to generate edges
  111635. * @param epsilon not important (specified angle for edge detection)
  111636. * @param checkVerticesInsteadOfIndices not important for LineMesh
  111637. */
  111638. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  111639. if (epsilon === void 0) { epsilon = 0.95; }
  111640. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111641. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  111642. _this._generateEdgesLines();
  111643. return _this;
  111644. }
  111645. /**
  111646. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  111647. */
  111648. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  111649. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111650. var indices = this._source.getIndices();
  111651. if (!indices || !positions) {
  111652. return;
  111653. }
  111654. var p0 = BABYLON.Tmp.Vector3[0];
  111655. var p1 = BABYLON.Tmp.Vector3[1];
  111656. var len = indices.length - 1;
  111657. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  111658. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  111659. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  111660. this.createLine(p0, p1, offset);
  111661. }
  111662. // Merge into a single mesh
  111663. var engine = this._source.getScene().getEngine();
  111664. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111665. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111666. this._ib = engine.createIndexBuffer(this._linesIndices);
  111667. this._indicesCount = this._linesIndices.length;
  111668. };
  111669. return LineEdgesRenderer;
  111670. }(BABYLON.EdgesRenderer));
  111671. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  111672. })(BABYLON || (BABYLON = {}));
  111673. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  111674. var BABYLON;
  111675. (function (BABYLON) {
  111676. // Adds the parser to the scene parsers.
  111677. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  111678. if (parsedData.effectLayers) {
  111679. if (!container.effectLayers) {
  111680. container.effectLayers = new Array();
  111681. }
  111682. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  111683. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  111684. container.effectLayers.push(effectLayer);
  111685. }
  111686. }
  111687. });
  111688. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  111689. var index = this.effectLayers.indexOf(toRemove);
  111690. if (index !== -1) {
  111691. this.effectLayers.splice(index, 1);
  111692. }
  111693. return index;
  111694. };
  111695. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  111696. this.effectLayers.push(newEffectLayer);
  111697. };
  111698. /**
  111699. * Defines the layer scene component responsible to manage any effect layers
  111700. * in a given scene.
  111701. */
  111702. var EffectLayerSceneComponent = /** @class */ (function () {
  111703. /**
  111704. * Creates a new instance of the component for the given scene
  111705. * @param scene Defines the scene to register the component in
  111706. */
  111707. function EffectLayerSceneComponent(scene) {
  111708. /**
  111709. * The component name helpfull to identify the component in the list of scene components.
  111710. */
  111711. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  111712. this._renderEffects = false;
  111713. this._needStencil = false;
  111714. this._previousStencilState = false;
  111715. this.scene = scene;
  111716. this._engine = scene.getEngine();
  111717. scene.effectLayers = new Array();
  111718. }
  111719. /**
  111720. * Registers the component in a given scene
  111721. */
  111722. EffectLayerSceneComponent.prototype.register = function () {
  111723. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  111724. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  111725. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  111726. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  111727. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  111728. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  111729. };
  111730. /**
  111731. * Rebuilds the elements related to this component in case of
  111732. * context lost for instance.
  111733. */
  111734. EffectLayerSceneComponent.prototype.rebuild = function () {
  111735. var layers = this.scene.effectLayers;
  111736. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  111737. var effectLayer = layers_1[_i];
  111738. effectLayer._rebuild();
  111739. }
  111740. };
  111741. /**
  111742. * Serializes the component data to the specified json object
  111743. * @param serializationObject The object to serialize to
  111744. */
  111745. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  111746. // Effect layers
  111747. serializationObject.effectLayers = [];
  111748. var layers = this.scene.effectLayers;
  111749. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  111750. var effectLayer = layers_2[_i];
  111751. if (effectLayer.serialize) {
  111752. serializationObject.effectLayers.push(effectLayer.serialize());
  111753. }
  111754. }
  111755. };
  111756. /**
  111757. * Adds all the element from the container to the scene
  111758. * @param container the container holding the elements
  111759. */
  111760. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  111761. var _this = this;
  111762. if (!container.effectLayers) {
  111763. return;
  111764. }
  111765. container.effectLayers.forEach(function (o) {
  111766. _this.scene.addEffectLayer(o);
  111767. });
  111768. };
  111769. /**
  111770. * Removes all the elements in the container from the scene
  111771. * @param container contains the elements to remove
  111772. */
  111773. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  111774. var _this = this;
  111775. if (!container.effectLayers) {
  111776. return;
  111777. }
  111778. container.effectLayers.forEach(function (o) {
  111779. _this.scene.removeEffectLayer(o);
  111780. });
  111781. };
  111782. /**
  111783. * Disposes the component and the associated ressources.
  111784. */
  111785. EffectLayerSceneComponent.prototype.dispose = function () {
  111786. var layers = this.scene.effectLayers;
  111787. while (layers.length) {
  111788. layers[0].dispose();
  111789. }
  111790. };
  111791. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  111792. var layers = this.scene.effectLayers;
  111793. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  111794. var layer = layers_3[_i];
  111795. if (!layer.hasMesh(mesh)) {
  111796. continue;
  111797. }
  111798. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  111799. var subMesh = _b[_a];
  111800. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  111801. return false;
  111802. }
  111803. }
  111804. }
  111805. return true;
  111806. };
  111807. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  111808. this._renderEffects = false;
  111809. this._needStencil = false;
  111810. var layers = this.scene.effectLayers;
  111811. if (layers && layers.length > 0) {
  111812. this._previousStencilState = this._engine.getStencilBuffer();
  111813. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  111814. var effectLayer = layers_4[_i];
  111815. if (effectLayer.shouldRender() &&
  111816. (!effectLayer.camera ||
  111817. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  111818. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  111819. this._renderEffects = true;
  111820. this._needStencil = this._needStencil || effectLayer.needStencil();
  111821. var renderTarget = effectLayer._mainTexture;
  111822. if (renderTarget._shouldRender()) {
  111823. this.scene.incrementRenderId();
  111824. renderTarget.render(false, false);
  111825. }
  111826. }
  111827. }
  111828. this.scene.incrementRenderId();
  111829. }
  111830. };
  111831. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  111832. // Activate effect Layer stencil
  111833. if (this._needStencil) {
  111834. this._engine.setStencilBuffer(true);
  111835. }
  111836. };
  111837. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  111838. // Restore effect Layer stencil
  111839. if (this._needStencil) {
  111840. this._engine.setStencilBuffer(this._previousStencilState);
  111841. }
  111842. };
  111843. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  111844. if (this._renderEffects) {
  111845. this._engine.setDepthBuffer(false);
  111846. var layers = this.scene.effectLayers;
  111847. for (var i = 0; i < layers.length; i++) {
  111848. var effectLayer = layers[i];
  111849. if (effectLayer.renderingGroupId === renderingGroupId) {
  111850. if (effectLayer.shouldRender()) {
  111851. effectLayer.render();
  111852. }
  111853. }
  111854. }
  111855. this._engine.setDepthBuffer(true);
  111856. }
  111857. };
  111858. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  111859. if (this._renderEffects) {
  111860. this._draw(-1);
  111861. }
  111862. };
  111863. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  111864. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  111865. this._draw(index);
  111866. }
  111867. };
  111868. return EffectLayerSceneComponent;
  111869. }());
  111870. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  111871. })(BABYLON || (BABYLON = {}));
  111872. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  111873. var __assign = (this && this.__assign) || function () {
  111874. __assign = Object.assign || function(t) {
  111875. for (var s, i = 1, n = arguments.length; i < n; i++) {
  111876. s = arguments[i];
  111877. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  111878. t[p] = s[p];
  111879. }
  111880. return t;
  111881. };
  111882. return __assign.apply(this, arguments);
  111883. };
  111884. var BABYLON;
  111885. (function (BABYLON) {
  111886. /**
  111887. * The effect layer Helps adding post process effect blended with the main pass.
  111888. *
  111889. * This can be for instance use to generate glow or higlight effects on the scene.
  111890. *
  111891. * The effect layer class can not be used directly and is intented to inherited from to be
  111892. * customized per effects.
  111893. */
  111894. var EffectLayer = /** @class */ (function () {
  111895. /**
  111896. * Instantiates a new effect Layer and references it in the scene.
  111897. * @param name The name of the layer
  111898. * @param scene The scene to use the layer in
  111899. */
  111900. function EffectLayer(
  111901. /** The Friendly of the effect in the scene */
  111902. name, scene) {
  111903. this._vertexBuffers = {};
  111904. this._maxSize = 0;
  111905. this._mainTextureDesiredSize = { width: 0, height: 0 };
  111906. this._shouldRender = true;
  111907. this._postProcesses = [];
  111908. this._textures = [];
  111909. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  111910. /**
  111911. * The clear color of the texture used to generate the glow map.
  111912. */
  111913. this.neutralColor = new BABYLON.Color4();
  111914. /**
  111915. * Specifies wether the highlight layer is enabled or not.
  111916. */
  111917. this.isEnabled = true;
  111918. /**
  111919. * An event triggered when the effect layer has been disposed.
  111920. */
  111921. this.onDisposeObservable = new BABYLON.Observable();
  111922. /**
  111923. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  111924. */
  111925. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  111926. /**
  111927. * An event triggered when the generated texture is being merged in the scene.
  111928. */
  111929. this.onBeforeComposeObservable = new BABYLON.Observable();
  111930. /**
  111931. * An event triggered when the generated texture has been merged in the scene.
  111932. */
  111933. this.onAfterComposeObservable = new BABYLON.Observable();
  111934. /**
  111935. * An event triggered when the efffect layer changes its size.
  111936. */
  111937. this.onSizeChangedObservable = new BABYLON.Observable();
  111938. this.name = name;
  111939. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  111940. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  111941. if (!component) {
  111942. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  111943. this._scene._addComponent(component);
  111944. }
  111945. this._engine = this._scene.getEngine();
  111946. this._maxSize = this._engine.getCaps().maxTextureSize;
  111947. this._scene.effectLayers.push(this);
  111948. // Generate Buffers
  111949. this._generateIndexBuffer();
  111950. this._genrateVertexBuffer();
  111951. }
  111952. Object.defineProperty(EffectLayer.prototype, "camera", {
  111953. /**
  111954. * Gets the camera attached to the layer.
  111955. */
  111956. get: function () {
  111957. return this._effectLayerOptions.camera;
  111958. },
  111959. enumerable: true,
  111960. configurable: true
  111961. });
  111962. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  111963. /**
  111964. * Gets the rendering group id the layer should render in.
  111965. */
  111966. get: function () {
  111967. return this._effectLayerOptions.renderingGroupId;
  111968. },
  111969. enumerable: true,
  111970. configurable: true
  111971. });
  111972. /**
  111973. * Initializes the effect layer with the required options.
  111974. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  111975. */
  111976. EffectLayer.prototype._init = function (options) {
  111977. // Adapt options
  111978. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  111979. this._setMainTextureSize();
  111980. this._createMainTexture();
  111981. this._createTextureAndPostProcesses();
  111982. this._mergeEffect = this._createMergeEffect();
  111983. };
  111984. /**
  111985. * Generates the index buffer of the full screen quad blending to the main canvas.
  111986. */
  111987. EffectLayer.prototype._generateIndexBuffer = function () {
  111988. // Indices
  111989. var indices = [];
  111990. indices.push(0);
  111991. indices.push(1);
  111992. indices.push(2);
  111993. indices.push(0);
  111994. indices.push(2);
  111995. indices.push(3);
  111996. this._indexBuffer = this._engine.createIndexBuffer(indices);
  111997. };
  111998. /**
  111999. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  112000. */
  112001. EffectLayer.prototype._genrateVertexBuffer = function () {
  112002. // VBO
  112003. var vertices = [];
  112004. vertices.push(1, 1);
  112005. vertices.push(-1, 1);
  112006. vertices.push(-1, -1);
  112007. vertices.push(1, -1);
  112008. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  112009. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  112010. };
  112011. /**
  112012. * Sets the main texture desired size which is the closest power of two
  112013. * of the engine canvas size.
  112014. */
  112015. EffectLayer.prototype._setMainTextureSize = function () {
  112016. if (this._effectLayerOptions.mainTextureFixedSize) {
  112017. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  112018. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  112019. }
  112020. else {
  112021. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  112022. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  112023. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  112024. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  112025. }
  112026. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  112027. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  112028. };
  112029. /**
  112030. * Creates the main texture for the effect layer.
  112031. */
  112032. EffectLayer.prototype._createMainTexture = function () {
  112033. var _this = this;
  112034. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  112035. width: this._mainTextureDesiredSize.width,
  112036. height: this._mainTextureDesiredSize.height
  112037. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  112038. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  112039. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112040. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112041. this._mainTexture.anisotropicFilteringLevel = 1;
  112042. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  112043. this._mainTexture.renderParticles = false;
  112044. this._mainTexture.renderList = null;
  112045. this._mainTexture.ignoreCameraViewport = true;
  112046. // Custom render function
  112047. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  112048. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  112049. var index;
  112050. var engine = _this._scene.getEngine();
  112051. if (depthOnlySubMeshes.length) {
  112052. engine.setColorWrite(false);
  112053. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  112054. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  112055. }
  112056. engine.setColorWrite(true);
  112057. }
  112058. for (index = 0; index < opaqueSubMeshes.length; index++) {
  112059. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  112060. }
  112061. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  112062. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  112063. }
  112064. for (index = 0; index < transparentSubMeshes.length; index++) {
  112065. _this._renderSubMesh(transparentSubMeshes.data[index]);
  112066. }
  112067. };
  112068. this._mainTexture.onClearObservable.add(function (engine) {
  112069. engine.clear(_this.neutralColor, true, true, true);
  112070. });
  112071. };
  112072. /**
  112073. * Checks for the readiness of the element composing the layer.
  112074. * @param subMesh the mesh to check for
  112075. * @param useInstances specify wether or not to use instances to render the mesh
  112076. * @param emissiveTexture the associated emissive texture used to generate the glow
  112077. * @return true if ready otherwise, false
  112078. */
  112079. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  112080. var material = subMesh.getMaterial();
  112081. if (!material) {
  112082. return false;
  112083. }
  112084. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  112085. return false;
  112086. }
  112087. var defines = [];
  112088. var attribs = [BABYLON.VertexBuffer.PositionKind];
  112089. var mesh = subMesh.getMesh();
  112090. var uv1 = false;
  112091. var uv2 = false;
  112092. // Alpha test
  112093. if (material && material.needAlphaTesting()) {
  112094. var alphaTexture = material.getAlphaTestTexture();
  112095. if (alphaTexture) {
  112096. defines.push("#define ALPHATEST");
  112097. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  112098. alphaTexture.coordinatesIndex === 1) {
  112099. defines.push("#define DIFFUSEUV2");
  112100. uv2 = true;
  112101. }
  112102. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112103. defines.push("#define DIFFUSEUV1");
  112104. uv1 = true;
  112105. }
  112106. }
  112107. }
  112108. // Emissive
  112109. if (emissiveTexture) {
  112110. defines.push("#define EMISSIVE");
  112111. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  112112. emissiveTexture.coordinatesIndex === 1) {
  112113. defines.push("#define EMISSIVEUV2");
  112114. uv2 = true;
  112115. }
  112116. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112117. defines.push("#define EMISSIVEUV1");
  112118. uv1 = true;
  112119. }
  112120. }
  112121. if (uv1) {
  112122. attribs.push(BABYLON.VertexBuffer.UVKind);
  112123. defines.push("#define UV1");
  112124. }
  112125. if (uv2) {
  112126. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  112127. defines.push("#define UV2");
  112128. }
  112129. // Bones
  112130. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  112131. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  112132. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  112133. if (mesh.numBoneInfluencers > 4) {
  112134. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  112135. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  112136. }
  112137. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  112138. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  112139. }
  112140. else {
  112141. defines.push("#define NUM_BONE_INFLUENCERS 0");
  112142. }
  112143. // Morph targets
  112144. var manager = mesh.morphTargetManager;
  112145. var morphInfluencers = 0;
  112146. if (manager) {
  112147. if (manager.numInfluencers > 0) {
  112148. defines.push("#define MORPHTARGETS");
  112149. morphInfluencers = manager.numInfluencers;
  112150. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  112151. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  112152. }
  112153. }
  112154. // Instances
  112155. if (useInstances) {
  112156. defines.push("#define INSTANCES");
  112157. attribs.push("world0");
  112158. attribs.push("world1");
  112159. attribs.push("world2");
  112160. attribs.push("world3");
  112161. }
  112162. // Get correct effect
  112163. var join = defines.join("\n");
  112164. if (this._cachedDefines !== join) {
  112165. this._cachedDefines = join;
  112166. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  112167. }
  112168. return this._effectLayerMapGenerationEffect.isReady();
  112169. };
  112170. /**
  112171. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  112172. */
  112173. EffectLayer.prototype.render = function () {
  112174. var currentEffect = this._mergeEffect;
  112175. // Check
  112176. if (!currentEffect.isReady()) {
  112177. return;
  112178. }
  112179. for (var i = 0; i < this._postProcesses.length; i++) {
  112180. if (!this._postProcesses[i].isReady()) {
  112181. return;
  112182. }
  112183. }
  112184. var engine = this._scene.getEngine();
  112185. this.onBeforeComposeObservable.notifyObservers(this);
  112186. // Render
  112187. engine.enableEffect(currentEffect);
  112188. engine.setState(false);
  112189. // VBOs
  112190. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  112191. // Cache
  112192. var previousAlphaMode = engine.getAlphaMode();
  112193. // Go Blend.
  112194. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  112195. // Blends the map on the main canvas.
  112196. this._internalRender(currentEffect);
  112197. // Restore Alpha
  112198. engine.setAlphaMode(previousAlphaMode);
  112199. this.onAfterComposeObservable.notifyObservers(this);
  112200. // Handle size changes.
  112201. var size = this._mainTexture.getSize();
  112202. this._setMainTextureSize();
  112203. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  112204. // Recreate RTT and post processes on size change.
  112205. this.onSizeChangedObservable.notifyObservers(this);
  112206. this._disposeTextureAndPostProcesses();
  112207. this._createMainTexture();
  112208. this._createTextureAndPostProcesses();
  112209. }
  112210. };
  112211. /**
  112212. * Determine if a given mesh will be used in the current effect.
  112213. * @param mesh mesh to test
  112214. * @returns true if the mesh will be used
  112215. */
  112216. EffectLayer.prototype.hasMesh = function (mesh) {
  112217. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  112218. return true;
  112219. }
  112220. return false;
  112221. };
  112222. /**
  112223. * Returns true if the layer contains information to display, otherwise false.
  112224. * @returns true if the glow layer should be rendered
  112225. */
  112226. EffectLayer.prototype.shouldRender = function () {
  112227. return this.isEnabled && this._shouldRender;
  112228. };
  112229. /**
  112230. * Returns true if the mesh should render, otherwise false.
  112231. * @param mesh The mesh to render
  112232. * @returns true if it should render otherwise false
  112233. */
  112234. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  112235. return true;
  112236. };
  112237. /**
  112238. * Returns true if the mesh should render, otherwise false.
  112239. * @param mesh The mesh to render
  112240. * @returns true if it should render otherwise false
  112241. */
  112242. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  112243. return true;
  112244. };
  112245. /**
  112246. * Renders the submesh passed in parameter to the generation map.
  112247. */
  112248. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  112249. var _this = this;
  112250. if (!this.shouldRender()) {
  112251. return;
  112252. }
  112253. var material = subMesh.getMaterial();
  112254. var mesh = subMesh.getRenderingMesh();
  112255. var scene = this._scene;
  112256. var engine = scene.getEngine();
  112257. if (!material) {
  112258. return;
  112259. }
  112260. // Do not block in blend mode.
  112261. if (material.needAlphaBlendingForMesh(mesh)) {
  112262. return;
  112263. }
  112264. // Culling
  112265. engine.setState(material.backFaceCulling);
  112266. // Managing instances
  112267. var batch = mesh._getInstancesRenderList(subMesh._id);
  112268. if (batch.mustReturn) {
  112269. return;
  112270. }
  112271. // Early Exit per mesh
  112272. if (!this._shouldRenderMesh(mesh)) {
  112273. return;
  112274. }
  112275. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  112276. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  112277. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  112278. engine.enableEffect(this._effectLayerMapGenerationEffect);
  112279. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  112280. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  112281. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  112282. // Alpha test
  112283. if (material && material.needAlphaTesting()) {
  112284. var alphaTexture = material.getAlphaTestTexture();
  112285. if (alphaTexture) {
  112286. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  112287. var textureMatrix = alphaTexture.getTextureMatrix();
  112288. if (textureMatrix) {
  112289. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  112290. }
  112291. }
  112292. }
  112293. // Glow emissive only
  112294. if (this._emissiveTextureAndColor.texture) {
  112295. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  112296. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  112297. }
  112298. // Bones
  112299. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  112300. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  112301. }
  112302. // Morph targets
  112303. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  112304. // Draw
  112305. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  112306. }
  112307. else {
  112308. // Need to reset refresh rate of the main map
  112309. this._mainTexture.resetRefreshCounter();
  112310. }
  112311. };
  112312. /**
  112313. * Rebuild the required buffers.
  112314. * @hidden Internal use only.
  112315. */
  112316. EffectLayer.prototype._rebuild = function () {
  112317. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  112318. if (vb) {
  112319. vb._rebuild();
  112320. }
  112321. this._generateIndexBuffer();
  112322. };
  112323. /**
  112324. * Dispose only the render target textures and post process.
  112325. */
  112326. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  112327. this._mainTexture.dispose();
  112328. for (var i = 0; i < this._postProcesses.length; i++) {
  112329. if (this._postProcesses[i]) {
  112330. this._postProcesses[i].dispose();
  112331. }
  112332. }
  112333. this._postProcesses = [];
  112334. for (var i = 0; i < this._textures.length; i++) {
  112335. if (this._textures[i]) {
  112336. this._textures[i].dispose();
  112337. }
  112338. }
  112339. this._textures = [];
  112340. };
  112341. /**
  112342. * Dispose the highlight layer and free resources.
  112343. */
  112344. EffectLayer.prototype.dispose = function () {
  112345. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  112346. if (vertexBuffer) {
  112347. vertexBuffer.dispose();
  112348. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  112349. }
  112350. if (this._indexBuffer) {
  112351. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  112352. this._indexBuffer = null;
  112353. }
  112354. // Clean textures and post processes
  112355. this._disposeTextureAndPostProcesses();
  112356. // Remove from scene
  112357. var index = this._scene.effectLayers.indexOf(this, 0);
  112358. if (index > -1) {
  112359. this._scene.effectLayers.splice(index, 1);
  112360. }
  112361. // Callback
  112362. this.onDisposeObservable.notifyObservers(this);
  112363. this.onDisposeObservable.clear();
  112364. this.onBeforeRenderMainTextureObservable.clear();
  112365. this.onBeforeComposeObservable.clear();
  112366. this.onAfterComposeObservable.clear();
  112367. this.onSizeChangedObservable.clear();
  112368. };
  112369. /**
  112370. * Gets the class name of the effect layer
  112371. * @returns the string with the class name of the effect layer
  112372. */
  112373. EffectLayer.prototype.getClassName = function () {
  112374. return "EffectLayer";
  112375. };
  112376. /**
  112377. * Creates an effect layer from parsed effect layer data
  112378. * @param parsedEffectLayer defines effect layer data
  112379. * @param scene defines the current scene
  112380. * @param rootUrl defines the root URL containing the effect layer information
  112381. * @returns a parsed effect Layer
  112382. */
  112383. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  112384. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  112385. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  112386. };
  112387. __decorate([
  112388. BABYLON.serialize()
  112389. ], EffectLayer.prototype, "name", void 0);
  112390. __decorate([
  112391. BABYLON.serializeAsColor4()
  112392. ], EffectLayer.prototype, "neutralColor", void 0);
  112393. __decorate([
  112394. BABYLON.serialize()
  112395. ], EffectLayer.prototype, "isEnabled", void 0);
  112396. __decorate([
  112397. BABYLON.serializeAsCameraReference()
  112398. ], EffectLayer.prototype, "camera", null);
  112399. __decorate([
  112400. BABYLON.serialize()
  112401. ], EffectLayer.prototype, "renderingGroupId", null);
  112402. return EffectLayer;
  112403. }());
  112404. BABYLON.EffectLayer = EffectLayer;
  112405. })(BABYLON || (BABYLON = {}));
  112406. //# sourceMappingURL=babylon.effectLayer.js.map
  112407. var BABYLON;
  112408. (function (BABYLON) {
  112409. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  112410. for (var index = 0; index < this.effectLayers.length; index++) {
  112411. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  112412. return this.effectLayers[index];
  112413. }
  112414. }
  112415. return null;
  112416. };
  112417. /**
  112418. * Special Glow Blur post process only blurring the alpha channel
  112419. * It enforces keeping the most luminous color in the color channel.
  112420. */
  112421. var GlowBlurPostProcess = /** @class */ (function (_super) {
  112422. __extends(GlowBlurPostProcess, _super);
  112423. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  112424. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  112425. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  112426. _this.direction = direction;
  112427. _this.kernel = kernel;
  112428. _this.onApplyObservable.add(function (effect) {
  112429. effect.setFloat2("screenSize", _this.width, _this.height);
  112430. effect.setVector2("direction", _this.direction);
  112431. effect.setFloat("blurWidth", _this.kernel);
  112432. });
  112433. return _this;
  112434. }
  112435. return GlowBlurPostProcess;
  112436. }(BABYLON.PostProcess));
  112437. /**
  112438. * The highlight layer Helps adding a glow effect around a mesh.
  112439. *
  112440. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112441. * glowy meshes to your scene.
  112442. *
  112443. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  112444. */
  112445. var HighlightLayer = /** @class */ (function (_super) {
  112446. __extends(HighlightLayer, _super);
  112447. /**
  112448. * Instantiates a new highlight Layer and references it to the scene..
  112449. * @param name The name of the layer
  112450. * @param scene The scene to use the layer in
  112451. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  112452. */
  112453. function HighlightLayer(name, scene, options) {
  112454. var _this = _super.call(this, name, scene) || this;
  112455. _this.name = name;
  112456. /**
  112457. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112458. */
  112459. _this.innerGlow = true;
  112460. /**
  112461. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112462. */
  112463. _this.outerGlow = true;
  112464. /**
  112465. * An event triggered when the highlight layer is being blurred.
  112466. */
  112467. _this.onBeforeBlurObservable = new BABYLON.Observable();
  112468. /**
  112469. * An event triggered when the highlight layer has been blurred.
  112470. */
  112471. _this.onAfterBlurObservable = new BABYLON.Observable();
  112472. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  112473. _this._meshes = {};
  112474. _this._excludedMeshes = {};
  112475. _this.neutralColor = HighlightLayer.NeutralColor;
  112476. // Warn on stencil
  112477. if (!_this._engine.isStencilEnable) {
  112478. 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 }");
  112479. }
  112480. // Adapt options
  112481. _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);
  112482. // Initialize the layer
  112483. _this._init({
  112484. alphaBlendingMode: _this._options.alphaBlendingMode,
  112485. camera: _this._options.camera,
  112486. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  112487. mainTextureRatio: _this._options.mainTextureRatio,
  112488. renderingGroupId: _this._options.renderingGroupId
  112489. });
  112490. // Do not render as long as no meshes have been added
  112491. _this._shouldRender = false;
  112492. return _this;
  112493. }
  112494. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  112495. /**
  112496. * Gets the horizontal size of the blur.
  112497. */
  112498. get: function () {
  112499. return this._horizontalBlurPostprocess.kernel;
  112500. },
  112501. /**
  112502. * Specifies the horizontal size of the blur.
  112503. */
  112504. set: function (value) {
  112505. this._horizontalBlurPostprocess.kernel = value;
  112506. },
  112507. enumerable: true,
  112508. configurable: true
  112509. });
  112510. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  112511. /**
  112512. * Gets the vertical size of the blur.
  112513. */
  112514. get: function () {
  112515. return this._verticalBlurPostprocess.kernel;
  112516. },
  112517. /**
  112518. * Specifies the vertical size of the blur.
  112519. */
  112520. set: function (value) {
  112521. this._verticalBlurPostprocess.kernel = value;
  112522. },
  112523. enumerable: true,
  112524. configurable: true
  112525. });
  112526. /**
  112527. * Get the effect name of the layer.
  112528. * @return The effect name
  112529. */
  112530. HighlightLayer.prototype.getEffectName = function () {
  112531. return HighlightLayer.EffectName;
  112532. };
  112533. /**
  112534. * Create the merge effect. This is the shader use to blit the information back
  112535. * to the main canvas at the end of the scene rendering.
  112536. */
  112537. HighlightLayer.prototype._createMergeEffect = function () {
  112538. // Effect
  112539. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  112540. };
  112541. /**
  112542. * Creates the render target textures and post processes used in the highlight layer.
  112543. */
  112544. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  112545. var _this = this;
  112546. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  112547. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  112548. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  112549. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  112550. var textureType = 0;
  112551. if (this._engine.getCaps().textureHalfFloatRender) {
  112552. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  112553. }
  112554. else {
  112555. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  112556. }
  112557. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  112558. width: blurTextureWidth,
  112559. height: blurTextureHeight
  112560. }, this._scene, false, true, textureType);
  112561. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112562. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112563. this._blurTexture.anisotropicFilteringLevel = 16;
  112564. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  112565. this._blurTexture.renderParticles = false;
  112566. this._blurTexture.ignoreCameraViewport = true;
  112567. this._textures = [this._blurTexture];
  112568. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  112569. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112570. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  112571. effect.setTexture("textureSampler", _this._mainTexture);
  112572. });
  112573. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112574. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112575. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112576. });
  112577. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112578. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  112579. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112580. });
  112581. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112582. }
  112583. else {
  112584. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  112585. width: blurTextureWidth,
  112586. height: blurTextureHeight
  112587. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112588. this._horizontalBlurPostprocess.width = blurTextureWidth;
  112589. this._horizontalBlurPostprocess.height = blurTextureHeight;
  112590. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112591. effect.setTexture("textureSampler", _this._mainTexture);
  112592. });
  112593. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  112594. width: blurTextureWidth,
  112595. height: blurTextureHeight
  112596. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112597. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112598. }
  112599. this._mainTexture.onAfterUnbindObservable.add(function () {
  112600. _this.onBeforeBlurObservable.notifyObservers(_this);
  112601. var internalTexture = _this._blurTexture.getInternalTexture();
  112602. if (internalTexture) {
  112603. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  112604. }
  112605. _this.onAfterBlurObservable.notifyObservers(_this);
  112606. });
  112607. // Prevent autoClear.
  112608. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  112609. };
  112610. /**
  112611. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112612. */
  112613. HighlightLayer.prototype.needStencil = function () {
  112614. return true;
  112615. };
  112616. /**
  112617. * Checks for the readiness of the element composing the layer.
  112618. * @param subMesh the mesh to check for
  112619. * @param useInstances specify wether or not to use instances to render the mesh
  112620. * @param emissiveTexture the associated emissive texture used to generate the glow
  112621. * @return true if ready otherwise, false
  112622. */
  112623. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  112624. var material = subMesh.getMaterial();
  112625. var mesh = subMesh.getRenderingMesh();
  112626. if (!material || !mesh || !this._meshes) {
  112627. return false;
  112628. }
  112629. var emissiveTexture = null;
  112630. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112631. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112632. emissiveTexture = material.emissiveTexture;
  112633. }
  112634. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  112635. };
  112636. /**
  112637. * Implementation specific of rendering the generating effect on the main canvas.
  112638. * @param effect The effect used to render through
  112639. */
  112640. HighlightLayer.prototype._internalRender = function (effect) {
  112641. // Texture
  112642. effect.setTexture("textureSampler", this._blurTexture);
  112643. // Cache
  112644. var engine = this._engine;
  112645. var previousStencilBuffer = engine.getStencilBuffer();
  112646. var previousStencilFunction = engine.getStencilFunction();
  112647. var previousStencilMask = engine.getStencilMask();
  112648. var previousStencilOperationPass = engine.getStencilOperationPass();
  112649. var previousStencilOperationFail = engine.getStencilOperationFail();
  112650. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  112651. var previousStencilReference = engine.getStencilFunctionReference();
  112652. // Stencil operations
  112653. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  112654. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  112655. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  112656. // Draw order
  112657. engine.setStencilMask(0x00);
  112658. engine.setStencilBuffer(true);
  112659. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  112660. // 2 passes inner outer
  112661. if (this.outerGlow) {
  112662. effect.setFloat("offset", 0);
  112663. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  112664. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112665. }
  112666. if (this.innerGlow) {
  112667. effect.setFloat("offset", 1);
  112668. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  112669. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112670. }
  112671. // Restore Cache
  112672. engine.setStencilFunction(previousStencilFunction);
  112673. engine.setStencilMask(previousStencilMask);
  112674. engine.setStencilBuffer(previousStencilBuffer);
  112675. engine.setStencilOperationPass(previousStencilOperationPass);
  112676. engine.setStencilOperationFail(previousStencilOperationFail);
  112677. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  112678. engine.setStencilFunctionReference(previousStencilReference);
  112679. };
  112680. /**
  112681. * Returns true if the layer contains information to display, otherwise false.
  112682. */
  112683. HighlightLayer.prototype.shouldRender = function () {
  112684. if (_super.prototype.shouldRender.call(this)) {
  112685. return this._meshes ? true : false;
  112686. }
  112687. return false;
  112688. };
  112689. /**
  112690. * Returns true if the mesh should render, otherwise false.
  112691. * @param mesh The mesh to render
  112692. * @returns true if it should render otherwise false
  112693. */
  112694. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  112695. // Excluded Mesh
  112696. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  112697. return false;
  112698. }
  112699. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112700. return false;
  112701. }
  112702. return true;
  112703. };
  112704. /**
  112705. * Sets the required values for both the emissive texture and and the main color.
  112706. */
  112707. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  112708. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112709. if (highlightLayerMesh) {
  112710. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  112711. }
  112712. else {
  112713. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  112714. }
  112715. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112716. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  112717. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  112718. }
  112719. else {
  112720. this._emissiveTextureAndColor.texture = null;
  112721. }
  112722. };
  112723. /**
  112724. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  112725. * @param mesh The mesh to exclude from the highlight layer
  112726. */
  112727. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  112728. if (!this._excludedMeshes) {
  112729. return;
  112730. }
  112731. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112732. if (!meshExcluded) {
  112733. this._excludedMeshes[mesh.uniqueId] = {
  112734. mesh: mesh,
  112735. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  112736. mesh.getEngine().setStencilBuffer(false);
  112737. }),
  112738. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  112739. mesh.getEngine().setStencilBuffer(true);
  112740. }),
  112741. };
  112742. }
  112743. };
  112744. /**
  112745. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  112746. * @param mesh The mesh to highlight
  112747. */
  112748. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  112749. if (!this._excludedMeshes) {
  112750. return;
  112751. }
  112752. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112753. if (meshExcluded) {
  112754. if (meshExcluded.beforeRender) {
  112755. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  112756. }
  112757. if (meshExcluded.afterRender) {
  112758. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  112759. }
  112760. }
  112761. this._excludedMeshes[mesh.uniqueId] = null;
  112762. };
  112763. /**
  112764. * Determine if a given mesh will be highlighted by the current HighlightLayer
  112765. * @param mesh mesh to test
  112766. * @returns true if the mesh will be highlighted by the current HighlightLayer
  112767. */
  112768. HighlightLayer.prototype.hasMesh = function (mesh) {
  112769. if (!this._meshes) {
  112770. return false;
  112771. }
  112772. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112773. return false;
  112774. }
  112775. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  112776. };
  112777. /**
  112778. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  112779. * @param mesh The mesh to highlight
  112780. * @param color The color of the highlight
  112781. * @param glowEmissiveOnly Extract the glow from the emissive texture
  112782. */
  112783. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  112784. var _this = this;
  112785. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  112786. if (!this._meshes) {
  112787. return;
  112788. }
  112789. var meshHighlight = this._meshes[mesh.uniqueId];
  112790. if (meshHighlight) {
  112791. meshHighlight.color = color;
  112792. }
  112793. else {
  112794. this._meshes[mesh.uniqueId] = {
  112795. mesh: mesh,
  112796. color: color,
  112797. // Lambda required for capture due to Observable this context
  112798. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  112799. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  112800. _this._defaultStencilReference(mesh);
  112801. }
  112802. else {
  112803. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  112804. }
  112805. }),
  112806. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  112807. glowEmissiveOnly: glowEmissiveOnly
  112808. };
  112809. mesh.onDisposeObservable.add(function () {
  112810. _this._disposeMesh(mesh);
  112811. });
  112812. }
  112813. this._shouldRender = true;
  112814. };
  112815. /**
  112816. * Remove a mesh from the highlight layer in order to make it stop glowing.
  112817. * @param mesh The mesh to highlight
  112818. */
  112819. HighlightLayer.prototype.removeMesh = function (mesh) {
  112820. if (!this._meshes) {
  112821. return;
  112822. }
  112823. var meshHighlight = this._meshes[mesh.uniqueId];
  112824. if (meshHighlight) {
  112825. if (meshHighlight.observerHighlight) {
  112826. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112827. }
  112828. if (meshHighlight.observerDefault) {
  112829. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112830. }
  112831. delete this._meshes[mesh.uniqueId];
  112832. }
  112833. this._shouldRender = false;
  112834. for (var meshHighlightToCheck in this._meshes) {
  112835. if (this._meshes[meshHighlightToCheck]) {
  112836. this._shouldRender = true;
  112837. break;
  112838. }
  112839. }
  112840. };
  112841. /**
  112842. * Force the stencil to the normal expected value for none glowing parts
  112843. */
  112844. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  112845. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  112846. };
  112847. /**
  112848. * Free any resources and references associated to a mesh.
  112849. * Internal use
  112850. * @param mesh The mesh to free.
  112851. * @hidden
  112852. */
  112853. HighlightLayer.prototype._disposeMesh = function (mesh) {
  112854. this.removeMesh(mesh);
  112855. this.removeExcludedMesh(mesh);
  112856. };
  112857. /**
  112858. * Dispose the highlight layer and free resources.
  112859. */
  112860. HighlightLayer.prototype.dispose = function () {
  112861. if (this._meshes) {
  112862. // Clean mesh references
  112863. for (var id in this._meshes) {
  112864. var meshHighlight = this._meshes[id];
  112865. if (meshHighlight && meshHighlight.mesh) {
  112866. if (meshHighlight.observerHighlight) {
  112867. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112868. }
  112869. if (meshHighlight.observerDefault) {
  112870. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112871. }
  112872. }
  112873. }
  112874. this._meshes = null;
  112875. }
  112876. if (this._excludedMeshes) {
  112877. for (var id in this._excludedMeshes) {
  112878. var meshHighlight = this._excludedMeshes[id];
  112879. if (meshHighlight) {
  112880. if (meshHighlight.beforeRender) {
  112881. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  112882. }
  112883. if (meshHighlight.afterRender) {
  112884. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  112885. }
  112886. }
  112887. }
  112888. this._excludedMeshes = null;
  112889. }
  112890. _super.prototype.dispose.call(this);
  112891. };
  112892. /**
  112893. * Gets the class name of the effect layer
  112894. * @returns the string with the class name of the effect layer
  112895. */
  112896. HighlightLayer.prototype.getClassName = function () {
  112897. return "HighlightLayer";
  112898. };
  112899. /**
  112900. * Serializes this Highlight layer
  112901. * @returns a serialized Highlight layer object
  112902. */
  112903. HighlightLayer.prototype.serialize = function () {
  112904. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  112905. serializationObject.customType = "BABYLON.HighlightLayer";
  112906. // Highlighted meshes
  112907. serializationObject.meshes = [];
  112908. if (this._meshes) {
  112909. for (var m in this._meshes) {
  112910. var mesh = this._meshes[m];
  112911. if (mesh) {
  112912. serializationObject.meshes.push({
  112913. glowEmissiveOnly: mesh.glowEmissiveOnly,
  112914. color: mesh.color.asArray(),
  112915. meshId: mesh.mesh.id
  112916. });
  112917. }
  112918. }
  112919. }
  112920. // Excluded meshes
  112921. serializationObject.excludedMeshes = [];
  112922. if (this._excludedMeshes) {
  112923. for (var e in this._excludedMeshes) {
  112924. var excludedMesh = this._excludedMeshes[e];
  112925. if (excludedMesh) {
  112926. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  112927. }
  112928. }
  112929. }
  112930. return serializationObject;
  112931. };
  112932. /**
  112933. * Creates a Highlight layer from parsed Highlight layer data
  112934. * @param parsedHightlightLayer defines the Highlight layer data
  112935. * @param scene defines the current scene
  112936. * @param rootUrl defines the root URL containing the Highlight layer information
  112937. * @returns a parsed Highlight layer
  112938. */
  112939. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  112940. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  112941. var index;
  112942. // Excluded meshes
  112943. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  112944. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  112945. if (mesh) {
  112946. hl.addExcludedMesh(mesh);
  112947. }
  112948. }
  112949. // Included meshes
  112950. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  112951. var highlightedMesh = parsedHightlightLayer.meshes[index];
  112952. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  112953. if (mesh) {
  112954. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  112955. }
  112956. }
  112957. return hl;
  112958. };
  112959. /**
  112960. * Effect Name of the highlight layer.
  112961. */
  112962. HighlightLayer.EffectName = "HighlightLayer";
  112963. /**
  112964. * The neutral color used during the preparation of the glow effect.
  112965. * This is black by default as the blend operation is a blend operation.
  112966. */
  112967. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  112968. /**
  112969. * Stencil value used for glowing meshes.
  112970. */
  112971. HighlightLayer.GlowingMeshStencilReference = 0x02;
  112972. /**
  112973. * Stencil value used for the other meshes in the scene.
  112974. */
  112975. HighlightLayer.NormalMeshStencilReference = 0x01;
  112976. __decorate([
  112977. BABYLON.serialize()
  112978. ], HighlightLayer.prototype, "innerGlow", void 0);
  112979. __decorate([
  112980. BABYLON.serialize()
  112981. ], HighlightLayer.prototype, "outerGlow", void 0);
  112982. __decorate([
  112983. BABYLON.serialize()
  112984. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  112985. __decorate([
  112986. BABYLON.serialize()
  112987. ], HighlightLayer.prototype, "blurVerticalSize", null);
  112988. __decorate([
  112989. BABYLON.serialize("options")
  112990. ], HighlightLayer.prototype, "_options", void 0);
  112991. return HighlightLayer;
  112992. }(BABYLON.EffectLayer));
  112993. BABYLON.HighlightLayer = HighlightLayer;
  112994. })(BABYLON || (BABYLON = {}));
  112995. //# sourceMappingURL=babylon.highlightLayer.js.map
  112996. var BABYLON;
  112997. (function (BABYLON) {
  112998. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  112999. for (var index = 0; index < this.effectLayers.length; index++) {
  113000. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  113001. return this.effectLayers[index];
  113002. }
  113003. }
  113004. return null;
  113005. };
  113006. /**
  113007. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  113008. *
  113009. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113010. * glowy meshes to your scene.
  113011. *
  113012. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  113013. */
  113014. var GlowLayer = /** @class */ (function (_super) {
  113015. __extends(GlowLayer, _super);
  113016. /**
  113017. * Instantiates a new glow Layer and references it to the scene.
  113018. * @param name The name of the layer
  113019. * @param scene The scene to use the layer in
  113020. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  113021. */
  113022. function GlowLayer(name, scene, options) {
  113023. var _this = _super.call(this, name, scene) || this;
  113024. _this._intensity = 1.0;
  113025. _this._includedOnlyMeshes = [];
  113026. _this._excludedMeshes = [];
  113027. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  113028. // Adapt options
  113029. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  113030. // Initialize the layer
  113031. _this._init({
  113032. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  113033. camera: _this._options.camera,
  113034. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  113035. mainTextureRatio: _this._options.mainTextureRatio,
  113036. renderingGroupId: _this._options.renderingGroupId
  113037. });
  113038. return _this;
  113039. }
  113040. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  113041. /**
  113042. * Gets the kernel size of the blur.
  113043. */
  113044. get: function () {
  113045. return this._horizontalBlurPostprocess1.kernel;
  113046. },
  113047. /**
  113048. * Sets the kernel size of the blur.
  113049. */
  113050. set: function (value) {
  113051. this._horizontalBlurPostprocess1.kernel = value;
  113052. this._verticalBlurPostprocess1.kernel = value;
  113053. this._horizontalBlurPostprocess2.kernel = value;
  113054. this._verticalBlurPostprocess2.kernel = value;
  113055. },
  113056. enumerable: true,
  113057. configurable: true
  113058. });
  113059. Object.defineProperty(GlowLayer.prototype, "intensity", {
  113060. /**
  113061. * Gets the glow intensity.
  113062. */
  113063. get: function () {
  113064. return this._intensity;
  113065. },
  113066. /**
  113067. * Sets the glow intensity.
  113068. */
  113069. set: function (value) {
  113070. this._intensity = value;
  113071. },
  113072. enumerable: true,
  113073. configurable: true
  113074. });
  113075. /**
  113076. * Get the effect name of the layer.
  113077. * @return The effect name
  113078. */
  113079. GlowLayer.prototype.getEffectName = function () {
  113080. return GlowLayer.EffectName;
  113081. };
  113082. /**
  113083. * Create the merge effect. This is the shader use to blit the information back
  113084. * to the main canvas at the end of the scene rendering.
  113085. */
  113086. GlowLayer.prototype._createMergeEffect = function () {
  113087. // Effect
  113088. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  113089. };
  113090. /**
  113091. * Creates the render target textures and post processes used in the glow layer.
  113092. */
  113093. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  113094. var _this = this;
  113095. var blurTextureWidth = this._mainTextureDesiredSize.width;
  113096. var blurTextureHeight = this._mainTextureDesiredSize.height;
  113097. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  113098. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  113099. var textureType = 0;
  113100. if (this._engine.getCaps().textureHalfFloatRender) {
  113101. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  113102. }
  113103. else {
  113104. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  113105. }
  113106. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  113107. width: blurTextureWidth,
  113108. height: blurTextureHeight
  113109. }, this._scene, false, true, textureType);
  113110. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113111. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113112. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113113. this._blurTexture1.renderParticles = false;
  113114. this._blurTexture1.ignoreCameraViewport = true;
  113115. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  113116. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  113117. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  113118. width: blurTextureWidth2,
  113119. height: blurTextureHeight2
  113120. }, this._scene, false, true, textureType);
  113121. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113122. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113123. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113124. this._blurTexture2.renderParticles = false;
  113125. this._blurTexture2.ignoreCameraViewport = true;
  113126. this._textures = [this._blurTexture1, this._blurTexture2];
  113127. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  113128. width: blurTextureWidth,
  113129. height: blurTextureHeight
  113130. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113131. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  113132. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  113133. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  113134. effect.setTexture("textureSampler", _this._mainTexture);
  113135. });
  113136. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  113137. width: blurTextureWidth,
  113138. height: blurTextureHeight
  113139. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113140. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  113141. width: blurTextureWidth2,
  113142. height: blurTextureHeight2
  113143. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113144. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  113145. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  113146. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  113147. effect.setTexture("textureSampler", _this._blurTexture1);
  113148. });
  113149. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  113150. width: blurTextureWidth2,
  113151. height: blurTextureHeight2
  113152. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113153. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  113154. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  113155. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  113156. this._mainTexture.samples = this._options.mainTextureSamples;
  113157. this._mainTexture.onAfterUnbindObservable.add(function () {
  113158. var internalTexture = _this._blurTexture1.getInternalTexture();
  113159. if (internalTexture) {
  113160. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  113161. internalTexture = _this._blurTexture2.getInternalTexture();
  113162. if (internalTexture) {
  113163. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  113164. }
  113165. }
  113166. });
  113167. // Prevent autoClear.
  113168. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  113169. };
  113170. /**
  113171. * Checks for the readiness of the element composing the layer.
  113172. * @param subMesh the mesh to check for
  113173. * @param useInstances specify wether or not to use instances to render the mesh
  113174. * @param emissiveTexture the associated emissive texture used to generate the glow
  113175. * @return true if ready otherwise, false
  113176. */
  113177. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  113178. var material = subMesh.getMaterial();
  113179. var mesh = subMesh.getRenderingMesh();
  113180. if (!material || !mesh) {
  113181. return false;
  113182. }
  113183. var emissiveTexture = material.emissiveTexture;
  113184. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  113185. };
  113186. /**
  113187. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113188. */
  113189. GlowLayer.prototype.needStencil = function () {
  113190. return false;
  113191. };
  113192. /**
  113193. * Implementation specific of rendering the generating effect on the main canvas.
  113194. * @param effect The effect used to render through
  113195. */
  113196. GlowLayer.prototype._internalRender = function (effect) {
  113197. // Texture
  113198. effect.setTexture("textureSampler", this._blurTexture1);
  113199. effect.setTexture("textureSampler2", this._blurTexture2);
  113200. effect.setFloat("offset", this._intensity);
  113201. // Cache
  113202. var engine = this._engine;
  113203. var previousStencilBuffer = engine.getStencilBuffer();
  113204. // Draw order
  113205. engine.setStencilBuffer(false);
  113206. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113207. // Draw order
  113208. engine.setStencilBuffer(previousStencilBuffer);
  113209. };
  113210. /**
  113211. * Sets the required values for both the emissive texture and and the main color.
  113212. */
  113213. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  113214. var textureLevel = 1.0;
  113215. if (this.customEmissiveTextureSelector) {
  113216. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  113217. }
  113218. else {
  113219. if (material) {
  113220. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  113221. if (this._emissiveTextureAndColor.texture) {
  113222. textureLevel = this._emissiveTextureAndColor.texture.level;
  113223. }
  113224. }
  113225. else {
  113226. this._emissiveTextureAndColor.texture = null;
  113227. }
  113228. }
  113229. if (this.customEmissiveColorSelector) {
  113230. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  113231. }
  113232. else {
  113233. if (material.emissiveColor) {
  113234. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  113235. }
  113236. else {
  113237. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  113238. }
  113239. }
  113240. };
  113241. /**
  113242. * Returns true if the mesh should render, otherwise false.
  113243. * @param mesh The mesh to render
  113244. * @returns true if it should render otherwise false
  113245. */
  113246. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  113247. return this.hasMesh(mesh);
  113248. };
  113249. /**
  113250. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  113251. * @param mesh The mesh to exclude from the glow layer
  113252. */
  113253. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  113254. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  113255. this._excludedMeshes.push(mesh.uniqueId);
  113256. }
  113257. };
  113258. /**
  113259. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  113260. * @param mesh The mesh to remove
  113261. */
  113262. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  113263. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  113264. if (index !== -1) {
  113265. this._excludedMeshes.splice(index, 1);
  113266. }
  113267. };
  113268. /**
  113269. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  113270. * @param mesh The mesh to include in the glow layer
  113271. */
  113272. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  113273. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  113274. this._includedOnlyMeshes.push(mesh.uniqueId);
  113275. }
  113276. };
  113277. /**
  113278. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  113279. * @param mesh The mesh to remove
  113280. */
  113281. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  113282. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  113283. if (index !== -1) {
  113284. this._includedOnlyMeshes.splice(index, 1);
  113285. }
  113286. };
  113287. /**
  113288. * Determine if a given mesh will be used in the glow layer
  113289. * @param mesh The mesh to test
  113290. * @returns true if the mesh will be highlighted by the current glow layer
  113291. */
  113292. GlowLayer.prototype.hasMesh = function (mesh) {
  113293. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113294. return false;
  113295. }
  113296. // Included Mesh
  113297. if (this._includedOnlyMeshes.length) {
  113298. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  113299. }
  113300. // Excluded Mesh
  113301. if (this._excludedMeshes.length) {
  113302. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  113303. }
  113304. return true;
  113305. };
  113306. /**
  113307. * Free any resources and references associated to a mesh.
  113308. * Internal use
  113309. * @param mesh The mesh to free.
  113310. * @hidden
  113311. */
  113312. GlowLayer.prototype._disposeMesh = function (mesh) {
  113313. this.removeIncludedOnlyMesh(mesh);
  113314. this.removeExcludedMesh(mesh);
  113315. };
  113316. /**
  113317. * Gets the class name of the effect layer
  113318. * @returns the string with the class name of the effect layer
  113319. */
  113320. GlowLayer.prototype.getClassName = function () {
  113321. return "GlowLayer";
  113322. };
  113323. /**
  113324. * Serializes this glow layer
  113325. * @returns a serialized glow layer object
  113326. */
  113327. GlowLayer.prototype.serialize = function () {
  113328. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  113329. serializationObject.customType = "BABYLON.GlowLayer";
  113330. var index;
  113331. // Included meshes
  113332. serializationObject.includedMeshes = [];
  113333. if (this._includedOnlyMeshes.length) {
  113334. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  113335. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  113336. if (mesh) {
  113337. serializationObject.includedMeshes.push(mesh.id);
  113338. }
  113339. }
  113340. }
  113341. // Excluded meshes
  113342. serializationObject.excludedMeshes = [];
  113343. if (this._excludedMeshes.length) {
  113344. for (index = 0; index < this._excludedMeshes.length; index++) {
  113345. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  113346. if (mesh) {
  113347. serializationObject.excludedMeshes.push(mesh.id);
  113348. }
  113349. }
  113350. }
  113351. return serializationObject;
  113352. };
  113353. /**
  113354. * Creates a Glow Layer from parsed glow layer data
  113355. * @param parsedGlowLayer defines glow layer data
  113356. * @param scene defines the current scene
  113357. * @param rootUrl defines the root URL containing the glow layer information
  113358. * @returns a parsed Glow Layer
  113359. */
  113360. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  113361. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  113362. var index;
  113363. // Excluded meshes
  113364. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  113365. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  113366. if (mesh) {
  113367. gl.addExcludedMesh(mesh);
  113368. }
  113369. }
  113370. // Included meshes
  113371. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  113372. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  113373. if (mesh) {
  113374. gl.addIncludedOnlyMesh(mesh);
  113375. }
  113376. }
  113377. return gl;
  113378. };
  113379. /**
  113380. * Effect Name of the layer.
  113381. */
  113382. GlowLayer.EffectName = "GlowLayer";
  113383. /**
  113384. * The default blur kernel size used for the glow.
  113385. */
  113386. GlowLayer.DefaultBlurKernelSize = 32;
  113387. /**
  113388. * The default texture size ratio used for the glow.
  113389. */
  113390. GlowLayer.DefaultTextureRatio = 0.5;
  113391. __decorate([
  113392. BABYLON.serialize()
  113393. ], GlowLayer.prototype, "blurKernelSize", null);
  113394. __decorate([
  113395. BABYLON.serialize()
  113396. ], GlowLayer.prototype, "intensity", null);
  113397. __decorate([
  113398. BABYLON.serialize("options")
  113399. ], GlowLayer.prototype, "_options", void 0);
  113400. return GlowLayer;
  113401. }(BABYLON.EffectLayer));
  113402. BABYLON.GlowLayer = GlowLayer;
  113403. })(BABYLON || (BABYLON = {}));
  113404. //# sourceMappingURL=babylon.glowLayer.js.map
  113405. var BABYLON;
  113406. (function (BABYLON) {
  113407. /**
  113408. * Defines the list of states available for a task inside a AssetsManager
  113409. */
  113410. var AssetTaskState;
  113411. (function (AssetTaskState) {
  113412. /**
  113413. * Initialization
  113414. */
  113415. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  113416. /**
  113417. * Running
  113418. */
  113419. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  113420. /**
  113421. * Done
  113422. */
  113423. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  113424. /**
  113425. * Error
  113426. */
  113427. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  113428. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  113429. /**
  113430. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  113431. */
  113432. var AbstractAssetTask = /** @class */ (function () {
  113433. /**
  113434. * Creates a new AssetsManager
  113435. * @param name defines the name of the task
  113436. */
  113437. function AbstractAssetTask(
  113438. /**
  113439. * Task name
  113440. */ name) {
  113441. this.name = name;
  113442. this._isCompleted = false;
  113443. this._taskState = AssetTaskState.INIT;
  113444. }
  113445. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  113446. /**
  113447. * Get if the task is completed
  113448. */
  113449. get: function () {
  113450. return this._isCompleted;
  113451. },
  113452. enumerable: true,
  113453. configurable: true
  113454. });
  113455. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  113456. /**
  113457. * Gets the current state of the task
  113458. */
  113459. get: function () {
  113460. return this._taskState;
  113461. },
  113462. enumerable: true,
  113463. configurable: true
  113464. });
  113465. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  113466. /**
  113467. * Gets the current error object (if task is in error)
  113468. */
  113469. get: function () {
  113470. return this._errorObject;
  113471. },
  113472. enumerable: true,
  113473. configurable: true
  113474. });
  113475. /**
  113476. * Internal only
  113477. * @hidden
  113478. */
  113479. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  113480. if (this._errorObject) {
  113481. return;
  113482. }
  113483. this._errorObject = {
  113484. message: message,
  113485. exception: exception
  113486. };
  113487. };
  113488. /**
  113489. * Execute the current task
  113490. * @param scene defines the scene where you want your assets to be loaded
  113491. * @param onSuccess is a callback called when the task is successfully executed
  113492. * @param onError is a callback called if an error occurs
  113493. */
  113494. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113495. var _this = this;
  113496. this._taskState = AssetTaskState.RUNNING;
  113497. this.runTask(scene, function () {
  113498. _this.onDoneCallback(onSuccess, onError);
  113499. }, function (msg, exception) {
  113500. _this.onErrorCallback(onError, msg, exception);
  113501. });
  113502. };
  113503. /**
  113504. * Execute the current task
  113505. * @param scene defines the scene where you want your assets to be loaded
  113506. * @param onSuccess is a callback called when the task is successfully executed
  113507. * @param onError is a callback called if an error occurs
  113508. */
  113509. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113510. throw new Error("runTask is not implemented");
  113511. };
  113512. /**
  113513. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  113514. * This can be used with failed tasks that have the reason for failure fixed.
  113515. */
  113516. AbstractAssetTask.prototype.reset = function () {
  113517. this._taskState = AssetTaskState.INIT;
  113518. };
  113519. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  113520. this._taskState = AssetTaskState.ERROR;
  113521. this._errorObject = {
  113522. message: message,
  113523. exception: exception
  113524. };
  113525. if (this.onError) {
  113526. this.onError(this, message, exception);
  113527. }
  113528. onError();
  113529. };
  113530. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  113531. try {
  113532. this._taskState = AssetTaskState.DONE;
  113533. this._isCompleted = true;
  113534. if (this.onSuccess) {
  113535. this.onSuccess(this);
  113536. }
  113537. onSuccess();
  113538. }
  113539. catch (e) {
  113540. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  113541. }
  113542. };
  113543. return AbstractAssetTask;
  113544. }());
  113545. BABYLON.AbstractAssetTask = AbstractAssetTask;
  113546. /**
  113547. * Class used to share progress information about assets loading
  113548. */
  113549. var AssetsProgressEvent = /** @class */ (function () {
  113550. /**
  113551. * Creates a AssetsProgressEvent
  113552. * @param remainingCount defines the number of remaining tasks to process
  113553. * @param totalCount defines the total number of tasks
  113554. * @param task defines the task that was just processed
  113555. */
  113556. function AssetsProgressEvent(remainingCount, totalCount, task) {
  113557. this.remainingCount = remainingCount;
  113558. this.totalCount = totalCount;
  113559. this.task = task;
  113560. }
  113561. return AssetsProgressEvent;
  113562. }());
  113563. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  113564. /**
  113565. * Define a task used by AssetsManager to load meshes
  113566. */
  113567. var MeshAssetTask = /** @class */ (function (_super) {
  113568. __extends(MeshAssetTask, _super);
  113569. /**
  113570. * Creates a new MeshAssetTask
  113571. * @param name defines the name of the task
  113572. * @param meshesNames defines the list of mesh's names you want to load
  113573. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  113574. * @param sceneFilename defines the filename of the scene to load from
  113575. */
  113576. function MeshAssetTask(
  113577. /**
  113578. * Defines the name of the task
  113579. */
  113580. name,
  113581. /**
  113582. * Defines the list of mesh's names you want to load
  113583. */
  113584. meshesNames,
  113585. /**
  113586. * Defines the root url to use as a base to load your meshes and associated resources
  113587. */
  113588. rootUrl,
  113589. /**
  113590. * Defines the filename of the scene to load from
  113591. */
  113592. sceneFilename) {
  113593. var _this = _super.call(this, name) || this;
  113594. _this.name = name;
  113595. _this.meshesNames = meshesNames;
  113596. _this.rootUrl = rootUrl;
  113597. _this.sceneFilename = sceneFilename;
  113598. return _this;
  113599. }
  113600. /**
  113601. * Execute the current task
  113602. * @param scene defines the scene where you want your assets to be loaded
  113603. * @param onSuccess is a callback called when the task is successfully executed
  113604. * @param onError is a callback called if an error occurs
  113605. */
  113606. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113607. var _this = this;
  113608. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  113609. _this.loadedMeshes = meshes;
  113610. _this.loadedParticleSystems = particleSystems;
  113611. _this.loadedSkeletons = skeletons;
  113612. onSuccess();
  113613. }, null, function (scene, message, exception) {
  113614. onError(message, exception);
  113615. });
  113616. };
  113617. return MeshAssetTask;
  113618. }(AbstractAssetTask));
  113619. BABYLON.MeshAssetTask = MeshAssetTask;
  113620. /**
  113621. * Define a task used by AssetsManager to load text content
  113622. */
  113623. var TextFileAssetTask = /** @class */ (function (_super) {
  113624. __extends(TextFileAssetTask, _super);
  113625. /**
  113626. * Creates a new TextFileAssetTask object
  113627. * @param name defines the name of the task
  113628. * @param url defines the location of the file to load
  113629. */
  113630. function TextFileAssetTask(
  113631. /**
  113632. * Defines the name of the task
  113633. */
  113634. name,
  113635. /**
  113636. * Defines the location of the file to load
  113637. */
  113638. url) {
  113639. var _this = _super.call(this, name) || this;
  113640. _this.name = name;
  113641. _this.url = url;
  113642. return _this;
  113643. }
  113644. /**
  113645. * Execute the current task
  113646. * @param scene defines the scene where you want your assets to be loaded
  113647. * @param onSuccess is a callback called when the task is successfully executed
  113648. * @param onError is a callback called if an error occurs
  113649. */
  113650. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113651. var _this = this;
  113652. scene._loadFile(this.url, function (data) {
  113653. _this.text = data;
  113654. onSuccess();
  113655. }, undefined, false, false, function (request, exception) {
  113656. if (request) {
  113657. onError(request.status + " " + request.statusText, exception);
  113658. }
  113659. });
  113660. };
  113661. return TextFileAssetTask;
  113662. }(AbstractAssetTask));
  113663. BABYLON.TextFileAssetTask = TextFileAssetTask;
  113664. /**
  113665. * Define a task used by AssetsManager to load binary data
  113666. */
  113667. var BinaryFileAssetTask = /** @class */ (function (_super) {
  113668. __extends(BinaryFileAssetTask, _super);
  113669. /**
  113670. * Creates a new BinaryFileAssetTask object
  113671. * @param name defines the name of the new task
  113672. * @param url defines the location of the file to load
  113673. */
  113674. function BinaryFileAssetTask(
  113675. /**
  113676. * Defines the name of the task
  113677. */
  113678. name,
  113679. /**
  113680. * Defines the location of the file to load
  113681. */
  113682. url) {
  113683. var _this = _super.call(this, name) || this;
  113684. _this.name = name;
  113685. _this.url = url;
  113686. return _this;
  113687. }
  113688. /**
  113689. * Execute the current task
  113690. * @param scene defines the scene where you want your assets to be loaded
  113691. * @param onSuccess is a callback called when the task is successfully executed
  113692. * @param onError is a callback called if an error occurs
  113693. */
  113694. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113695. var _this = this;
  113696. scene._loadFile(this.url, function (data) {
  113697. _this.data = data;
  113698. onSuccess();
  113699. }, undefined, true, true, function (request, exception) {
  113700. if (request) {
  113701. onError(request.status + " " + request.statusText, exception);
  113702. }
  113703. });
  113704. };
  113705. return BinaryFileAssetTask;
  113706. }(AbstractAssetTask));
  113707. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  113708. /**
  113709. * Define a task used by AssetsManager to load images
  113710. */
  113711. var ImageAssetTask = /** @class */ (function (_super) {
  113712. __extends(ImageAssetTask, _super);
  113713. /**
  113714. * Creates a new ImageAssetTask
  113715. * @param name defines the name of the task
  113716. * @param url defines the location of the image to load
  113717. */
  113718. function ImageAssetTask(
  113719. /**
  113720. * Defines the name of the task
  113721. */
  113722. name,
  113723. /**
  113724. * Defines the location of the image to load
  113725. */
  113726. url) {
  113727. var _this = _super.call(this, name) || this;
  113728. _this.name = name;
  113729. _this.url = url;
  113730. return _this;
  113731. }
  113732. /**
  113733. * Execute the current task
  113734. * @param scene defines the scene where you want your assets to be loaded
  113735. * @param onSuccess is a callback called when the task is successfully executed
  113736. * @param onError is a callback called if an error occurs
  113737. */
  113738. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113739. var _this = this;
  113740. var img = new Image();
  113741. BABYLON.Tools.SetCorsBehavior(this.url, img);
  113742. img.onload = function () {
  113743. _this.image = img;
  113744. onSuccess();
  113745. };
  113746. img.onerror = function (err) {
  113747. onError("Error loading image", err);
  113748. };
  113749. img.src = this.url;
  113750. };
  113751. return ImageAssetTask;
  113752. }(AbstractAssetTask));
  113753. BABYLON.ImageAssetTask = ImageAssetTask;
  113754. /**
  113755. * Define a task used by AssetsManager to load 2D textures
  113756. */
  113757. var TextureAssetTask = /** @class */ (function (_super) {
  113758. __extends(TextureAssetTask, _super);
  113759. /**
  113760. * Creates a new TextureAssetTask object
  113761. * @param name defines the name of the task
  113762. * @param url defines the location of the file to load
  113763. * @param noMipmap defines if mipmap should not be generated (default is false)
  113764. * @param invertY defines if texture must be inverted on Y axis (default is false)
  113765. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113766. */
  113767. function TextureAssetTask(
  113768. /**
  113769. * Defines the name of the task
  113770. */
  113771. name,
  113772. /**
  113773. * Defines the location of the file to load
  113774. */
  113775. url,
  113776. /**
  113777. * Defines if mipmap should not be generated (default is false)
  113778. */
  113779. noMipmap,
  113780. /**
  113781. * Defines if texture must be inverted on Y axis (default is false)
  113782. */
  113783. invertY,
  113784. /**
  113785. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113786. */
  113787. samplingMode) {
  113788. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  113789. var _this = _super.call(this, name) || this;
  113790. _this.name = name;
  113791. _this.url = url;
  113792. _this.noMipmap = noMipmap;
  113793. _this.invertY = invertY;
  113794. _this.samplingMode = samplingMode;
  113795. return _this;
  113796. }
  113797. /**
  113798. * Execute the current task
  113799. * @param scene defines the scene where you want your assets to be loaded
  113800. * @param onSuccess is a callback called when the task is successfully executed
  113801. * @param onError is a callback called if an error occurs
  113802. */
  113803. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113804. var onload = function () {
  113805. onSuccess();
  113806. };
  113807. var onerror = function (message, exception) {
  113808. onError(message, exception);
  113809. };
  113810. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  113811. };
  113812. return TextureAssetTask;
  113813. }(AbstractAssetTask));
  113814. BABYLON.TextureAssetTask = TextureAssetTask;
  113815. /**
  113816. * Define a task used by AssetsManager to load cube textures
  113817. */
  113818. var CubeTextureAssetTask = /** @class */ (function (_super) {
  113819. __extends(CubeTextureAssetTask, _super);
  113820. /**
  113821. * Creates a new CubeTextureAssetTask
  113822. * @param name defines the name of the task
  113823. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113824. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113825. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113826. * @param files defines the explicit list of files (undefined by default)
  113827. */
  113828. function CubeTextureAssetTask(
  113829. /**
  113830. * Defines the name of the task
  113831. */
  113832. name,
  113833. /**
  113834. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113835. */
  113836. url,
  113837. /**
  113838. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113839. */
  113840. extensions,
  113841. /**
  113842. * Defines if mipmaps should not be generated (default is false)
  113843. */
  113844. noMipmap,
  113845. /**
  113846. * Defines the explicit list of files (undefined by default)
  113847. */
  113848. files) {
  113849. var _this = _super.call(this, name) || this;
  113850. _this.name = name;
  113851. _this.url = url;
  113852. _this.extensions = extensions;
  113853. _this.noMipmap = noMipmap;
  113854. _this.files = files;
  113855. return _this;
  113856. }
  113857. /**
  113858. * Execute the current task
  113859. * @param scene defines the scene where you want your assets to be loaded
  113860. * @param onSuccess is a callback called when the task is successfully executed
  113861. * @param onError is a callback called if an error occurs
  113862. */
  113863. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113864. var onload = function () {
  113865. onSuccess();
  113866. };
  113867. var onerror = function (message, exception) {
  113868. onError(message, exception);
  113869. };
  113870. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  113871. };
  113872. return CubeTextureAssetTask;
  113873. }(AbstractAssetTask));
  113874. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  113875. /**
  113876. * Define a task used by AssetsManager to load HDR cube textures
  113877. */
  113878. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  113879. __extends(HDRCubeTextureAssetTask, _super);
  113880. /**
  113881. * Creates a new HDRCubeTextureAssetTask object
  113882. * @param name defines the name of the task
  113883. * @param url defines the location of the file to load
  113884. * @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.
  113885. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113886. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  113887. * @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)
  113888. * @param reserved Internal use only
  113889. */
  113890. function HDRCubeTextureAssetTask(
  113891. /**
  113892. * Defines the name of the task
  113893. */
  113894. name,
  113895. /**
  113896. * Defines the location of the file to load
  113897. */
  113898. url,
  113899. /**
  113900. * Defines the desired size (the more it increases the longer the generation will be)
  113901. */
  113902. size,
  113903. /**
  113904. * Defines if mipmaps should not be generated (default is false)
  113905. */
  113906. noMipmap,
  113907. /**
  113908. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  113909. */
  113910. generateHarmonics,
  113911. /**
  113912. * 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)
  113913. */
  113914. gammaSpace,
  113915. /**
  113916. * Internal Use Only
  113917. */
  113918. reserved) {
  113919. if (noMipmap === void 0) { noMipmap = false; }
  113920. if (generateHarmonics === void 0) { generateHarmonics = true; }
  113921. if (gammaSpace === void 0) { gammaSpace = false; }
  113922. if (reserved === void 0) { reserved = false; }
  113923. var _this = _super.call(this, name) || this;
  113924. _this.name = name;
  113925. _this.url = url;
  113926. _this.size = size;
  113927. _this.noMipmap = noMipmap;
  113928. _this.generateHarmonics = generateHarmonics;
  113929. _this.gammaSpace = gammaSpace;
  113930. _this.reserved = reserved;
  113931. return _this;
  113932. }
  113933. /**
  113934. * Execute the current task
  113935. * @param scene defines the scene where you want your assets to be loaded
  113936. * @param onSuccess is a callback called when the task is successfully executed
  113937. * @param onError is a callback called if an error occurs
  113938. */
  113939. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113940. var onload = function () {
  113941. onSuccess();
  113942. };
  113943. var onerror = function (message, exception) {
  113944. onError(message, exception);
  113945. };
  113946. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  113947. };
  113948. return HDRCubeTextureAssetTask;
  113949. }(AbstractAssetTask));
  113950. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  113951. /**
  113952. * This class can be used to easily import assets into a scene
  113953. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  113954. */
  113955. var AssetsManager = /** @class */ (function () {
  113956. /**
  113957. * Creates a new AssetsManager
  113958. * @param scene defines the scene to work on
  113959. */
  113960. function AssetsManager(scene) {
  113961. this._isLoading = false;
  113962. this._tasks = new Array();
  113963. this._waitingTasksCount = 0;
  113964. this._totalTasksCount = 0;
  113965. /**
  113966. * Observable called when all tasks are processed
  113967. */
  113968. this.onTaskSuccessObservable = new BABYLON.Observable();
  113969. /**
  113970. * Observable called when a task had an error
  113971. */
  113972. this.onTaskErrorObservable = new BABYLON.Observable();
  113973. /**
  113974. * Observable called when a task is successful
  113975. */
  113976. this.onTasksDoneObservable = new BABYLON.Observable();
  113977. /**
  113978. * Observable called when a task is done (whatever the result is)
  113979. */
  113980. this.onProgressObservable = new BABYLON.Observable();
  113981. /**
  113982. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  113983. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  113984. */
  113985. this.useDefaultLoadingScreen = true;
  113986. this._scene = scene;
  113987. }
  113988. /**
  113989. * Add a MeshAssetTask to the list of active tasks
  113990. * @param taskName defines the name of the new task
  113991. * @param meshesNames defines the name of meshes to load
  113992. * @param rootUrl defines the root url to use to locate files
  113993. * @param sceneFilename defines the filename of the scene file
  113994. * @returns a new MeshAssetTask object
  113995. */
  113996. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  113997. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  113998. this._tasks.push(task);
  113999. return task;
  114000. };
  114001. /**
  114002. * Add a TextFileAssetTask to the list of active tasks
  114003. * @param taskName defines the name of the new task
  114004. * @param url defines the url of the file to load
  114005. * @returns a new TextFileAssetTask object
  114006. */
  114007. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  114008. var task = new TextFileAssetTask(taskName, url);
  114009. this._tasks.push(task);
  114010. return task;
  114011. };
  114012. /**
  114013. * Add a BinaryFileAssetTask to the list of active tasks
  114014. * @param taskName defines the name of the new task
  114015. * @param url defines the url of the file to load
  114016. * @returns a new BinaryFileAssetTask object
  114017. */
  114018. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  114019. var task = new BinaryFileAssetTask(taskName, url);
  114020. this._tasks.push(task);
  114021. return task;
  114022. };
  114023. /**
  114024. * Add a ImageAssetTask to the list of active tasks
  114025. * @param taskName defines the name of the new task
  114026. * @param url defines the url of the file to load
  114027. * @returns a new ImageAssetTask object
  114028. */
  114029. AssetsManager.prototype.addImageTask = function (taskName, url) {
  114030. var task = new ImageAssetTask(taskName, url);
  114031. this._tasks.push(task);
  114032. return task;
  114033. };
  114034. /**
  114035. * Add a TextureAssetTask to the list of active tasks
  114036. * @param taskName defines the name of the new task
  114037. * @param url defines the url of the file to load
  114038. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  114039. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  114040. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  114041. * @returns a new TextureAssetTask object
  114042. */
  114043. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  114044. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  114045. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  114046. this._tasks.push(task);
  114047. return task;
  114048. };
  114049. /**
  114050. * Add a CubeTextureAssetTask to the list of active tasks
  114051. * @param taskName defines the name of the new task
  114052. * @param url defines the url of the file to load
  114053. * @param extensions defines the extension to use to load the cube map (can be null)
  114054. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  114055. * @param files defines the list of files to load (can be null)
  114056. * @returns a new CubeTextureAssetTask object
  114057. */
  114058. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  114059. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  114060. this._tasks.push(task);
  114061. return task;
  114062. };
  114063. /**
  114064. *
  114065. * Add a HDRCubeTextureAssetTask to the list of active tasks
  114066. * @param taskName defines the name of the new task
  114067. * @param url defines the url of the file to load
  114068. * @param size defines the size you want for the cubemap (can be null)
  114069. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  114070. * @param generateHarmonics defines if you want to automatically generate (true by default)
  114071. * @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)
  114072. * @param reserved Internal use only
  114073. * @returns a new HDRCubeTextureAssetTask object
  114074. */
  114075. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  114076. if (noMipmap === void 0) { noMipmap = false; }
  114077. if (generateHarmonics === void 0) { generateHarmonics = true; }
  114078. if (gammaSpace === void 0) { gammaSpace = false; }
  114079. if (reserved === void 0) { reserved = false; }
  114080. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  114081. this._tasks.push(task);
  114082. return task;
  114083. };
  114084. /**
  114085. * Remove a task from the assets manager.
  114086. * @param task the task to remove
  114087. */
  114088. AssetsManager.prototype.removeTask = function (task) {
  114089. var index = this._tasks.indexOf(task);
  114090. if (index > -1) {
  114091. this._tasks.splice(index, 1);
  114092. }
  114093. };
  114094. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  114095. this._waitingTasksCount--;
  114096. try {
  114097. if (this.onProgress) {
  114098. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  114099. }
  114100. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  114101. }
  114102. catch (e) {
  114103. BABYLON.Tools.Error("Error running progress callbacks.");
  114104. console.log(e);
  114105. }
  114106. if (this._waitingTasksCount === 0) {
  114107. try {
  114108. if (this.onFinish) {
  114109. this.onFinish(this._tasks);
  114110. }
  114111. // Let's remove successfull tasks
  114112. var currentTasks = this._tasks.slice();
  114113. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  114114. var task = currentTasks_1[_i];
  114115. if (task.taskState === AssetTaskState.DONE) {
  114116. var index = this._tasks.indexOf(task);
  114117. if (index > -1) {
  114118. this._tasks.splice(index, 1);
  114119. }
  114120. }
  114121. }
  114122. this.onTasksDoneObservable.notifyObservers(this._tasks);
  114123. }
  114124. catch (e) {
  114125. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  114126. console.log(e);
  114127. }
  114128. this._isLoading = false;
  114129. this._scene.getEngine().hideLoadingUI();
  114130. }
  114131. };
  114132. AssetsManager.prototype._runTask = function (task) {
  114133. var _this = this;
  114134. var done = function () {
  114135. try {
  114136. if (_this.onTaskSuccess) {
  114137. _this.onTaskSuccess(task);
  114138. }
  114139. _this.onTaskSuccessObservable.notifyObservers(task);
  114140. _this._decreaseWaitingTasksCount(task);
  114141. }
  114142. catch (e) {
  114143. error("Error executing task success callbacks", e);
  114144. }
  114145. };
  114146. var error = function (message, exception) {
  114147. task._setErrorObject(message, exception);
  114148. if (_this.onTaskError) {
  114149. _this.onTaskError(task);
  114150. }
  114151. _this.onTaskErrorObservable.notifyObservers(task);
  114152. _this._decreaseWaitingTasksCount(task);
  114153. };
  114154. task.run(this._scene, done, error);
  114155. };
  114156. /**
  114157. * Reset the AssetsManager and remove all tasks
  114158. * @return the current instance of the AssetsManager
  114159. */
  114160. AssetsManager.prototype.reset = function () {
  114161. this._isLoading = false;
  114162. this._tasks = new Array();
  114163. return this;
  114164. };
  114165. /**
  114166. * Start the loading process
  114167. * @return the current instance of the AssetsManager
  114168. */
  114169. AssetsManager.prototype.load = function () {
  114170. if (this._isLoading) {
  114171. return this;
  114172. }
  114173. this._isLoading = true;
  114174. this._waitingTasksCount = this._tasks.length;
  114175. this._totalTasksCount = this._tasks.length;
  114176. if (this._waitingTasksCount === 0) {
  114177. this._isLoading = false;
  114178. if (this.onFinish) {
  114179. this.onFinish(this._tasks);
  114180. }
  114181. this.onTasksDoneObservable.notifyObservers(this._tasks);
  114182. return this;
  114183. }
  114184. if (this.useDefaultLoadingScreen) {
  114185. this._scene.getEngine().displayLoadingUI();
  114186. }
  114187. for (var index = 0; index < this._tasks.length; index++) {
  114188. var task = this._tasks[index];
  114189. if (task.taskState === AssetTaskState.INIT) {
  114190. this._runTask(task);
  114191. }
  114192. }
  114193. return this;
  114194. };
  114195. return AssetsManager;
  114196. }());
  114197. BABYLON.AssetsManager = AssetsManager;
  114198. })(BABYLON || (BABYLON = {}));
  114199. //# sourceMappingURL=babylon.assetsManager.js.map
  114200. var BABYLON;
  114201. (function (BABYLON) {
  114202. var serializedGeometries = [];
  114203. var serializeGeometry = function (geometry, serializationGeometries) {
  114204. if (serializedGeometries[geometry.id]) {
  114205. return;
  114206. }
  114207. if (geometry.doNotSerialize) {
  114208. return;
  114209. }
  114210. if (geometry instanceof BABYLON.BoxGeometry) {
  114211. serializationGeometries.boxes.push(geometry.serialize());
  114212. }
  114213. else if (geometry instanceof BABYLON.SphereGeometry) {
  114214. serializationGeometries.spheres.push(geometry.serialize());
  114215. }
  114216. else if (geometry instanceof BABYLON.CylinderGeometry) {
  114217. serializationGeometries.cylinders.push(geometry.serialize());
  114218. }
  114219. else if (geometry instanceof BABYLON.TorusGeometry) {
  114220. serializationGeometries.toruses.push(geometry.serialize());
  114221. }
  114222. else if (geometry instanceof BABYLON.GroundGeometry) {
  114223. serializationGeometries.grounds.push(geometry.serialize());
  114224. }
  114225. else if (geometry instanceof BABYLON.Plane) {
  114226. serializationGeometries.planes.push(geometry.serialize());
  114227. }
  114228. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  114229. serializationGeometries.torusKnots.push(geometry.serialize());
  114230. }
  114231. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  114232. throw new Error("Unknown primitive type");
  114233. }
  114234. else {
  114235. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  114236. }
  114237. serializedGeometries[geometry.id] = true;
  114238. };
  114239. var serializeMesh = function (mesh, serializationScene) {
  114240. var serializationObject = {};
  114241. // Geometry
  114242. var geometry = mesh._geometry;
  114243. if (geometry) {
  114244. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  114245. // 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
  114246. serializeGeometry(geometry, serializationScene.geometries);
  114247. }
  114248. }
  114249. // Custom
  114250. if (mesh.serialize) {
  114251. mesh.serialize(serializationObject);
  114252. }
  114253. return serializationObject;
  114254. };
  114255. var finalizeSingleMesh = function (mesh, serializationObject) {
  114256. //only works if the mesh is already loaded
  114257. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  114258. //serialize material
  114259. if (mesh.material) {
  114260. if (mesh.material instanceof BABYLON.MultiMaterial) {
  114261. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  114262. serializationObject.materials = serializationObject.materials || [];
  114263. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  114264. serializationObject.multiMaterials.push(mesh.material.serialize());
  114265. var _loop_1 = function (submaterial) {
  114266. if (submaterial) {
  114267. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  114268. serializationObject.materials.push(submaterial.serialize());
  114269. }
  114270. }
  114271. };
  114272. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  114273. var submaterial = _a[_i];
  114274. _loop_1(submaterial);
  114275. }
  114276. }
  114277. }
  114278. else {
  114279. serializationObject.materials = serializationObject.materials || [];
  114280. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  114281. serializationObject.materials.push(mesh.material.serialize());
  114282. }
  114283. }
  114284. }
  114285. //serialize geometry
  114286. var geometry = mesh._geometry;
  114287. if (geometry) {
  114288. if (!serializationObject.geometries) {
  114289. serializationObject.geometries = {};
  114290. serializationObject.geometries.boxes = [];
  114291. serializationObject.geometries.spheres = [];
  114292. serializationObject.geometries.cylinders = [];
  114293. serializationObject.geometries.toruses = [];
  114294. serializationObject.geometries.grounds = [];
  114295. serializationObject.geometries.planes = [];
  114296. serializationObject.geometries.torusKnots = [];
  114297. serializationObject.geometries.vertexData = [];
  114298. }
  114299. serializeGeometry(geometry, serializationObject.geometries);
  114300. }
  114301. // Skeletons
  114302. if (mesh.skeleton) {
  114303. serializationObject.skeletons = serializationObject.skeletons || [];
  114304. serializationObject.skeletons.push(mesh.skeleton.serialize());
  114305. }
  114306. //serialize the actual mesh
  114307. serializationObject.meshes = serializationObject.meshes || [];
  114308. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  114309. }
  114310. };
  114311. /**
  114312. * Class used to serialize a scene into a string
  114313. */
  114314. var SceneSerializer = /** @class */ (function () {
  114315. function SceneSerializer() {
  114316. }
  114317. /**
  114318. * Clear cache used by a previous serialization
  114319. */
  114320. SceneSerializer.ClearCache = function () {
  114321. serializedGeometries = [];
  114322. };
  114323. /**
  114324. * Serialize a scene into a JSON compatible object
  114325. * @param scene defines the scene to serialize
  114326. * @returns a JSON compatible object
  114327. */
  114328. SceneSerializer.Serialize = function (scene) {
  114329. var serializationObject = {};
  114330. SceneSerializer.ClearCache();
  114331. // Scene
  114332. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  114333. serializationObject.autoClear = scene.autoClear;
  114334. serializationObject.clearColor = scene.clearColor.asArray();
  114335. serializationObject.ambientColor = scene.ambientColor.asArray();
  114336. serializationObject.gravity = scene.gravity.asArray();
  114337. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  114338. serializationObject.workerCollisions = scene.workerCollisions;
  114339. // Fog
  114340. if (scene.fogMode && scene.fogMode !== 0) {
  114341. serializationObject.fogMode = scene.fogMode;
  114342. serializationObject.fogColor = scene.fogColor.asArray();
  114343. serializationObject.fogStart = scene.fogStart;
  114344. serializationObject.fogEnd = scene.fogEnd;
  114345. serializationObject.fogDensity = scene.fogDensity;
  114346. }
  114347. //Physics
  114348. if (scene.isPhysicsEnabled()) {
  114349. var physicEngine = scene.getPhysicsEngine();
  114350. if (physicEngine) {
  114351. serializationObject.physicsEnabled = true;
  114352. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  114353. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  114354. }
  114355. }
  114356. // Metadata
  114357. if (scene.metadata) {
  114358. serializationObject.metadata = scene.metadata;
  114359. }
  114360. // Morph targets
  114361. serializationObject.morphTargetManagers = [];
  114362. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  114363. var abstractMesh = _a[_i];
  114364. var manager = abstractMesh.morphTargetManager;
  114365. if (manager) {
  114366. serializationObject.morphTargetManagers.push(manager.serialize());
  114367. }
  114368. }
  114369. // Lights
  114370. serializationObject.lights = [];
  114371. var index;
  114372. var light;
  114373. for (index = 0; index < scene.lights.length; index++) {
  114374. light = scene.lights[index];
  114375. if (!light.doNotSerialize) {
  114376. serializationObject.lights.push(light.serialize());
  114377. }
  114378. }
  114379. // Cameras
  114380. serializationObject.cameras = [];
  114381. for (index = 0; index < scene.cameras.length; index++) {
  114382. var camera = scene.cameras[index];
  114383. if (!camera.doNotSerialize) {
  114384. serializationObject.cameras.push(camera.serialize());
  114385. }
  114386. }
  114387. if (scene.activeCamera) {
  114388. serializationObject.activeCameraID = scene.activeCamera.id;
  114389. }
  114390. // Animations
  114391. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  114392. // Reflection probes
  114393. if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {
  114394. serializationObject.reflectionProbes = [];
  114395. for (index = 0; index < scene.reflectionProbes.length; index++) {
  114396. var reflectionProbe = scene.reflectionProbes[index];
  114397. serializationObject.reflectionProbes.push(reflectionProbe.serialize());
  114398. }
  114399. }
  114400. // Materials
  114401. serializationObject.materials = [];
  114402. serializationObject.multiMaterials = [];
  114403. var material;
  114404. for (index = 0; index < scene.materials.length; index++) {
  114405. material = scene.materials[index];
  114406. if (!material.doNotSerialize) {
  114407. serializationObject.materials.push(material.serialize());
  114408. }
  114409. }
  114410. // MultiMaterials
  114411. serializationObject.multiMaterials = [];
  114412. for (index = 0; index < scene.multiMaterials.length; index++) {
  114413. var multiMaterial = scene.multiMaterials[index];
  114414. serializationObject.multiMaterials.push(multiMaterial.serialize());
  114415. }
  114416. // Environment texture
  114417. if (scene.environmentTexture) {
  114418. serializationObject.environmentTexture = scene.environmentTexture.name;
  114419. }
  114420. // Skeletons
  114421. serializationObject.skeletons = [];
  114422. for (index = 0; index < scene.skeletons.length; index++) {
  114423. var skeleton = scene.skeletons[index];
  114424. if (!skeleton.doNotSerialize) {
  114425. serializationObject.skeletons.push(skeleton.serialize());
  114426. }
  114427. }
  114428. // Transform nodes
  114429. serializationObject.transformNodes = [];
  114430. for (index = 0; index < scene.transformNodes.length; index++) {
  114431. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  114432. }
  114433. // Geometries
  114434. serializationObject.geometries = {};
  114435. serializationObject.geometries.boxes = [];
  114436. serializationObject.geometries.spheres = [];
  114437. serializationObject.geometries.cylinders = [];
  114438. serializationObject.geometries.toruses = [];
  114439. serializationObject.geometries.grounds = [];
  114440. serializationObject.geometries.planes = [];
  114441. serializationObject.geometries.torusKnots = [];
  114442. serializationObject.geometries.vertexData = [];
  114443. serializedGeometries = [];
  114444. var geometries = scene.getGeometries();
  114445. for (index = 0; index < geometries.length; index++) {
  114446. var geometry = geometries[index];
  114447. if (geometry.isReady()) {
  114448. serializeGeometry(geometry, serializationObject.geometries);
  114449. }
  114450. }
  114451. // Meshes
  114452. serializationObject.meshes = [];
  114453. for (index = 0; index < scene.meshes.length; index++) {
  114454. var abstractMesh = scene.meshes[index];
  114455. if (abstractMesh instanceof BABYLON.Mesh) {
  114456. var mesh = abstractMesh;
  114457. if (!mesh.doNotSerialize) {
  114458. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  114459. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  114460. }
  114461. }
  114462. }
  114463. }
  114464. // Particles Systems
  114465. serializationObject.particleSystems = [];
  114466. for (index = 0; index < scene.particleSystems.length; index++) {
  114467. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  114468. }
  114469. // Action Manager
  114470. if (scene.actionManager) {
  114471. serializationObject.actions = scene.actionManager.serialize("scene");
  114472. }
  114473. // Components
  114474. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  114475. var component = _c[_b];
  114476. component.serialize(serializationObject);
  114477. }
  114478. return serializationObject;
  114479. };
  114480. /**
  114481. * Serialize a mesh into a JSON compatible object
  114482. * @param toSerialize defines the mesh to serialize
  114483. * @param withParents defines if parents must be serialized as well
  114484. * @param withChildren defines if children must be serialized as well
  114485. * @returns a JSON compatible object
  114486. */
  114487. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  114488. if (withParents === void 0) { withParents = false; }
  114489. if (withChildren === void 0) { withChildren = false; }
  114490. var serializationObject = {};
  114491. SceneSerializer.ClearCache();
  114492. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  114493. if (withParents || withChildren) {
  114494. //deliberate for loop! not for each, appended should be processed as well.
  114495. for (var i = 0; i < toSerialize.length; ++i) {
  114496. if (withChildren) {
  114497. toSerialize[i].getDescendants().forEach(function (node) {
  114498. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  114499. toSerialize.push(node);
  114500. }
  114501. });
  114502. }
  114503. //make sure the array doesn't contain the object already
  114504. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  114505. toSerialize.push(toSerialize[i].parent);
  114506. }
  114507. }
  114508. }
  114509. toSerialize.forEach(function (mesh) {
  114510. finalizeSingleMesh(mesh, serializationObject);
  114511. });
  114512. return serializationObject;
  114513. };
  114514. return SceneSerializer;
  114515. }());
  114516. BABYLON.SceneSerializer = SceneSerializer;
  114517. })(BABYLON || (BABYLON = {}));
  114518. //# sourceMappingURL=babylon.sceneSerializer.js.map
  114519. var BABYLON;
  114520. (function (BABYLON) {
  114521. BABYLON.AbstractScene.prototype.removeReflectionProbe = function (toRemove) {
  114522. if (!this.reflectionProbes) {
  114523. return -1;
  114524. }
  114525. var index = this.reflectionProbes.indexOf(toRemove);
  114526. if (index !== -1) {
  114527. this.reflectionProbes.splice(index, 1);
  114528. }
  114529. return index;
  114530. };
  114531. BABYLON.AbstractScene.prototype.addReflectionProbe = function (newReflectionProbe) {
  114532. if (!this.reflectionProbes) {
  114533. this.reflectionProbes = [];
  114534. }
  114535. this.reflectionProbes.push(newReflectionProbe);
  114536. };
  114537. /**
  114538. * Class used to generate realtime reflection / refraction cube textures
  114539. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114540. */
  114541. var ReflectionProbe = /** @class */ (function () {
  114542. /**
  114543. * Creates a new reflection probe
  114544. * @param name defines the name of the probe
  114545. * @param size defines the texture resolution (for each face)
  114546. * @param scene defines the hosting scene
  114547. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  114548. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  114549. */
  114550. function ReflectionProbe(
  114551. /** defines the name of the probe */
  114552. name, size, scene, generateMipMaps, useFloat) {
  114553. if (generateMipMaps === void 0) { generateMipMaps = true; }
  114554. if (useFloat === void 0) { useFloat = false; }
  114555. var _this = this;
  114556. this.name = name;
  114557. this._viewMatrix = BABYLON.Matrix.Identity();
  114558. this._target = BABYLON.Vector3.Zero();
  114559. this._add = BABYLON.Vector3.Zero();
  114560. this._invertYAxis = false;
  114561. /** Gets or sets probe position (center of the cube map) */
  114562. this.position = BABYLON.Vector3.Zero();
  114563. this._scene = scene;
  114564. // Create the scene field if not exist.
  114565. if (!this._scene.reflectionProbes) {
  114566. this._scene.reflectionProbes = new Array();
  114567. }
  114568. this._scene.reflectionProbes.push(this);
  114569. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  114570. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  114571. switch (faceIndex) {
  114572. case 0:
  114573. _this._add.copyFromFloats(1, 0, 0);
  114574. break;
  114575. case 1:
  114576. _this._add.copyFromFloats(-1, 0, 0);
  114577. break;
  114578. case 2:
  114579. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  114580. break;
  114581. case 3:
  114582. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  114583. break;
  114584. case 4:
  114585. _this._add.copyFromFloats(0, 0, 1);
  114586. break;
  114587. case 5:
  114588. _this._add.copyFromFloats(0, 0, -1);
  114589. break;
  114590. }
  114591. if (_this._attachedMesh) {
  114592. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  114593. }
  114594. _this.position.addToRef(_this._add, _this._target);
  114595. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  114596. if (scene.activeCamera) {
  114597. _this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  114598. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  114599. }
  114600. scene._forcedViewPosition = _this.position;
  114601. });
  114602. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  114603. scene._forcedViewPosition = null;
  114604. scene.updateTransformMatrix(true);
  114605. });
  114606. }
  114607. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  114608. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  114609. get: function () {
  114610. return this._renderTargetTexture.samples;
  114611. },
  114612. set: function (value) {
  114613. this._renderTargetTexture.samples = value;
  114614. },
  114615. enumerable: true,
  114616. configurable: true
  114617. });
  114618. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  114619. /** Gets or sets the refresh rate to use (on every frame by default) */
  114620. get: function () {
  114621. return this._renderTargetTexture.refreshRate;
  114622. },
  114623. set: function (value) {
  114624. this._renderTargetTexture.refreshRate = value;
  114625. },
  114626. enumerable: true,
  114627. configurable: true
  114628. });
  114629. /**
  114630. * Gets the hosting scene
  114631. * @returns a Scene
  114632. */
  114633. ReflectionProbe.prototype.getScene = function () {
  114634. return this._scene;
  114635. };
  114636. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  114637. /** Gets the internal CubeTexture used to render to */
  114638. get: function () {
  114639. return this._renderTargetTexture;
  114640. },
  114641. enumerable: true,
  114642. configurable: true
  114643. });
  114644. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  114645. /** Gets the list of meshes to render */
  114646. get: function () {
  114647. return this._renderTargetTexture.renderList;
  114648. },
  114649. enumerable: true,
  114650. configurable: true
  114651. });
  114652. /**
  114653. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  114654. * @param mesh defines the mesh to attach to
  114655. */
  114656. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  114657. this._attachedMesh = mesh;
  114658. };
  114659. /**
  114660. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  114661. * @param renderingGroupId The rendering group id corresponding to its index
  114662. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  114663. */
  114664. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  114665. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  114666. };
  114667. /**
  114668. * Clean all associated resources
  114669. */
  114670. ReflectionProbe.prototype.dispose = function () {
  114671. var index = this._scene.reflectionProbes.indexOf(this);
  114672. if (index !== -1) {
  114673. // Remove from the scene if found
  114674. this._scene.reflectionProbes.splice(index, 1);
  114675. }
  114676. if (this._renderTargetTexture) {
  114677. this._renderTargetTexture.dispose();
  114678. this._renderTargetTexture = null;
  114679. }
  114680. };
  114681. /**
  114682. * Converts the reflection probe information to a readable string for debug purpose.
  114683. * @param fullDetails Supports for multiple levels of logging within scene loading
  114684. * @returns the human readable reflection probe info
  114685. */
  114686. ReflectionProbe.prototype.toString = function (fullDetails) {
  114687. var ret = "Name: " + this.name;
  114688. if (fullDetails) {
  114689. ret += ", position: " + this.position.toString();
  114690. if (this._attachedMesh) {
  114691. ret += ", attached mesh: " + this._attachedMesh.name;
  114692. }
  114693. }
  114694. return ret;
  114695. };
  114696. /**
  114697. * Get the class name of the relfection probe.
  114698. * @returns "ReflectionProbe"
  114699. */
  114700. ReflectionProbe.prototype.getClassName = function () {
  114701. return "ReflectionProbe";
  114702. };
  114703. /**
  114704. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  114705. * @returns The JSON representation of the texture
  114706. */
  114707. ReflectionProbe.prototype.serialize = function () {
  114708. var serializationObject = BABYLON.SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());
  114709. serializationObject.isReflectionProbe = true;
  114710. return serializationObject;
  114711. };
  114712. /**
  114713. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  114714. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  114715. * @param scene Define the scene the parsed reflection probe should be instantiated in
  114716. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  114717. * @returns The parsed reflection probe if successful
  114718. */
  114719. ReflectionProbe.Parse = function (parsedReflectionProbe, scene, rootUrl) {
  114720. var reflectionProbe = null;
  114721. if (scene.reflectionProbes) {
  114722. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  114723. var rp = scene.reflectionProbes[index];
  114724. if (rp.name === parsedReflectionProbe.name) {
  114725. reflectionProbe = rp;
  114726. break;
  114727. }
  114728. }
  114729. }
  114730. reflectionProbe = BABYLON.SerializationHelper.Parse(function () { return reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps); }, parsedReflectionProbe, scene, rootUrl);
  114731. reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;
  114732. if (parsedReflectionProbe._attachedMesh) {
  114733. reflectionProbe.attachToMesh(scene.getMeshByID(parsedReflectionProbe._attachedMesh));
  114734. }
  114735. return reflectionProbe;
  114736. };
  114737. __decorate([
  114738. BABYLON.serializeAsMeshReference()
  114739. ], ReflectionProbe.prototype, "_attachedMesh", void 0);
  114740. __decorate([
  114741. BABYLON.serializeAsVector3()
  114742. ], ReflectionProbe.prototype, "position", void 0);
  114743. return ReflectionProbe;
  114744. }());
  114745. BABYLON.ReflectionProbe = ReflectionProbe;
  114746. })(BABYLON || (BABYLON = {}));
  114747. //# sourceMappingURL=babylon.reflectionProbe.js.map
  114748. var BABYLON;
  114749. (function (BABYLON) {
  114750. /**
  114751. * Defines the layer scene component responsible to manage any layers
  114752. * in a given scene.
  114753. */
  114754. var LayerSceneComponent = /** @class */ (function () {
  114755. /**
  114756. * Creates a new instance of the component for the given scene
  114757. * @param scene Defines the scene to register the component in
  114758. */
  114759. function LayerSceneComponent(scene) {
  114760. /**
  114761. * The component name helpfull to identify the component in the list of scene components.
  114762. */
  114763. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  114764. this.scene = scene;
  114765. this._engine = scene.getEngine();
  114766. scene.layers = new Array();
  114767. }
  114768. /**
  114769. * Registers the component in a given scene
  114770. */
  114771. LayerSceneComponent.prototype.register = function () {
  114772. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);
  114773. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);
  114774. this.scene._beforeRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);
  114775. this.scene._afterRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);
  114776. };
  114777. /**
  114778. * Rebuilds the elements related to this component in case of
  114779. * context lost for instance.
  114780. */
  114781. LayerSceneComponent.prototype.rebuild = function () {
  114782. var layers = this.scene.layers;
  114783. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  114784. var layer = layers_1[_i];
  114785. layer._rebuild();
  114786. }
  114787. };
  114788. /**
  114789. * Disposes the component and the associated ressources.
  114790. */
  114791. LayerSceneComponent.prototype.dispose = function () {
  114792. var layers = this.scene.layers;
  114793. while (layers.length) {
  114794. layers[0].dispose();
  114795. }
  114796. };
  114797. LayerSceneComponent.prototype._draw = function (predicate) {
  114798. var layers = this.scene.layers;
  114799. if (layers.length) {
  114800. this._engine.setDepthBuffer(false);
  114801. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  114802. var layer = layers_2[_i];
  114803. if (predicate(layer)) {
  114804. layer.render();
  114805. }
  114806. }
  114807. this._engine.setDepthBuffer(true);
  114808. }
  114809. };
  114810. LayerSceneComponent.prototype._drawCameraPredicate = function (layer, isBackground, cameraLayerMask) {
  114811. return !layer.renderOnlyInRenderTargetTextures &&
  114812. layer.isBackground === isBackground &&
  114813. ((layer.layerMask & cameraLayerMask) !== 0);
  114814. };
  114815. LayerSceneComponent.prototype._drawCameraBackground = function (camera) {
  114816. var _this = this;
  114817. this._draw(function (layer) {
  114818. return _this._drawCameraPredicate(layer, true, camera.layerMask);
  114819. });
  114820. };
  114821. LayerSceneComponent.prototype._drawCameraForeground = function (camera) {
  114822. var _this = this;
  114823. this._draw(function (layer) {
  114824. return _this._drawCameraPredicate(layer, false, camera.layerMask);
  114825. });
  114826. };
  114827. LayerSceneComponent.prototype._drawRenderTargetPredicate = function (layer, isBackground, cameraLayerMask, renderTargetTexture) {
  114828. return (layer.renderTargetTextures.length > 0) &&
  114829. layer.isBackground === isBackground &&
  114830. (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&
  114831. ((layer.layerMask & cameraLayerMask) !== 0);
  114832. };
  114833. LayerSceneComponent.prototype._drawRenderTargetBackground = function (renderTarget) {
  114834. var _this = this;
  114835. this._draw(function (layer) {
  114836. return _this._drawRenderTargetPredicate(layer, true, _this.scene.activeCamera.layerMask, renderTarget);
  114837. });
  114838. };
  114839. LayerSceneComponent.prototype._drawRenderTargetForeground = function (renderTarget) {
  114840. var _this = this;
  114841. this._draw(function (layer) {
  114842. return _this._drawRenderTargetPredicate(layer, false, _this.scene.activeCamera.layerMask, renderTarget);
  114843. });
  114844. };
  114845. return LayerSceneComponent;
  114846. }());
  114847. BABYLON.LayerSceneComponent = LayerSceneComponent;
  114848. })(BABYLON || (BABYLON = {}));
  114849. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  114850. var BABYLON;
  114851. (function (BABYLON) {
  114852. /**
  114853. * This represents a full screen 2d layer.
  114854. * This can be useful to display a picture in the background of your scene for instance.
  114855. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114856. */
  114857. var Layer = /** @class */ (function () {
  114858. /**
  114859. * Instantiates a new layer.
  114860. * This represents a full screen 2d layer.
  114861. * This can be useful to display a picture in the background of your scene for instance.
  114862. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114863. * @param name Define the name of the layer in the scene
  114864. * @param imgUrl Define the url of the texture to display in the layer
  114865. * @param scene Define the scene the layer belongs to
  114866. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  114867. * @param color Defines a color for the layer
  114868. */
  114869. function Layer(
  114870. /**
  114871. * Define the name of the layer.
  114872. */
  114873. name, imgUrl, scene, isBackground, color) {
  114874. this.name = name;
  114875. /**
  114876. * Define the scale of the layer in order to zoom in out of the texture.
  114877. */
  114878. this.scale = new BABYLON.Vector2(1, 1);
  114879. /**
  114880. * Define an offset for the layer in order to shift the texture.
  114881. */
  114882. this.offset = new BABYLON.Vector2(0, 0);
  114883. /**
  114884. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  114885. */
  114886. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  114887. /**
  114888. * Define a mask to restrict the layer to only some of the scene cameras.
  114889. */
  114890. this.layerMask = 0x0FFFFFFF;
  114891. /**
  114892. * Define the list of render target the layer is visible into.
  114893. */
  114894. this.renderTargetTextures = [];
  114895. /**
  114896. * Define if the layer is only used in renderTarget or if it also
  114897. * renders in the main frame buffer of the canvas.
  114898. */
  114899. this.renderOnlyInRenderTargetTextures = false;
  114900. this._vertexBuffers = {};
  114901. /**
  114902. * An event triggered when the layer is disposed.
  114903. */
  114904. this.onDisposeObservable = new BABYLON.Observable();
  114905. /**
  114906. * An event triggered before rendering the scene
  114907. */
  114908. this.onBeforeRenderObservable = new BABYLON.Observable();
  114909. /**
  114910. * An event triggered after rendering the scene
  114911. */
  114912. this.onAfterRenderObservable = new BABYLON.Observable();
  114913. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  114914. this.isBackground = isBackground === undefined ? true : isBackground;
  114915. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  114916. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  114917. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  114918. if (!layerComponent) {
  114919. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  114920. this._scene._addComponent(layerComponent);
  114921. }
  114922. this._scene.layers.push(this);
  114923. var engine = this._scene.getEngine();
  114924. // VBO
  114925. var vertices = [];
  114926. vertices.push(1, 1);
  114927. vertices.push(-1, 1);
  114928. vertices.push(-1, -1);
  114929. vertices.push(1, -1);
  114930. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  114931. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  114932. this._createIndexBuffer();
  114933. // Effects
  114934. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  114935. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  114936. }
  114937. Object.defineProperty(Layer.prototype, "onDispose", {
  114938. /**
  114939. * Back compatibility with callback before the onDisposeObservable existed.
  114940. * The set callback will be triggered when the layer has been disposed.
  114941. */
  114942. set: function (callback) {
  114943. if (this._onDisposeObserver) {
  114944. this.onDisposeObservable.remove(this._onDisposeObserver);
  114945. }
  114946. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  114947. },
  114948. enumerable: true,
  114949. configurable: true
  114950. });
  114951. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  114952. /**
  114953. * Back compatibility with callback before the onBeforeRenderObservable existed.
  114954. * The set callback will be triggered just before rendering the layer.
  114955. */
  114956. set: function (callback) {
  114957. if (this._onBeforeRenderObserver) {
  114958. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  114959. }
  114960. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  114961. },
  114962. enumerable: true,
  114963. configurable: true
  114964. });
  114965. Object.defineProperty(Layer.prototype, "onAfterRender", {
  114966. /**
  114967. * Back compatibility with callback before the onAfterRenderObservable existed.
  114968. * The set callback will be triggered just after rendering the layer.
  114969. */
  114970. set: function (callback) {
  114971. if (this._onAfterRenderObserver) {
  114972. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  114973. }
  114974. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  114975. },
  114976. enumerable: true,
  114977. configurable: true
  114978. });
  114979. Layer.prototype._createIndexBuffer = function () {
  114980. var engine = this._scene.getEngine();
  114981. // Indices
  114982. var indices = [];
  114983. indices.push(0);
  114984. indices.push(1);
  114985. indices.push(2);
  114986. indices.push(0);
  114987. indices.push(2);
  114988. indices.push(3);
  114989. this._indexBuffer = engine.createIndexBuffer(indices);
  114990. };
  114991. /** @hidden */
  114992. Layer.prototype._rebuild = function () {
  114993. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  114994. if (vb) {
  114995. vb._rebuild();
  114996. }
  114997. this._createIndexBuffer();
  114998. };
  114999. /**
  115000. * Renders the layer in the scene.
  115001. */
  115002. Layer.prototype.render = function () {
  115003. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  115004. // Check
  115005. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  115006. return;
  115007. }
  115008. var engine = this._scene.getEngine();
  115009. this.onBeforeRenderObservable.notifyObservers(this);
  115010. // Render
  115011. engine.enableEffect(currentEffect);
  115012. engine.setState(false);
  115013. // Texture
  115014. currentEffect.setTexture("textureSampler", this.texture);
  115015. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  115016. // Color
  115017. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  115018. // Scale / offset
  115019. currentEffect.setVector2("offset", this.offset);
  115020. currentEffect.setVector2("scale", this.scale);
  115021. // VBOs
  115022. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  115023. // Draw order
  115024. if (!this.alphaTest) {
  115025. engine.setAlphaMode(this.alphaBlendingMode);
  115026. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  115027. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  115028. }
  115029. else {
  115030. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  115031. }
  115032. this.onAfterRenderObservable.notifyObservers(this);
  115033. };
  115034. /**
  115035. * Disposes and releases the associated ressources.
  115036. */
  115037. Layer.prototype.dispose = function () {
  115038. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  115039. if (vertexBuffer) {
  115040. vertexBuffer.dispose();
  115041. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  115042. }
  115043. if (this._indexBuffer) {
  115044. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  115045. this._indexBuffer = null;
  115046. }
  115047. if (this.texture) {
  115048. this.texture.dispose();
  115049. this.texture = null;
  115050. }
  115051. // Clean RTT list
  115052. this.renderTargetTextures = [];
  115053. // Remove from scene
  115054. var index = this._scene.layers.indexOf(this);
  115055. this._scene.layers.splice(index, 1);
  115056. // Callback
  115057. this.onDisposeObservable.notifyObservers(this);
  115058. this.onDisposeObservable.clear();
  115059. this.onAfterRenderObservable.clear();
  115060. this.onBeforeRenderObservable.clear();
  115061. };
  115062. return Layer;
  115063. }());
  115064. BABYLON.Layer = Layer;
  115065. })(BABYLON || (BABYLON = {}));
  115066. //# sourceMappingURL=babylon.layer.js.map
  115067. var BABYLON;
  115068. (function (BABYLON) {
  115069. /**
  115070. * Class used to host texture specific utilities
  115071. */
  115072. var TextureTools = /** @class */ (function () {
  115073. function TextureTools() {
  115074. }
  115075. /**
  115076. * Uses the GPU to create a copy texture rescaled at a given size
  115077. * @param texture Texture to copy from
  115078. * @param width defines the desired width
  115079. * @param height defines the desired height
  115080. * @param useBilinearMode defines if bilinear mode has to be used
  115081. * @return the generated texture
  115082. */
  115083. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  115084. if (useBilinearMode === void 0) { useBilinearMode = true; }
  115085. var scene = texture.getScene();
  115086. var engine = scene.getEngine();
  115087. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  115088. rtt.wrapU = texture.wrapU;
  115089. rtt.wrapV = texture.wrapV;
  115090. rtt.uOffset = texture.uOffset;
  115091. rtt.vOffset = texture.vOffset;
  115092. rtt.uScale = texture.uScale;
  115093. rtt.vScale = texture.vScale;
  115094. rtt.uAng = texture.uAng;
  115095. rtt.vAng = texture.vAng;
  115096. rtt.wAng = texture.wAng;
  115097. rtt.coordinatesIndex = texture.coordinatesIndex;
  115098. rtt.level = texture.level;
  115099. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  115100. rtt._texture.isReady = false;
  115101. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115102. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115103. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  115104. passPostProcess.getEffect().executeWhenCompiled(function () {
  115105. passPostProcess.onApply = function (effect) {
  115106. effect.setTexture("textureSampler", texture);
  115107. };
  115108. var internalTexture = rtt.getInternalTexture();
  115109. if (internalTexture) {
  115110. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  115111. engine.unBindFramebuffer(internalTexture);
  115112. rtt.disposeFramebufferObjects();
  115113. passPostProcess.dispose();
  115114. internalTexture.isReady = true;
  115115. }
  115116. });
  115117. return rtt;
  115118. };
  115119. /**
  115120. * Gets an environment BRDF texture for a given scene
  115121. * @param scene defines the hosting scene
  115122. * @returns the environment BRDF texture
  115123. */
  115124. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  115125. if (!scene._environmentBRDFTexture) {
  115126. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  115127. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115128. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115129. scene._environmentBRDFTexture = texture;
  115130. }
  115131. return scene._environmentBRDFTexture;
  115132. };
  115133. TextureTools._environmentBRDFBase64Texture = 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";
  115134. return TextureTools;
  115135. }());
  115136. BABYLON.TextureTools = TextureTools;
  115137. })(BABYLON || (BABYLON = {}));
  115138. //# sourceMappingURL=babylon.textureTools.js.map
  115139. var BABYLON;
  115140. (function (BABYLON) {
  115141. /**
  115142. * 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.
  115143. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  115144. */
  115145. var FramingBehavior = /** @class */ (function () {
  115146. function FramingBehavior() {
  115147. this._mode = FramingBehavior.FitFrustumSidesMode;
  115148. this._radiusScale = 1.0;
  115149. this._positionScale = 0.5;
  115150. this._defaultElevation = 0.3;
  115151. this._elevationReturnTime = 1500;
  115152. this._elevationReturnWaitTime = 1000;
  115153. this._zoomStopsAnimation = false;
  115154. this._framingTime = 1500;
  115155. /**
  115156. * Define if the behavior should automatically change the configured
  115157. * camera limits and sensibilities.
  115158. */
  115159. this.autoCorrectCameraLimitsAndSensibility = true;
  115160. this._isPointerDown = false;
  115161. this._lastInteractionTime = -Infinity;
  115162. // Framing control
  115163. this._animatables = new Array();
  115164. this._betaIsAnimating = false;
  115165. }
  115166. Object.defineProperty(FramingBehavior.prototype, "name", {
  115167. /**
  115168. * Gets the name of the behavior.
  115169. */
  115170. get: function () {
  115171. return "Framing";
  115172. },
  115173. enumerable: true,
  115174. configurable: true
  115175. });
  115176. Object.defineProperty(FramingBehavior.prototype, "mode", {
  115177. /**
  115178. * Gets current mode used by the behavior.
  115179. */
  115180. get: function () {
  115181. return this._mode;
  115182. },
  115183. /**
  115184. * Sets the current mode used by the behavior
  115185. */
  115186. set: function (mode) {
  115187. this._mode = mode;
  115188. },
  115189. enumerable: true,
  115190. configurable: true
  115191. });
  115192. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  115193. /**
  115194. * Gets the scale applied to the radius
  115195. */
  115196. get: function () {
  115197. return this._radiusScale;
  115198. },
  115199. /**
  115200. * Sets the scale applied to the radius (1 by default)
  115201. */
  115202. set: function (radius) {
  115203. this._radiusScale = radius;
  115204. },
  115205. enumerable: true,
  115206. configurable: true
  115207. });
  115208. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  115209. /**
  115210. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  115211. */
  115212. get: function () {
  115213. return this._positionScale;
  115214. },
  115215. /**
  115216. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  115217. */
  115218. set: function (scale) {
  115219. this._positionScale = scale;
  115220. },
  115221. enumerable: true,
  115222. configurable: true
  115223. });
  115224. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  115225. /**
  115226. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  115227. * behaviour is triggered, in radians.
  115228. */
  115229. get: function () {
  115230. return this._defaultElevation;
  115231. },
  115232. /**
  115233. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  115234. * behaviour is triggered, in radians.
  115235. */
  115236. set: function (elevation) {
  115237. this._defaultElevation = elevation;
  115238. },
  115239. enumerable: true,
  115240. configurable: true
  115241. });
  115242. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  115243. /**
  115244. * Gets the time (in milliseconds) taken to return to the default beta position.
  115245. * Negative value indicates camera should not return to default.
  115246. */
  115247. get: function () {
  115248. return this._elevationReturnTime;
  115249. },
  115250. /**
  115251. * Sets the time (in milliseconds) taken to return to the default beta position.
  115252. * Negative value indicates camera should not return to default.
  115253. */
  115254. set: function (speed) {
  115255. this._elevationReturnTime = speed;
  115256. },
  115257. enumerable: true,
  115258. configurable: true
  115259. });
  115260. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  115261. /**
  115262. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  115263. */
  115264. get: function () {
  115265. return this._elevationReturnWaitTime;
  115266. },
  115267. /**
  115268. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  115269. */
  115270. set: function (time) {
  115271. this._elevationReturnWaitTime = time;
  115272. },
  115273. enumerable: true,
  115274. configurable: true
  115275. });
  115276. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  115277. /**
  115278. * Gets the flag that indicates if user zooming should stop animation.
  115279. */
  115280. get: function () {
  115281. return this._zoomStopsAnimation;
  115282. },
  115283. /**
  115284. * Sets the flag that indicates if user zooming should stop animation.
  115285. */
  115286. set: function (flag) {
  115287. this._zoomStopsAnimation = flag;
  115288. },
  115289. enumerable: true,
  115290. configurable: true
  115291. });
  115292. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  115293. /**
  115294. * Gets the transition time when framing the mesh, in milliseconds
  115295. */
  115296. get: function () {
  115297. return this._framingTime;
  115298. },
  115299. /**
  115300. * Sets the transition time when framing the mesh, in milliseconds
  115301. */
  115302. set: function (time) {
  115303. this._framingTime = time;
  115304. },
  115305. enumerable: true,
  115306. configurable: true
  115307. });
  115308. /**
  115309. * Initializes the behavior.
  115310. */
  115311. FramingBehavior.prototype.init = function () {
  115312. // Do notihng
  115313. };
  115314. /**
  115315. * Attaches the behavior to its arc rotate camera.
  115316. * @param camera Defines the camera to attach the behavior to
  115317. */
  115318. FramingBehavior.prototype.attach = function (camera) {
  115319. var _this = this;
  115320. this._attachedCamera = camera;
  115321. var scene = this._attachedCamera.getScene();
  115322. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  115323. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  115324. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  115325. _this._isPointerDown = true;
  115326. return;
  115327. }
  115328. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  115329. _this._isPointerDown = false;
  115330. }
  115331. });
  115332. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115333. if (mesh) {
  115334. _this.zoomOnMesh(mesh);
  115335. }
  115336. });
  115337. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115338. // Stop the animation if there is user interaction and the animation should stop for this interaction
  115339. _this._applyUserInteraction();
  115340. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  115341. // back to the default position after a given timeout
  115342. _this._maintainCameraAboveGround();
  115343. });
  115344. };
  115345. /**
  115346. * Detaches the behavior from its current arc rotate camera.
  115347. */
  115348. FramingBehavior.prototype.detach = function () {
  115349. if (!this._attachedCamera) {
  115350. return;
  115351. }
  115352. var scene = this._attachedCamera.getScene();
  115353. if (this._onPrePointerObservableObserver) {
  115354. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  115355. }
  115356. if (this._onAfterCheckInputsObserver) {
  115357. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115358. }
  115359. if (this._onMeshTargetChangedObserver) {
  115360. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115361. }
  115362. this._attachedCamera = null;
  115363. };
  115364. /**
  115365. * Targets the given mesh and updates zoom level accordingly.
  115366. * @param mesh The mesh to target.
  115367. * @param radius Optional. If a cached radius position already exists, overrides default.
  115368. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115369. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115370. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115371. */
  115372. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  115373. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115374. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115375. mesh.computeWorldMatrix(true);
  115376. var boundingBox = mesh.getBoundingInfo().boundingBox;
  115377. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  115378. };
  115379. /**
  115380. * Targets the given mesh with its children and updates zoom level accordingly.
  115381. * @param mesh The mesh to target.
  115382. * @param radius Optional. If a cached radius position already exists, overrides default.
  115383. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115384. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115385. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115386. */
  115387. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  115388. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115389. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115390. mesh.computeWorldMatrix(true);
  115391. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  115392. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  115393. };
  115394. /**
  115395. * Targets the given meshes with their children and updates zoom level accordingly.
  115396. * @param meshes The mesh to target.
  115397. * @param radius Optional. If a cached radius position already exists, overrides default.
  115398. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115399. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115400. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115401. */
  115402. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  115403. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115404. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115405. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  115406. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  115407. for (var i = 0; i < meshes.length; i++) {
  115408. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  115409. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  115410. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  115411. }
  115412. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  115413. };
  115414. /**
  115415. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  115416. * @param minimumWorld Determines the smaller position of the bounding box extend
  115417. * @param maximumWorld Determines the bigger position of the bounding box extend
  115418. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115419. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115420. */
  115421. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  115422. var _this = this;
  115423. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115424. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115425. var zoomTarget;
  115426. if (!this._attachedCamera) {
  115427. return;
  115428. }
  115429. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  115430. var bottom = minimumWorld.y;
  115431. var top = maximumWorld.y;
  115432. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  115433. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  115434. if (focusOnOriginXZ) {
  115435. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  115436. }
  115437. else {
  115438. var centerWorld = minimumWorld.add(radiusWorld);
  115439. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  115440. }
  115441. if (!this._vectorTransition) {
  115442. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  115443. }
  115444. this._betaIsAnimating = true;
  115445. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  115446. if (animatable) {
  115447. this._animatables.push(animatable);
  115448. }
  115449. // sets the radius and lower radius bounds
  115450. // Small delta ensures camera is not always at lower zoom limit.
  115451. var radius = 0;
  115452. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  115453. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  115454. if (this.autoCorrectCameraLimitsAndSensibility) {
  115455. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  115456. }
  115457. radius = position;
  115458. }
  115459. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  115460. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  115461. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  115462. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  115463. }
  115464. }
  115465. // Set sensibilities
  115466. if (this.autoCorrectCameraLimitsAndSensibility) {
  115467. var extend = maximumWorld.subtract(minimumWorld).length();
  115468. this._attachedCamera.panningSensibility = 5000 / extend;
  115469. this._attachedCamera.wheelPrecision = 100 / radius;
  115470. }
  115471. // transition to new radius
  115472. if (!this._radiusTransition) {
  115473. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  115474. }
  115475. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  115476. _this.stopAllAnimations();
  115477. if (onAnimationEnd) {
  115478. onAnimationEnd();
  115479. }
  115480. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  115481. _this._attachedCamera.storeState();
  115482. }
  115483. });
  115484. if (animatable) {
  115485. this._animatables.push(animatable);
  115486. }
  115487. };
  115488. /**
  115489. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  115490. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  115491. * frustum width.
  115492. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  115493. * to fully enclose the mesh in the viewing frustum.
  115494. */
  115495. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  115496. var size = maximumWorld.subtract(minimumWorld);
  115497. var boxVectorGlobalDiagonal = size.length();
  115498. var frustumSlope = this._getFrustumSlope();
  115499. // Formula for setting distance
  115500. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  115501. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  115502. // Horizon distance
  115503. var radius = radiusWithoutFraming * this._radiusScale;
  115504. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  115505. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  115506. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  115507. var camera = this._attachedCamera;
  115508. if (!camera) {
  115509. return 0;
  115510. }
  115511. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  115512. // Don't exceed the requested limit
  115513. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  115514. }
  115515. // Don't exceed the upper radius limit
  115516. if (camera.upperRadiusLimit) {
  115517. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  115518. }
  115519. return distance;
  115520. };
  115521. /**
  115522. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  115523. * is automatically returned to its default position (expected to be above ground plane).
  115524. */
  115525. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  115526. var _this = this;
  115527. if (this._elevationReturnTime < 0) {
  115528. return;
  115529. }
  115530. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  115531. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  115532. var limitBeta = Math.PI * 0.5;
  115533. // Bring the camera back up if below the ground plane
  115534. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  115535. this._betaIsAnimating = true;
  115536. //Transition to new position
  115537. this.stopAllAnimations();
  115538. if (!this._betaTransition) {
  115539. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  115540. }
  115541. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  115542. _this._clearAnimationLocks();
  115543. _this.stopAllAnimations();
  115544. });
  115545. if (animatabe) {
  115546. this._animatables.push(animatabe);
  115547. }
  115548. }
  115549. };
  115550. /**
  115551. * Returns the frustum slope based on the canvas ratio and camera FOV
  115552. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  115553. */
  115554. FramingBehavior.prototype._getFrustumSlope = function () {
  115555. // Calculate the viewport ratio
  115556. // Aspect Ratio is Height/Width.
  115557. var camera = this._attachedCamera;
  115558. if (!camera) {
  115559. return BABYLON.Vector2.Zero();
  115560. }
  115561. var engine = camera.getScene().getEngine();
  115562. var aspectRatio = engine.getAspectRatio(camera);
  115563. // Camera FOV is the vertical field of view (top-bottom) in radians.
  115564. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  115565. var frustumSlopeY = Math.tan(camera.fov / 2);
  115566. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  115567. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  115568. // along the forward vector.
  115569. var frustumSlopeX = frustumSlopeY * aspectRatio;
  115570. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  115571. };
  115572. /**
  115573. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  115574. */
  115575. FramingBehavior.prototype._clearAnimationLocks = function () {
  115576. this._betaIsAnimating = false;
  115577. };
  115578. /**
  115579. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  115580. */
  115581. FramingBehavior.prototype._applyUserInteraction = function () {
  115582. if (this.isUserIsMoving) {
  115583. this._lastInteractionTime = BABYLON.Tools.Now;
  115584. this.stopAllAnimations();
  115585. this._clearAnimationLocks();
  115586. }
  115587. };
  115588. /**
  115589. * Stops and removes all animations that have been applied to the camera
  115590. */
  115591. FramingBehavior.prototype.stopAllAnimations = function () {
  115592. if (this._attachedCamera) {
  115593. this._attachedCamera.animations = [];
  115594. }
  115595. while (this._animatables.length) {
  115596. if (this._animatables[0]) {
  115597. this._animatables[0].onAnimationEnd = null;
  115598. this._animatables[0].stop();
  115599. }
  115600. this._animatables.shift();
  115601. }
  115602. };
  115603. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  115604. /**
  115605. * Gets a value indicating if the user is moving the camera
  115606. */
  115607. get: function () {
  115608. if (!this._attachedCamera) {
  115609. return false;
  115610. }
  115611. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  115612. this._attachedCamera.inertialBetaOffset !== 0 ||
  115613. this._attachedCamera.inertialRadiusOffset !== 0 ||
  115614. this._attachedCamera.inertialPanningX !== 0 ||
  115615. this._attachedCamera.inertialPanningY !== 0 ||
  115616. this._isPointerDown;
  115617. },
  115618. enumerable: true,
  115619. configurable: true
  115620. });
  115621. /**
  115622. * The easing function used by animations
  115623. */
  115624. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  115625. /**
  115626. * The easing mode used by animations
  115627. */
  115628. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  115629. // Statics
  115630. /**
  115631. * The camera can move all the way towards the mesh.
  115632. */
  115633. FramingBehavior.IgnoreBoundsSizeMode = 0;
  115634. /**
  115635. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  115636. */
  115637. FramingBehavior.FitFrustumSidesMode = 1;
  115638. return FramingBehavior;
  115639. }());
  115640. BABYLON.FramingBehavior = FramingBehavior;
  115641. })(BABYLON || (BABYLON = {}));
  115642. //# sourceMappingURL=babylon.framingBehavior.js.map
  115643. var BABYLON;
  115644. (function (BABYLON) {
  115645. /**
  115646. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  115647. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  115648. */
  115649. var BouncingBehavior = /** @class */ (function () {
  115650. function BouncingBehavior() {
  115651. /**
  115652. * The duration of the animation, in milliseconds
  115653. */
  115654. this.transitionDuration = 450;
  115655. /**
  115656. * Length of the distance animated by the transition when lower radius is reached
  115657. */
  115658. this.lowerRadiusTransitionRange = 2;
  115659. /**
  115660. * Length of the distance animated by the transition when upper radius is reached
  115661. */
  115662. this.upperRadiusTransitionRange = -2;
  115663. this._autoTransitionRange = false;
  115664. // Animations
  115665. this._radiusIsAnimating = false;
  115666. this._radiusBounceTransition = null;
  115667. this._animatables = new Array();
  115668. }
  115669. Object.defineProperty(BouncingBehavior.prototype, "name", {
  115670. /**
  115671. * Gets the name of the behavior.
  115672. */
  115673. get: function () {
  115674. return "Bouncing";
  115675. },
  115676. enumerable: true,
  115677. configurable: true
  115678. });
  115679. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  115680. /**
  115681. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115682. */
  115683. get: function () {
  115684. return this._autoTransitionRange;
  115685. },
  115686. /**
  115687. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115688. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  115689. */
  115690. set: function (value) {
  115691. var _this = this;
  115692. if (this._autoTransitionRange === value) {
  115693. return;
  115694. }
  115695. this._autoTransitionRange = value;
  115696. var camera = this._attachedCamera;
  115697. if (!camera) {
  115698. return;
  115699. }
  115700. if (value) {
  115701. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115702. if (!mesh) {
  115703. return;
  115704. }
  115705. mesh.computeWorldMatrix(true);
  115706. var diagonal = mesh.getBoundingInfo().diagonalLength;
  115707. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  115708. _this.upperRadiusTransitionRange = diagonal * 0.05;
  115709. });
  115710. }
  115711. else if (this._onMeshTargetChangedObserver) {
  115712. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115713. }
  115714. },
  115715. enumerable: true,
  115716. configurable: true
  115717. });
  115718. /**
  115719. * Initializes the behavior.
  115720. */
  115721. BouncingBehavior.prototype.init = function () {
  115722. // Do notihng
  115723. };
  115724. /**
  115725. * Attaches the behavior to its arc rotate camera.
  115726. * @param camera Defines the camera to attach the behavior to
  115727. */
  115728. BouncingBehavior.prototype.attach = function (camera) {
  115729. var _this = this;
  115730. this._attachedCamera = camera;
  115731. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115732. if (!_this._attachedCamera) {
  115733. return;
  115734. }
  115735. // Add the bounce animation to the lower radius limit
  115736. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  115737. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  115738. }
  115739. // Add the bounce animation to the upper radius limit
  115740. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  115741. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  115742. }
  115743. });
  115744. };
  115745. /**
  115746. * Detaches the behavior from its current arc rotate camera.
  115747. */
  115748. BouncingBehavior.prototype.detach = function () {
  115749. if (!this._attachedCamera) {
  115750. return;
  115751. }
  115752. if (this._onAfterCheckInputsObserver) {
  115753. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115754. }
  115755. if (this._onMeshTargetChangedObserver) {
  115756. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115757. }
  115758. this._attachedCamera = null;
  115759. };
  115760. /**
  115761. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  115762. * @param radiusLimit The limit to check against.
  115763. * @return Bool to indicate if at limit.
  115764. */
  115765. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  115766. if (!this._attachedCamera) {
  115767. return false;
  115768. }
  115769. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  115770. return true;
  115771. }
  115772. return false;
  115773. };
  115774. /**
  115775. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  115776. * @param radiusDelta The delta by which to animate to. Can be negative.
  115777. */
  115778. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  115779. var _this = this;
  115780. if (!this._attachedCamera) {
  115781. return;
  115782. }
  115783. if (!this._radiusBounceTransition) {
  115784. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  115785. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  115786. }
  115787. // Prevent zoom until bounce has completed
  115788. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  115789. this._attachedCamera.wheelPrecision = Infinity;
  115790. this._attachedCamera.inertialRadiusOffset = 0;
  115791. // Animate to the radius limit
  115792. this.stopAllAnimations();
  115793. this._radiusIsAnimating = true;
  115794. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  115795. if (animatable) {
  115796. this._animatables.push(animatable);
  115797. }
  115798. };
  115799. /**
  115800. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  115801. */
  115802. BouncingBehavior.prototype._clearAnimationLocks = function () {
  115803. this._radiusIsAnimating = false;
  115804. if (this._attachedCamera) {
  115805. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  115806. }
  115807. };
  115808. /**
  115809. * Stops and removes all animations that have been applied to the camera
  115810. */
  115811. BouncingBehavior.prototype.stopAllAnimations = function () {
  115812. if (this._attachedCamera) {
  115813. this._attachedCamera.animations = [];
  115814. }
  115815. while (this._animatables.length) {
  115816. this._animatables[0].onAnimationEnd = null;
  115817. this._animatables[0].stop();
  115818. this._animatables.shift();
  115819. }
  115820. };
  115821. /**
  115822. * The easing function used by animations
  115823. */
  115824. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  115825. /**
  115826. * The easing mode used by animations
  115827. */
  115828. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  115829. return BouncingBehavior;
  115830. }());
  115831. BABYLON.BouncingBehavior = BouncingBehavior;
  115832. })(BABYLON || (BABYLON = {}));
  115833. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  115834. var BABYLON;
  115835. (function (BABYLON) {
  115836. /**
  115837. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  115838. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  115839. */
  115840. var AutoRotationBehavior = /** @class */ (function () {
  115841. function AutoRotationBehavior() {
  115842. this._zoomStopsAnimation = false;
  115843. this._idleRotationSpeed = 0.05;
  115844. this._idleRotationWaitTime = 2000;
  115845. this._idleRotationSpinupTime = 2000;
  115846. this._isPointerDown = false;
  115847. this._lastFrameTime = null;
  115848. this._lastInteractionTime = -Infinity;
  115849. this._cameraRotationSpeed = 0;
  115850. this._lastFrameRadius = 0;
  115851. }
  115852. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  115853. /**
  115854. * Gets the name of the behavior.
  115855. */
  115856. get: function () {
  115857. return "AutoRotation";
  115858. },
  115859. enumerable: true,
  115860. configurable: true
  115861. });
  115862. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  115863. /**
  115864. * Gets the flag that indicates if user zooming should stop animation.
  115865. */
  115866. get: function () {
  115867. return this._zoomStopsAnimation;
  115868. },
  115869. /**
  115870. * Sets the flag that indicates if user zooming should stop animation.
  115871. */
  115872. set: function (flag) {
  115873. this._zoomStopsAnimation = flag;
  115874. },
  115875. enumerable: true,
  115876. configurable: true
  115877. });
  115878. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  115879. /**
  115880. * Gets the default speed at which the camera rotates around the model.
  115881. */
  115882. get: function () {
  115883. return this._idleRotationSpeed;
  115884. },
  115885. /**
  115886. * Sets the default speed at which the camera rotates around the model.
  115887. */
  115888. set: function (speed) {
  115889. this._idleRotationSpeed = speed;
  115890. },
  115891. enumerable: true,
  115892. configurable: true
  115893. });
  115894. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  115895. /**
  115896. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  115897. */
  115898. get: function () {
  115899. return this._idleRotationWaitTime;
  115900. },
  115901. /**
  115902. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  115903. */
  115904. set: function (time) {
  115905. this._idleRotationWaitTime = time;
  115906. },
  115907. enumerable: true,
  115908. configurable: true
  115909. });
  115910. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  115911. /**
  115912. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  115913. */
  115914. get: function () {
  115915. return this._idleRotationSpinupTime;
  115916. },
  115917. /**
  115918. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  115919. */
  115920. set: function (time) {
  115921. this._idleRotationSpinupTime = time;
  115922. },
  115923. enumerable: true,
  115924. configurable: true
  115925. });
  115926. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  115927. /**
  115928. * Gets a value indicating if the camera is currently rotating because of this behavior
  115929. */
  115930. get: function () {
  115931. return Math.abs(this._cameraRotationSpeed) > 0;
  115932. },
  115933. enumerable: true,
  115934. configurable: true
  115935. });
  115936. /**
  115937. * Initializes the behavior.
  115938. */
  115939. AutoRotationBehavior.prototype.init = function () {
  115940. // Do notihng
  115941. };
  115942. /**
  115943. * Attaches the behavior to its arc rotate camera.
  115944. * @param camera Defines the camera to attach the behavior to
  115945. */
  115946. AutoRotationBehavior.prototype.attach = function (camera) {
  115947. var _this = this;
  115948. this._attachedCamera = camera;
  115949. var scene = this._attachedCamera.getScene();
  115950. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  115951. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  115952. _this._isPointerDown = true;
  115953. return;
  115954. }
  115955. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  115956. _this._isPointerDown = false;
  115957. }
  115958. });
  115959. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115960. var now = BABYLON.Tools.Now;
  115961. var dt = 0;
  115962. if (_this._lastFrameTime != null) {
  115963. dt = now - _this._lastFrameTime;
  115964. }
  115965. _this._lastFrameTime = now;
  115966. // Stop the animation if there is user interaction and the animation should stop for this interaction
  115967. _this._applyUserInteraction();
  115968. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  115969. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  115970. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  115971. // Step camera rotation by rotation speed
  115972. if (_this._attachedCamera) {
  115973. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  115974. }
  115975. });
  115976. };
  115977. /**
  115978. * Detaches the behavior from its current arc rotate camera.
  115979. */
  115980. AutoRotationBehavior.prototype.detach = function () {
  115981. if (!this._attachedCamera) {
  115982. return;
  115983. }
  115984. var scene = this._attachedCamera.getScene();
  115985. if (this._onPrePointerObservableObserver) {
  115986. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  115987. }
  115988. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115989. this._attachedCamera = null;
  115990. };
  115991. /**
  115992. * Returns true if user is scrolling.
  115993. * @return true if user is scrolling.
  115994. */
  115995. AutoRotationBehavior.prototype._userIsZooming = function () {
  115996. if (!this._attachedCamera) {
  115997. return false;
  115998. }
  115999. return this._attachedCamera.inertialRadiusOffset !== 0;
  116000. };
  116001. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  116002. if (!this._attachedCamera) {
  116003. return false;
  116004. }
  116005. var zoomHasHitLimit = false;
  116006. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  116007. zoomHasHitLimit = true;
  116008. }
  116009. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  116010. this._lastFrameRadius = this._attachedCamera.radius;
  116011. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  116012. };
  116013. /**
  116014. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  116015. */
  116016. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  116017. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  116018. this._lastInteractionTime = BABYLON.Tools.Now;
  116019. }
  116020. };
  116021. // Tools
  116022. AutoRotationBehavior.prototype._userIsMoving = function () {
  116023. if (!this._attachedCamera) {
  116024. return false;
  116025. }
  116026. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  116027. this._attachedCamera.inertialBetaOffset !== 0 ||
  116028. this._attachedCamera.inertialRadiusOffset !== 0 ||
  116029. this._attachedCamera.inertialPanningX !== 0 ||
  116030. this._attachedCamera.inertialPanningY !== 0 ||
  116031. this._isPointerDown;
  116032. };
  116033. return AutoRotationBehavior;
  116034. }());
  116035. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  116036. })(BABYLON || (BABYLON = {}));
  116037. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  116038. var BABYLON;
  116039. (function (BABYLON) {
  116040. /**
  116041. * Options to create the null engine
  116042. */
  116043. var NullEngineOptions = /** @class */ (function () {
  116044. function NullEngineOptions() {
  116045. /**
  116046. * Render width (Default: 512)
  116047. */
  116048. this.renderWidth = 512;
  116049. /**
  116050. * Render height (Default: 256)
  116051. */
  116052. this.renderHeight = 256;
  116053. /**
  116054. * Texture size (Default: 512)
  116055. */
  116056. this.textureSize = 512;
  116057. /**
  116058. * If delta time between frames should be constant
  116059. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  116060. */
  116061. this.deterministicLockstep = false;
  116062. /**
  116063. * Maximum about of steps between frames (Default: 4)
  116064. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  116065. */
  116066. this.lockstepMaxSteps = 4;
  116067. }
  116068. return NullEngineOptions;
  116069. }());
  116070. BABYLON.NullEngineOptions = NullEngineOptions;
  116071. /**
  116072. * The null engine class provides support for headless version of babylon.js.
  116073. * This can be used in server side scenario or for testing purposes
  116074. */
  116075. var NullEngine = /** @class */ (function (_super) {
  116076. __extends(NullEngine, _super);
  116077. function NullEngine(options) {
  116078. if (options === void 0) { options = new NullEngineOptions(); }
  116079. var _this = _super.call(this, null) || this;
  116080. if (options.deterministicLockstep === undefined) {
  116081. options.deterministicLockstep = false;
  116082. }
  116083. if (options.lockstepMaxSteps === undefined) {
  116084. options.lockstepMaxSteps = 4;
  116085. }
  116086. _this._options = options;
  116087. // Init caps
  116088. // We consider we are on a webgl1 capable device
  116089. _this._caps = new BABYLON.EngineCapabilities();
  116090. _this._caps.maxTexturesImageUnits = 16;
  116091. _this._caps.maxVertexTextureImageUnits = 16;
  116092. _this._caps.maxTextureSize = 512;
  116093. _this._caps.maxCubemapTextureSize = 512;
  116094. _this._caps.maxRenderTextureSize = 512;
  116095. _this._caps.maxVertexAttribs = 16;
  116096. _this._caps.maxVaryingVectors = 16;
  116097. _this._caps.maxFragmentUniformVectors = 16;
  116098. _this._caps.maxVertexUniformVectors = 16;
  116099. // Extensions
  116100. _this._caps.standardDerivatives = false;
  116101. _this._caps.astc = null;
  116102. _this._caps.s3tc = null;
  116103. _this._caps.pvrtc = null;
  116104. _this._caps.etc1 = null;
  116105. _this._caps.etc2 = null;
  116106. _this._caps.textureAnisotropicFilterExtension = null;
  116107. _this._caps.maxAnisotropy = 0;
  116108. _this._caps.uintIndices = false;
  116109. _this._caps.fragmentDepthSupported = false;
  116110. _this._caps.highPrecisionShaderSupported = true;
  116111. _this._caps.colorBufferFloat = false;
  116112. _this._caps.textureFloat = false;
  116113. _this._caps.textureFloatLinearFiltering = false;
  116114. _this._caps.textureFloatRender = false;
  116115. _this._caps.textureHalfFloat = false;
  116116. _this._caps.textureHalfFloatLinearFiltering = false;
  116117. _this._caps.textureHalfFloatRender = false;
  116118. _this._caps.textureLOD = false;
  116119. _this._caps.drawBuffersExtension = false;
  116120. _this._caps.depthTextureExtension = false;
  116121. _this._caps.vertexArrayObject = false;
  116122. _this._caps.instancedArrays = false;
  116123. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  116124. // Wrappers
  116125. if (typeof URL === "undefined") {
  116126. URL = {
  116127. createObjectURL: function () { },
  116128. revokeObjectURL: function () { }
  116129. };
  116130. }
  116131. if (typeof Blob === "undefined") {
  116132. Blob = function () { };
  116133. }
  116134. return _this;
  116135. }
  116136. /**
  116137. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  116138. */
  116139. NullEngine.prototype.isDeterministicLockStep = function () {
  116140. return this._options.deterministicLockstep;
  116141. };
  116142. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  116143. NullEngine.prototype.getLockstepMaxSteps = function () {
  116144. return this._options.lockstepMaxSteps;
  116145. };
  116146. /**
  116147. * Sets hardware scaling, used to save performance if needed
  116148. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  116149. */
  116150. NullEngine.prototype.getHardwareScalingLevel = function () {
  116151. return 1.0;
  116152. };
  116153. NullEngine.prototype.createVertexBuffer = function (vertices) {
  116154. return {
  116155. capacity: 0,
  116156. references: 1,
  116157. is32Bits: false
  116158. };
  116159. };
  116160. NullEngine.prototype.createIndexBuffer = function (indices) {
  116161. return {
  116162. capacity: 0,
  116163. references: 1,
  116164. is32Bits: false
  116165. };
  116166. };
  116167. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  116168. if (stencil === void 0) { stencil = false; }
  116169. };
  116170. NullEngine.prototype.getRenderWidth = function (useScreen) {
  116171. if (useScreen === void 0) { useScreen = false; }
  116172. if (!useScreen && this._currentRenderTarget) {
  116173. return this._currentRenderTarget.width;
  116174. }
  116175. return this._options.renderWidth;
  116176. };
  116177. NullEngine.prototype.getRenderHeight = function (useScreen) {
  116178. if (useScreen === void 0) { useScreen = false; }
  116179. if (!useScreen && this._currentRenderTarget) {
  116180. return this._currentRenderTarget.height;
  116181. }
  116182. return this._options.renderHeight;
  116183. };
  116184. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  116185. this._cachedViewport = viewport;
  116186. };
  116187. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  116188. return {
  116189. transformFeedback: null,
  116190. __SPECTOR_rebuildProgram: null,
  116191. isParallelCompiled: false
  116192. };
  116193. };
  116194. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  116195. return [];
  116196. };
  116197. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  116198. return [];
  116199. };
  116200. NullEngine.prototype.bindSamplers = function (effect) {
  116201. this._currentEffect = null;
  116202. };
  116203. NullEngine.prototype.enableEffect = function (effect) {
  116204. this._currentEffect = effect;
  116205. if (effect.onBind) {
  116206. effect.onBind(effect);
  116207. }
  116208. if (effect._onBindObservable) {
  116209. effect._onBindObservable.notifyObservers(effect);
  116210. }
  116211. };
  116212. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  116213. if (zOffset === void 0) { zOffset = 0; }
  116214. if (reverseSide === void 0) { reverseSide = false; }
  116215. };
  116216. NullEngine.prototype.setIntArray = function (uniform, array) {
  116217. };
  116218. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  116219. };
  116220. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  116221. };
  116222. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  116223. };
  116224. NullEngine.prototype.setFloatArray = function (uniform, array) {
  116225. };
  116226. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  116227. };
  116228. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  116229. };
  116230. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  116231. };
  116232. NullEngine.prototype.setArray = function (uniform, array) {
  116233. };
  116234. NullEngine.prototype.setArray2 = function (uniform, array) {
  116235. };
  116236. NullEngine.prototype.setArray3 = function (uniform, array) {
  116237. };
  116238. NullEngine.prototype.setArray4 = function (uniform, array) {
  116239. };
  116240. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  116241. };
  116242. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  116243. };
  116244. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  116245. };
  116246. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  116247. };
  116248. NullEngine.prototype.setFloat = function (uniform, value) {
  116249. };
  116250. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  116251. };
  116252. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  116253. };
  116254. NullEngine.prototype.setBool = function (uniform, bool) {
  116255. };
  116256. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  116257. };
  116258. NullEngine.prototype.setColor3 = function (uniform, color3) {
  116259. };
  116260. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  116261. };
  116262. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  116263. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  116264. if (this._alphaMode === mode) {
  116265. return;
  116266. }
  116267. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  116268. if (!noDepthWriteChange) {
  116269. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  116270. }
  116271. this._alphaMode = mode;
  116272. };
  116273. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  116274. };
  116275. NullEngine.prototype.wipeCaches = function (bruteForce) {
  116276. if (this.preventCacheWipeBetweenFrames) {
  116277. return;
  116278. }
  116279. this.resetTextureCache();
  116280. this._currentEffect = null;
  116281. if (bruteForce) {
  116282. this._currentProgram = null;
  116283. this._stencilState.reset();
  116284. this._depthCullingState.reset();
  116285. this._alphaState.reset();
  116286. }
  116287. this._cachedVertexBuffers = null;
  116288. this._cachedIndexBuffer = null;
  116289. this._cachedEffectForVertexBuffers = null;
  116290. };
  116291. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  116292. };
  116293. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  116294. };
  116295. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  116296. };
  116297. /** @hidden */
  116298. NullEngine.prototype._createTexture = function () {
  116299. return {};
  116300. };
  116301. /** @hidden */
  116302. NullEngine.prototype._releaseTexture = function (texture) {
  116303. };
  116304. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  116305. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  116306. if (onLoad === void 0) { onLoad = null; }
  116307. if (onError === void 0) { onError = null; }
  116308. if (buffer === void 0) { buffer = null; }
  116309. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  116310. var url = String(urlArg);
  116311. texture.url = url;
  116312. texture.generateMipMaps = !noMipmap;
  116313. texture.samplingMode = samplingMode;
  116314. texture.invertY = invertY;
  116315. texture.baseWidth = this._options.textureSize;
  116316. texture.baseHeight = this._options.textureSize;
  116317. texture.width = this._options.textureSize;
  116318. texture.height = this._options.textureSize;
  116319. if (format) {
  116320. texture.format = format;
  116321. }
  116322. texture.isReady = true;
  116323. if (onLoad) {
  116324. onLoad();
  116325. }
  116326. this._internalTexturesCache.push(texture);
  116327. return texture;
  116328. };
  116329. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  116330. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  116331. if (options !== undefined && typeof options === "object") {
  116332. fullOptions.generateMipMaps = options.generateMipMaps;
  116333. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  116334. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  116335. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  116336. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  116337. }
  116338. else {
  116339. fullOptions.generateMipMaps = options;
  116340. fullOptions.generateDepthBuffer = true;
  116341. fullOptions.generateStencilBuffer = false;
  116342. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  116343. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  116344. }
  116345. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  116346. var width = size.width || size;
  116347. var height = size.height || size;
  116348. texture._depthStencilBuffer = {};
  116349. texture._framebuffer = {};
  116350. texture.baseWidth = width;
  116351. texture.baseHeight = height;
  116352. texture.width = width;
  116353. texture.height = height;
  116354. texture.isReady = true;
  116355. texture.samples = 1;
  116356. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  116357. texture.samplingMode = fullOptions.samplingMode;
  116358. texture.type = fullOptions.type;
  116359. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  116360. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  116361. this._internalTexturesCache.push(texture);
  116362. return texture;
  116363. };
  116364. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  116365. texture.samplingMode = samplingMode;
  116366. };
  116367. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  116368. if (this._currentRenderTarget) {
  116369. this.unBindFramebuffer(this._currentRenderTarget);
  116370. }
  116371. this._currentRenderTarget = texture;
  116372. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  116373. if (this._cachedViewport && !forceFullscreenViewport) {
  116374. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  116375. }
  116376. };
  116377. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  116378. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  116379. this._currentRenderTarget = null;
  116380. if (onBeforeUnbind) {
  116381. if (texture._MSAAFramebuffer) {
  116382. this._currentFramebuffer = texture._framebuffer;
  116383. }
  116384. onBeforeUnbind();
  116385. }
  116386. this._currentFramebuffer = null;
  116387. };
  116388. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  116389. var vbo = {
  116390. capacity: 1,
  116391. references: 1,
  116392. is32Bits: false
  116393. };
  116394. return vbo;
  116395. };
  116396. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  116397. if (premulAlpha === void 0) { premulAlpha = false; }
  116398. };
  116399. NullEngine.prototype.areAllEffectsReady = function () {
  116400. return true;
  116401. };
  116402. /**
  116403. * @hidden
  116404. * Get the current error code of the webGL context
  116405. * @returns the error code
  116406. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  116407. */
  116408. NullEngine.prototype.getError = function () {
  116409. return 0;
  116410. };
  116411. /** @hidden */
  116412. NullEngine.prototype._getUnpackAlignement = function () {
  116413. return 1;
  116414. };
  116415. /** @hidden */
  116416. NullEngine.prototype._unpackFlipY = function (value) {
  116417. };
  116418. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  116419. if (offset === void 0) { offset = 0; }
  116420. };
  116421. /**
  116422. * Updates a dynamic vertex buffer.
  116423. * @param vertexBuffer the vertex buffer to update
  116424. * @param data the data used to update the vertex buffer
  116425. * @param byteOffset the byte offset of the data (optional)
  116426. * @param byteLength the byte length of the data (optional)
  116427. */
  116428. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  116429. };
  116430. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  116431. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  116432. this._boundTexturesCache[this._activeChannel] = texture;
  116433. return true;
  116434. }
  116435. return false;
  116436. };
  116437. /** @hidden */
  116438. NullEngine.prototype._bindTexture = function (channel, texture) {
  116439. if (channel < 0) {
  116440. return;
  116441. }
  116442. this._bindTextureDirectly(0, texture);
  116443. };
  116444. /** @hidden */
  116445. NullEngine.prototype._releaseBuffer = function (buffer) {
  116446. buffer.references--;
  116447. if (buffer.references === 0) {
  116448. return true;
  116449. }
  116450. return false;
  116451. };
  116452. NullEngine.prototype.releaseEffects = function () {
  116453. };
  116454. NullEngine.prototype.displayLoadingUI = function () {
  116455. };
  116456. NullEngine.prototype.hideLoadingUI = function () {
  116457. };
  116458. /** @hidden */
  116459. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  116460. if (faceIndex === void 0) { faceIndex = 0; }
  116461. if (lod === void 0) { lod = 0; }
  116462. };
  116463. /** @hidden */
  116464. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  116465. if (faceIndex === void 0) { faceIndex = 0; }
  116466. if (lod === void 0) { lod = 0; }
  116467. };
  116468. /** @hidden */
  116469. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  116470. if (faceIndex === void 0) { faceIndex = 0; }
  116471. if (lod === void 0) { lod = 0; }
  116472. };
  116473. /** @hidden */
  116474. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  116475. if (faceIndex === void 0) { faceIndex = 0; }
  116476. if (lod === void 0) { lod = 0; }
  116477. };
  116478. return NullEngine;
  116479. }(BABYLON.Engine));
  116480. BABYLON.NullEngine = NullEngine;
  116481. })(BABYLON || (BABYLON = {}));
  116482. //# sourceMappingURL=babylon.nullEngine.js.map
  116483. var BABYLON;
  116484. (function (BABYLON) {
  116485. /**
  116486. * This class can be used to get instrumentation data from a Babylon engine
  116487. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116488. */
  116489. var EngineInstrumentation = /** @class */ (function () {
  116490. /**
  116491. * Instantiates a new engine instrumentation.
  116492. * This class can be used to get instrumentation data from a Babylon engine
  116493. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116494. * @param engine Defines the engine to instrument
  116495. */
  116496. function EngineInstrumentation(
  116497. /**
  116498. * Define the instrumented engine.
  116499. */
  116500. engine) {
  116501. this.engine = engine;
  116502. this._captureGPUFrameTime = false;
  116503. this._gpuFrameTime = new BABYLON.PerfCounter();
  116504. this._captureShaderCompilationTime = false;
  116505. this._shaderCompilationTime = new BABYLON.PerfCounter();
  116506. // Observers
  116507. this._onBeginFrameObserver = null;
  116508. this._onEndFrameObserver = null;
  116509. this._onBeforeShaderCompilationObserver = null;
  116510. this._onAfterShaderCompilationObserver = null;
  116511. }
  116512. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  116513. // Properties
  116514. /**
  116515. * Gets the perf counter used for GPU frame time
  116516. */
  116517. get: function () {
  116518. return this._gpuFrameTime;
  116519. },
  116520. enumerable: true,
  116521. configurable: true
  116522. });
  116523. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  116524. /**
  116525. * Gets the GPU frame time capture status
  116526. */
  116527. get: function () {
  116528. return this._captureGPUFrameTime;
  116529. },
  116530. /**
  116531. * Enable or disable the GPU frame time capture
  116532. */
  116533. set: function (value) {
  116534. var _this = this;
  116535. if (value === this._captureGPUFrameTime) {
  116536. return;
  116537. }
  116538. this._captureGPUFrameTime = value;
  116539. if (value) {
  116540. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  116541. if (!_this._gpuFrameTimeToken) {
  116542. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  116543. }
  116544. });
  116545. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  116546. if (!_this._gpuFrameTimeToken) {
  116547. return;
  116548. }
  116549. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  116550. if (time > -1) {
  116551. _this._gpuFrameTimeToken = null;
  116552. _this._gpuFrameTime.fetchNewFrame();
  116553. _this._gpuFrameTime.addCount(time, true);
  116554. }
  116555. });
  116556. }
  116557. else {
  116558. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116559. this._onBeginFrameObserver = null;
  116560. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116561. this._onEndFrameObserver = null;
  116562. }
  116563. },
  116564. enumerable: true,
  116565. configurable: true
  116566. });
  116567. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  116568. /**
  116569. * Gets the perf counter used for shader compilation time
  116570. */
  116571. get: function () {
  116572. return this._shaderCompilationTime;
  116573. },
  116574. enumerable: true,
  116575. configurable: true
  116576. });
  116577. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  116578. /**
  116579. * Gets the shader compilation time capture status
  116580. */
  116581. get: function () {
  116582. return this._captureShaderCompilationTime;
  116583. },
  116584. /**
  116585. * Enable or disable the shader compilation time capture
  116586. */
  116587. set: function (value) {
  116588. var _this = this;
  116589. if (value === this._captureShaderCompilationTime) {
  116590. return;
  116591. }
  116592. this._captureShaderCompilationTime = value;
  116593. if (value) {
  116594. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  116595. _this._shaderCompilationTime.fetchNewFrame();
  116596. _this._shaderCompilationTime.beginMonitoring();
  116597. });
  116598. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  116599. _this._shaderCompilationTime.endMonitoring();
  116600. });
  116601. }
  116602. else {
  116603. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116604. this._onBeforeShaderCompilationObserver = null;
  116605. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116606. this._onAfterShaderCompilationObserver = null;
  116607. }
  116608. },
  116609. enumerable: true,
  116610. configurable: true
  116611. });
  116612. /**
  116613. * Dispose and release associated resources.
  116614. */
  116615. EngineInstrumentation.prototype.dispose = function () {
  116616. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116617. this._onBeginFrameObserver = null;
  116618. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116619. this._onEndFrameObserver = null;
  116620. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116621. this._onBeforeShaderCompilationObserver = null;
  116622. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116623. this._onAfterShaderCompilationObserver = null;
  116624. this.engine = null;
  116625. };
  116626. return EngineInstrumentation;
  116627. }());
  116628. BABYLON.EngineInstrumentation = EngineInstrumentation;
  116629. })(BABYLON || (BABYLON = {}));
  116630. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  116631. var BABYLON;
  116632. (function (BABYLON) {
  116633. /**
  116634. * This class can be used to get instrumentation data from a Babylon engine
  116635. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116636. */
  116637. var SceneInstrumentation = /** @class */ (function () {
  116638. /**
  116639. * Instantiates a new scene instrumentation.
  116640. * This class can be used to get instrumentation data from a Babylon engine
  116641. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116642. * @param scene Defines the scene to instrument
  116643. */
  116644. function SceneInstrumentation(
  116645. /**
  116646. * Defines the scene to instrument
  116647. */
  116648. scene) {
  116649. var _this = this;
  116650. this.scene = scene;
  116651. this._captureActiveMeshesEvaluationTime = false;
  116652. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  116653. this._captureRenderTargetsRenderTime = false;
  116654. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  116655. this._captureFrameTime = false;
  116656. this._frameTime = new BABYLON.PerfCounter();
  116657. this._captureRenderTime = false;
  116658. this._renderTime = new BABYLON.PerfCounter();
  116659. this._captureInterFrameTime = false;
  116660. this._interFrameTime = new BABYLON.PerfCounter();
  116661. this._captureParticlesRenderTime = false;
  116662. this._particlesRenderTime = new BABYLON.PerfCounter();
  116663. this._captureSpritesRenderTime = false;
  116664. this._spritesRenderTime = new BABYLON.PerfCounter();
  116665. this._capturePhysicsTime = false;
  116666. this._physicsTime = new BABYLON.PerfCounter();
  116667. this._captureAnimationsTime = false;
  116668. this._animationsTime = new BABYLON.PerfCounter();
  116669. this._captureCameraRenderTime = false;
  116670. this._cameraRenderTime = new BABYLON.PerfCounter();
  116671. // Observers
  116672. this._onBeforeActiveMeshesEvaluationObserver = null;
  116673. this._onAfterActiveMeshesEvaluationObserver = null;
  116674. this._onBeforeRenderTargetsRenderObserver = null;
  116675. this._onAfterRenderTargetsRenderObserver = null;
  116676. this._onAfterRenderObserver = null;
  116677. this._onBeforeDrawPhaseObserver = null;
  116678. this._onAfterDrawPhaseObserver = null;
  116679. this._onBeforeAnimationsObserver = null;
  116680. this._onBeforeParticlesRenderingObserver = null;
  116681. this._onAfterParticlesRenderingObserver = null;
  116682. this._onBeforeSpritesRenderingObserver = null;
  116683. this._onAfterSpritesRenderingObserver = null;
  116684. this._onBeforePhysicsObserver = null;
  116685. this._onAfterPhysicsObserver = null;
  116686. this._onAfterAnimationsObserver = null;
  116687. this._onBeforeCameraRenderObserver = null;
  116688. this._onAfterCameraRenderObserver = null;
  116689. // Before render
  116690. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  116691. if (_this._captureActiveMeshesEvaluationTime) {
  116692. _this._activeMeshesEvaluationTime.fetchNewFrame();
  116693. }
  116694. if (_this._captureRenderTargetsRenderTime) {
  116695. _this._renderTargetsRenderTime.fetchNewFrame();
  116696. }
  116697. if (_this._captureFrameTime) {
  116698. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  116699. _this._frameTime.beginMonitoring();
  116700. }
  116701. if (_this._captureInterFrameTime) {
  116702. _this._interFrameTime.endMonitoring();
  116703. }
  116704. if (_this._captureParticlesRenderTime) {
  116705. _this._particlesRenderTime.fetchNewFrame();
  116706. }
  116707. if (_this._captureSpritesRenderTime) {
  116708. _this._spritesRenderTime.fetchNewFrame();
  116709. }
  116710. if (_this._captureAnimationsTime) {
  116711. _this._animationsTime.beginMonitoring();
  116712. }
  116713. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  116714. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  116715. });
  116716. // After render
  116717. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  116718. if (_this._captureFrameTime) {
  116719. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  116720. _this._frameTime.endMonitoring();
  116721. }
  116722. if (_this._captureRenderTime) {
  116723. _this._renderTime.endMonitoring(false);
  116724. }
  116725. if (_this._captureInterFrameTime) {
  116726. _this._interFrameTime.beginMonitoring();
  116727. }
  116728. });
  116729. }
  116730. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  116731. // Properties
  116732. /**
  116733. * Gets the perf counter used for active meshes evaluation time
  116734. */
  116735. get: function () {
  116736. return this._activeMeshesEvaluationTime;
  116737. },
  116738. enumerable: true,
  116739. configurable: true
  116740. });
  116741. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  116742. /**
  116743. * Gets the active meshes evaluation time capture status
  116744. */
  116745. get: function () {
  116746. return this._captureActiveMeshesEvaluationTime;
  116747. },
  116748. /**
  116749. * Enable or disable the active meshes evaluation time capture
  116750. */
  116751. set: function (value) {
  116752. var _this = this;
  116753. if (value === this._captureActiveMeshesEvaluationTime) {
  116754. return;
  116755. }
  116756. this._captureActiveMeshesEvaluationTime = value;
  116757. if (value) {
  116758. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  116759. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  116760. _this._activeMeshesEvaluationTime.beginMonitoring();
  116761. });
  116762. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  116763. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  116764. _this._activeMeshesEvaluationTime.endMonitoring();
  116765. });
  116766. }
  116767. else {
  116768. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  116769. this._onBeforeActiveMeshesEvaluationObserver = null;
  116770. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  116771. this._onAfterActiveMeshesEvaluationObserver = null;
  116772. }
  116773. },
  116774. enumerable: true,
  116775. configurable: true
  116776. });
  116777. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  116778. /**
  116779. * Gets the perf counter used for render targets render time
  116780. */
  116781. get: function () {
  116782. return this._renderTargetsRenderTime;
  116783. },
  116784. enumerable: true,
  116785. configurable: true
  116786. });
  116787. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  116788. /**
  116789. * Gets the render targets render time capture status
  116790. */
  116791. get: function () {
  116792. return this._captureRenderTargetsRenderTime;
  116793. },
  116794. /**
  116795. * Enable or disable the render targets render time capture
  116796. */
  116797. set: function (value) {
  116798. var _this = this;
  116799. if (value === this._captureRenderTargetsRenderTime) {
  116800. return;
  116801. }
  116802. this._captureRenderTargetsRenderTime = value;
  116803. if (value) {
  116804. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  116805. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  116806. _this._renderTargetsRenderTime.beginMonitoring();
  116807. });
  116808. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  116809. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  116810. _this._renderTargetsRenderTime.endMonitoring(false);
  116811. });
  116812. }
  116813. else {
  116814. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  116815. this._onBeforeRenderTargetsRenderObserver = null;
  116816. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  116817. this._onAfterRenderTargetsRenderObserver = null;
  116818. }
  116819. },
  116820. enumerable: true,
  116821. configurable: true
  116822. });
  116823. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  116824. /**
  116825. * Gets the perf counter used for particles render time
  116826. */
  116827. get: function () {
  116828. return this._particlesRenderTime;
  116829. },
  116830. enumerable: true,
  116831. configurable: true
  116832. });
  116833. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  116834. /**
  116835. * Gets the particles render time capture status
  116836. */
  116837. get: function () {
  116838. return this._captureParticlesRenderTime;
  116839. },
  116840. /**
  116841. * Enable or disable the particles render time capture
  116842. */
  116843. set: function (value) {
  116844. var _this = this;
  116845. if (value === this._captureParticlesRenderTime) {
  116846. return;
  116847. }
  116848. this._captureParticlesRenderTime = value;
  116849. if (value) {
  116850. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  116851. BABYLON.Tools.StartPerformanceCounter("Particles");
  116852. _this._particlesRenderTime.beginMonitoring();
  116853. });
  116854. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  116855. BABYLON.Tools.EndPerformanceCounter("Particles");
  116856. _this._particlesRenderTime.endMonitoring(false);
  116857. });
  116858. }
  116859. else {
  116860. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  116861. this._onBeforeParticlesRenderingObserver = null;
  116862. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  116863. this._onAfterParticlesRenderingObserver = null;
  116864. }
  116865. },
  116866. enumerable: true,
  116867. configurable: true
  116868. });
  116869. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  116870. /**
  116871. * Gets the perf counter used for sprites render time
  116872. */
  116873. get: function () {
  116874. return this._spritesRenderTime;
  116875. },
  116876. enumerable: true,
  116877. configurable: true
  116878. });
  116879. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  116880. /**
  116881. * Gets the sprites render time capture status
  116882. */
  116883. get: function () {
  116884. return this._captureSpritesRenderTime;
  116885. },
  116886. /**
  116887. * Enable or disable the sprites render time capture
  116888. */
  116889. set: function (value) {
  116890. var _this = this;
  116891. if (value === this._captureSpritesRenderTime) {
  116892. return;
  116893. }
  116894. this._captureSpritesRenderTime = value;
  116895. if (!this.scene.spriteManagers) {
  116896. return;
  116897. }
  116898. if (value) {
  116899. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  116900. BABYLON.Tools.StartPerformanceCounter("Sprites");
  116901. _this._spritesRenderTime.beginMonitoring();
  116902. });
  116903. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  116904. BABYLON.Tools.EndPerformanceCounter("Sprites");
  116905. _this._spritesRenderTime.endMonitoring(false);
  116906. });
  116907. }
  116908. else {
  116909. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  116910. this._onBeforeSpritesRenderingObserver = null;
  116911. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  116912. this._onAfterSpritesRenderingObserver = null;
  116913. }
  116914. },
  116915. enumerable: true,
  116916. configurable: true
  116917. });
  116918. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  116919. /**
  116920. * Gets the perf counter used for physics time
  116921. */
  116922. get: function () {
  116923. return this._physicsTime;
  116924. },
  116925. enumerable: true,
  116926. configurable: true
  116927. });
  116928. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  116929. /**
  116930. * Gets the physics time capture status
  116931. */
  116932. get: function () {
  116933. return this._capturePhysicsTime;
  116934. },
  116935. /**
  116936. * Enable or disable the physics time capture
  116937. */
  116938. set: function (value) {
  116939. var _this = this;
  116940. if (value === this._capturePhysicsTime) {
  116941. return;
  116942. }
  116943. if (!this.scene.onBeforePhysicsObservable) {
  116944. return;
  116945. }
  116946. this._capturePhysicsTime = value;
  116947. if (value) {
  116948. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  116949. BABYLON.Tools.StartPerformanceCounter("Physics");
  116950. _this._physicsTime.beginMonitoring();
  116951. });
  116952. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  116953. BABYLON.Tools.EndPerformanceCounter("Physics");
  116954. _this._physicsTime.endMonitoring();
  116955. });
  116956. }
  116957. else {
  116958. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  116959. this._onBeforePhysicsObserver = null;
  116960. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  116961. this._onAfterPhysicsObserver = null;
  116962. }
  116963. },
  116964. enumerable: true,
  116965. configurable: true
  116966. });
  116967. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  116968. /**
  116969. * Gets the perf counter used for animations time
  116970. */
  116971. get: function () {
  116972. return this._animationsTime;
  116973. },
  116974. enumerable: true,
  116975. configurable: true
  116976. });
  116977. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  116978. /**
  116979. * Gets the animations time capture status
  116980. */
  116981. get: function () {
  116982. return this._captureAnimationsTime;
  116983. },
  116984. /**
  116985. * Enable or disable the animations time capture
  116986. */
  116987. set: function (value) {
  116988. var _this = this;
  116989. if (value === this._captureAnimationsTime) {
  116990. return;
  116991. }
  116992. this._captureAnimationsTime = value;
  116993. if (value) {
  116994. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  116995. _this._animationsTime.endMonitoring();
  116996. });
  116997. }
  116998. else {
  116999. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  117000. this._onAfterAnimationsObserver = null;
  117001. }
  117002. },
  117003. enumerable: true,
  117004. configurable: true
  117005. });
  117006. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  117007. /**
  117008. * Gets the perf counter used for frame time capture
  117009. */
  117010. get: function () {
  117011. return this._frameTime;
  117012. },
  117013. enumerable: true,
  117014. configurable: true
  117015. });
  117016. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  117017. /**
  117018. * Gets the frame time capture status
  117019. */
  117020. get: function () {
  117021. return this._captureFrameTime;
  117022. },
  117023. /**
  117024. * Enable or disable the frame time capture
  117025. */
  117026. set: function (value) {
  117027. this._captureFrameTime = value;
  117028. },
  117029. enumerable: true,
  117030. configurable: true
  117031. });
  117032. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  117033. /**
  117034. * Gets the perf counter used for inter-frames time capture
  117035. */
  117036. get: function () {
  117037. return this._interFrameTime;
  117038. },
  117039. enumerable: true,
  117040. configurable: true
  117041. });
  117042. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  117043. /**
  117044. * Gets the inter-frames time capture status
  117045. */
  117046. get: function () {
  117047. return this._captureInterFrameTime;
  117048. },
  117049. /**
  117050. * Enable or disable the inter-frames time capture
  117051. */
  117052. set: function (value) {
  117053. this._captureInterFrameTime = value;
  117054. },
  117055. enumerable: true,
  117056. configurable: true
  117057. });
  117058. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  117059. /**
  117060. * Gets the perf counter used for render time capture
  117061. */
  117062. get: function () {
  117063. return this._renderTime;
  117064. },
  117065. enumerable: true,
  117066. configurable: true
  117067. });
  117068. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  117069. /**
  117070. * Gets the render time capture status
  117071. */
  117072. get: function () {
  117073. return this._captureRenderTime;
  117074. },
  117075. /**
  117076. * Enable or disable the render time capture
  117077. */
  117078. set: function (value) {
  117079. var _this = this;
  117080. if (value === this._captureRenderTime) {
  117081. return;
  117082. }
  117083. this._captureRenderTime = value;
  117084. if (value) {
  117085. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  117086. _this._renderTime.beginMonitoring();
  117087. BABYLON.Tools.StartPerformanceCounter("Main render");
  117088. });
  117089. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  117090. _this._renderTime.endMonitoring(false);
  117091. BABYLON.Tools.EndPerformanceCounter("Main render");
  117092. });
  117093. }
  117094. else {
  117095. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  117096. this._onBeforeDrawPhaseObserver = null;
  117097. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  117098. this._onAfterDrawPhaseObserver = null;
  117099. }
  117100. },
  117101. enumerable: true,
  117102. configurable: true
  117103. });
  117104. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  117105. /**
  117106. * Gets the perf counter used for camera render time capture
  117107. */
  117108. get: function () {
  117109. return this._cameraRenderTime;
  117110. },
  117111. enumerable: true,
  117112. configurable: true
  117113. });
  117114. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  117115. /**
  117116. * Gets the camera render time capture status
  117117. */
  117118. get: function () {
  117119. return this._captureCameraRenderTime;
  117120. },
  117121. /**
  117122. * Enable or disable the camera render time capture
  117123. */
  117124. set: function (value) {
  117125. var _this = this;
  117126. if (value === this._captureCameraRenderTime) {
  117127. return;
  117128. }
  117129. this._captureCameraRenderTime = value;
  117130. if (value) {
  117131. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  117132. _this._cameraRenderTime.beginMonitoring();
  117133. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  117134. });
  117135. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  117136. _this._cameraRenderTime.endMonitoring(false);
  117137. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  117138. });
  117139. }
  117140. else {
  117141. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  117142. this._onBeforeCameraRenderObserver = null;
  117143. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  117144. this._onAfterCameraRenderObserver = null;
  117145. }
  117146. },
  117147. enumerable: true,
  117148. configurable: true
  117149. });
  117150. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  117151. /**
  117152. * Gets the perf counter used for draw calls
  117153. */
  117154. get: function () {
  117155. return this.scene.getEngine()._drawCalls;
  117156. },
  117157. enumerable: true,
  117158. configurable: true
  117159. });
  117160. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  117161. /**
  117162. * Gets the perf counter used for texture collisions
  117163. */
  117164. get: function () {
  117165. return this.scene.getEngine()._textureCollisions;
  117166. },
  117167. enumerable: true,
  117168. configurable: true
  117169. });
  117170. /**
  117171. * Dispose and release associated resources.
  117172. */
  117173. SceneInstrumentation.prototype.dispose = function () {
  117174. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  117175. this._onAfterRenderObserver = null;
  117176. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  117177. this._onBeforeActiveMeshesEvaluationObserver = null;
  117178. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  117179. this._onAfterActiveMeshesEvaluationObserver = null;
  117180. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  117181. this._onBeforeRenderTargetsRenderObserver = null;
  117182. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  117183. this._onAfterRenderTargetsRenderObserver = null;
  117184. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  117185. this._onBeforeAnimationsObserver = null;
  117186. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  117187. this._onBeforeParticlesRenderingObserver = null;
  117188. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  117189. this._onAfterParticlesRenderingObserver = null;
  117190. if (this._onBeforeSpritesRenderingObserver) {
  117191. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  117192. this._onBeforeSpritesRenderingObserver = null;
  117193. }
  117194. if (this._onAfterSpritesRenderingObserver) {
  117195. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  117196. this._onAfterSpritesRenderingObserver = null;
  117197. }
  117198. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  117199. this._onBeforeDrawPhaseObserver = null;
  117200. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  117201. this._onAfterDrawPhaseObserver = null;
  117202. if (this._onBeforePhysicsObserver) {
  117203. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  117204. this._onBeforePhysicsObserver = null;
  117205. }
  117206. if (this._onAfterPhysicsObserver) {
  117207. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  117208. this._onAfterPhysicsObserver = null;
  117209. }
  117210. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  117211. this._onAfterAnimationsObserver = null;
  117212. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  117213. this._onBeforeCameraRenderObserver = null;
  117214. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  117215. this._onAfterCameraRenderObserver = null;
  117216. this.scene = null;
  117217. };
  117218. return SceneInstrumentation;
  117219. }());
  117220. BABYLON.SceneInstrumentation = SceneInstrumentation;
  117221. })(BABYLON || (BABYLON = {}));
  117222. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  117223. var BABYLON;
  117224. (function (BABYLON) {
  117225. /**
  117226. * @hidden
  117227. **/
  117228. var _TimeToken = /** @class */ (function () {
  117229. function _TimeToken() {
  117230. this._timeElapsedQueryEnded = false;
  117231. }
  117232. return _TimeToken;
  117233. }());
  117234. BABYLON._TimeToken = _TimeToken;
  117235. })(BABYLON || (BABYLON = {}));
  117236. //# sourceMappingURL=babylon.timeToken.js.map
  117237. var BABYLON;
  117238. (function (BABYLON) {
  117239. /**
  117240. * Background material defines definition.
  117241. * @hidden Mainly internal Use
  117242. */
  117243. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  117244. __extends(BackgroundMaterialDefines, _super);
  117245. /**
  117246. * Constructor of the defines.
  117247. */
  117248. function BackgroundMaterialDefines() {
  117249. var _this = _super.call(this) || this;
  117250. /**
  117251. * True if the diffuse texture is in use.
  117252. */
  117253. _this.DIFFUSE = false;
  117254. /**
  117255. * The direct UV channel to use.
  117256. */
  117257. _this.DIFFUSEDIRECTUV = 0;
  117258. /**
  117259. * True if the diffuse texture is in gamma space.
  117260. */
  117261. _this.GAMMADIFFUSE = false;
  117262. /**
  117263. * True if the diffuse texture has opacity in the alpha channel.
  117264. */
  117265. _this.DIFFUSEHASALPHA = false;
  117266. /**
  117267. * True if you want the material to fade to transparent at grazing angle.
  117268. */
  117269. _this.OPACITYFRESNEL = false;
  117270. /**
  117271. * True if an extra blur needs to be added in the reflection.
  117272. */
  117273. _this.REFLECTIONBLUR = false;
  117274. /**
  117275. * True if you want the material to fade to reflection at grazing angle.
  117276. */
  117277. _this.REFLECTIONFRESNEL = false;
  117278. /**
  117279. * True if you want the material to falloff as far as you move away from the scene center.
  117280. */
  117281. _this.REFLECTIONFALLOFF = false;
  117282. /**
  117283. * False if the current Webgl implementation does not support the texture lod extension.
  117284. */
  117285. _this.TEXTURELODSUPPORT = false;
  117286. /**
  117287. * True to ensure the data are premultiplied.
  117288. */
  117289. _this.PREMULTIPLYALPHA = false;
  117290. /**
  117291. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  117292. */
  117293. _this.USERGBCOLOR = false;
  117294. /**
  117295. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  117296. * stays aligned with the desired configuration.
  117297. */
  117298. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  117299. /**
  117300. * True to add noise in order to reduce the banding effect.
  117301. */
  117302. _this.NOISE = false;
  117303. /**
  117304. * is the reflection texture in BGR color scheme?
  117305. * Mainly used to solve a bug in ios10 video tag
  117306. */
  117307. _this.REFLECTIONBGR = false;
  117308. _this.IMAGEPROCESSING = false;
  117309. _this.VIGNETTE = false;
  117310. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  117311. _this.VIGNETTEBLENDMODEOPAQUE = false;
  117312. _this.TONEMAPPING = false;
  117313. _this.TONEMAPPING_ACES = false;
  117314. _this.CONTRAST = false;
  117315. _this.COLORCURVES = false;
  117316. _this.COLORGRADING = false;
  117317. _this.COLORGRADING3D = false;
  117318. _this.SAMPLER3DGREENDEPTH = false;
  117319. _this.SAMPLER3DBGRMAP = false;
  117320. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  117321. _this.EXPOSURE = false;
  117322. // Reflection.
  117323. _this.REFLECTION = false;
  117324. _this.REFLECTIONMAP_3D = false;
  117325. _this.REFLECTIONMAP_SPHERICAL = false;
  117326. _this.REFLECTIONMAP_PLANAR = false;
  117327. _this.REFLECTIONMAP_CUBIC = false;
  117328. _this.REFLECTIONMAP_PROJECTION = false;
  117329. _this.REFLECTIONMAP_SKYBOX = false;
  117330. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  117331. _this.REFLECTIONMAP_EXPLICIT = false;
  117332. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  117333. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  117334. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  117335. _this.INVERTCUBICMAP = false;
  117336. _this.REFLECTIONMAP_OPPOSITEZ = false;
  117337. _this.LODINREFLECTIONALPHA = false;
  117338. _this.GAMMAREFLECTION = false;
  117339. _this.RGBDREFLECTION = false;
  117340. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  117341. // Default BJS.
  117342. _this.MAINUV1 = false;
  117343. _this.MAINUV2 = false;
  117344. _this.UV1 = false;
  117345. _this.UV2 = false;
  117346. _this.CLIPPLANE = false;
  117347. _this.CLIPPLANE2 = false;
  117348. _this.CLIPPLANE3 = false;
  117349. _this.CLIPPLANE4 = false;
  117350. _this.POINTSIZE = false;
  117351. _this.FOG = false;
  117352. _this.NORMAL = false;
  117353. _this.NUM_BONE_INFLUENCERS = 0;
  117354. _this.BonesPerMesh = 0;
  117355. _this.INSTANCES = false;
  117356. _this.SHADOWFLOAT = false;
  117357. _this.rebuild();
  117358. return _this;
  117359. }
  117360. return BackgroundMaterialDefines;
  117361. }(BABYLON.MaterialDefines));
  117362. /**
  117363. * Background material used to create an efficient environement around your scene.
  117364. */
  117365. var BackgroundMaterial = /** @class */ (function (_super) {
  117366. __extends(BackgroundMaterial, _super);
  117367. /**
  117368. * Instantiates a Background Material in the given scene
  117369. * @param name The friendly name of the material
  117370. * @param scene The scene to add the material to
  117371. */
  117372. function BackgroundMaterial(name, scene) {
  117373. var _this = _super.call(this, name, scene) || this;
  117374. /**
  117375. * Key light Color (multiply against the environement texture)
  117376. */
  117377. _this.primaryColor = BABYLON.Color3.White();
  117378. _this._primaryColorShadowLevel = 0;
  117379. _this._primaryColorHighlightLevel = 0;
  117380. /**
  117381. * Reflection Texture used in the material.
  117382. * Should be author in a specific way for the best result (refer to the documentation).
  117383. */
  117384. _this.reflectionTexture = null;
  117385. /**
  117386. * Reflection Texture level of blur.
  117387. *
  117388. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  117389. * texture twice.
  117390. */
  117391. _this.reflectionBlur = 0;
  117392. /**
  117393. * Diffuse Texture used in the material.
  117394. * Should be author in a specific way for the best result (refer to the documentation).
  117395. */
  117396. _this.diffuseTexture = null;
  117397. _this._shadowLights = null;
  117398. /**
  117399. * Specify the list of lights casting shadow on the material.
  117400. * All scene shadow lights will be included if null.
  117401. */
  117402. _this.shadowLights = null;
  117403. /**
  117404. * Helps adjusting the shadow to a softer level if required.
  117405. * 0 means black shadows and 1 means no shadows.
  117406. */
  117407. _this.shadowLevel = 0;
  117408. /**
  117409. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  117410. * It is usually zero but might be interesting to modify according to your setup.
  117411. */
  117412. _this.sceneCenter = BABYLON.Vector3.Zero();
  117413. /**
  117414. * This helps specifying that the material is falling off to the sky box at grazing angle.
  117415. * This helps ensuring a nice transition when the camera goes under the ground.
  117416. */
  117417. _this.opacityFresnel = true;
  117418. /**
  117419. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  117420. * This helps adding a mirror texture on the ground.
  117421. */
  117422. _this.reflectionFresnel = false;
  117423. /**
  117424. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  117425. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  117426. */
  117427. _this.reflectionFalloffDistance = 0.0;
  117428. /**
  117429. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  117430. */
  117431. _this.reflectionAmount = 1.0;
  117432. /**
  117433. * This specifies the weight of the reflection at grazing angle.
  117434. */
  117435. _this.reflectionReflectance0 = 0.05;
  117436. /**
  117437. * This specifies the weight of the reflection at a perpendicular point of view.
  117438. */
  117439. _this.reflectionReflectance90 = 0.5;
  117440. /**
  117441. * Helps to directly use the maps channels instead of their level.
  117442. */
  117443. _this.useRGBColor = true;
  117444. /**
  117445. * This helps reducing the banding effect that could occur on the background.
  117446. */
  117447. _this.enableNoise = false;
  117448. _this._fovMultiplier = 1.0;
  117449. /**
  117450. * Enable the FOV adjustment feature controlled by fovMultiplier.
  117451. */
  117452. _this.useEquirectangularFOV = false;
  117453. _this._maxSimultaneousLights = 4;
  117454. /**
  117455. * Number of Simultaneous lights allowed on the material.
  117456. */
  117457. _this.maxSimultaneousLights = 4;
  117458. /**
  117459. * Keep track of the image processing observer to allow dispose and replace.
  117460. */
  117461. _this._imageProcessingObserver = null;
  117462. /**
  117463. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  117464. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  117465. */
  117466. _this.switchToBGR = false;
  117467. // Temp values kept as cache in the material.
  117468. _this._renderTargets = new BABYLON.SmartArray(16);
  117469. _this._reflectionControls = BABYLON.Vector4.Zero();
  117470. _this._white = BABYLON.Color3.White();
  117471. _this._primaryShadowColor = BABYLON.Color3.Black();
  117472. _this._primaryHighlightColor = BABYLON.Color3.Black();
  117473. // Setup the default processing configuration to the scene.
  117474. _this._attachImageProcessingConfiguration(null);
  117475. _this.getRenderTargetTextures = function () {
  117476. _this._renderTargets.reset();
  117477. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  117478. _this._renderTargets.push(_this._diffuseTexture);
  117479. }
  117480. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  117481. _this._renderTargets.push(_this._reflectionTexture);
  117482. }
  117483. return _this._renderTargets;
  117484. };
  117485. return _this;
  117486. }
  117487. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  117488. /**
  117489. * Experimental Internal Use Only.
  117490. *
  117491. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  117492. * This acts as a helper to set the primary color to a more "human friendly" value.
  117493. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  117494. * output color as close as possible from the chosen value.
  117495. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  117496. * part of lighting setup.)
  117497. */
  117498. get: function () {
  117499. return this.__perceptualColor;
  117500. },
  117501. set: function (value) {
  117502. this.__perceptualColor = value;
  117503. this._computePrimaryColorFromPerceptualColor();
  117504. this._markAllSubMeshesAsLightsDirty();
  117505. },
  117506. enumerable: true,
  117507. configurable: true
  117508. });
  117509. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  117510. /**
  117511. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  117512. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  117513. */
  117514. get: function () {
  117515. return this._primaryColorShadowLevel;
  117516. },
  117517. set: function (value) {
  117518. this._primaryColorShadowLevel = value;
  117519. this._computePrimaryColors();
  117520. this._markAllSubMeshesAsLightsDirty();
  117521. },
  117522. enumerable: true,
  117523. configurable: true
  117524. });
  117525. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  117526. /**
  117527. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  117528. * The primary color is used at the level chosen to define what the white area would look.
  117529. */
  117530. get: function () {
  117531. return this._primaryColorHighlightLevel;
  117532. },
  117533. set: function (value) {
  117534. this._primaryColorHighlightLevel = value;
  117535. this._computePrimaryColors();
  117536. this._markAllSubMeshesAsLightsDirty();
  117537. },
  117538. enumerable: true,
  117539. configurable: true
  117540. });
  117541. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  117542. /**
  117543. * Sets the reflection reflectance fresnel values according to the default standard
  117544. * empirically know to work well :-)
  117545. */
  117546. set: function (value) {
  117547. var reflectionWeight = value;
  117548. if (reflectionWeight < 0.5) {
  117549. reflectionWeight = reflectionWeight * 2.0;
  117550. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  117551. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  117552. }
  117553. else {
  117554. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  117555. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  117556. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  117557. }
  117558. },
  117559. enumerable: true,
  117560. configurable: true
  117561. });
  117562. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  117563. /**
  117564. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117565. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  117566. * Recommended to be keep at 1.0 except for special cases.
  117567. */
  117568. get: function () {
  117569. return this._fovMultiplier;
  117570. },
  117571. set: function (value) {
  117572. if (isNaN(value)) {
  117573. value = 1.0;
  117574. }
  117575. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  117576. },
  117577. enumerable: true,
  117578. configurable: true
  117579. });
  117580. /**
  117581. * Attaches a new image processing configuration to the PBR Material.
  117582. * @param configuration (if null the scene configuration will be use)
  117583. */
  117584. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  117585. var _this = this;
  117586. if (configuration === this._imageProcessingConfiguration) {
  117587. return;
  117588. }
  117589. // Detaches observer.
  117590. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  117591. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  117592. }
  117593. // Pick the scene configuration if needed.
  117594. if (!configuration) {
  117595. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  117596. }
  117597. else {
  117598. this._imageProcessingConfiguration = configuration;
  117599. }
  117600. // Attaches observer.
  117601. if (this._imageProcessingConfiguration) {
  117602. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  117603. _this._computePrimaryColorFromPerceptualColor();
  117604. _this._markAllSubMeshesAsImageProcessingDirty();
  117605. });
  117606. }
  117607. };
  117608. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  117609. /**
  117610. * Gets the image processing configuration used either in this material.
  117611. */
  117612. get: function () {
  117613. return this._imageProcessingConfiguration;
  117614. },
  117615. /**
  117616. * Sets the Default image processing configuration used either in the this material.
  117617. *
  117618. * If sets to null, the scene one is in use.
  117619. */
  117620. set: function (value) {
  117621. this._attachImageProcessingConfiguration(value);
  117622. // Ensure the effect will be rebuilt.
  117623. this._markAllSubMeshesAsTexturesDirty();
  117624. },
  117625. enumerable: true,
  117626. configurable: true
  117627. });
  117628. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  117629. /**
  117630. * Gets wether the color curves effect is enabled.
  117631. */
  117632. get: function () {
  117633. return this.imageProcessingConfiguration.colorCurvesEnabled;
  117634. },
  117635. /**
  117636. * Sets wether the color curves effect is enabled.
  117637. */
  117638. set: function (value) {
  117639. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  117640. },
  117641. enumerable: true,
  117642. configurable: true
  117643. });
  117644. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  117645. /**
  117646. * Gets wether the color grading effect is enabled.
  117647. */
  117648. get: function () {
  117649. return this.imageProcessingConfiguration.colorGradingEnabled;
  117650. },
  117651. /**
  117652. * Gets wether the color grading effect is enabled.
  117653. */
  117654. set: function (value) {
  117655. this.imageProcessingConfiguration.colorGradingEnabled = value;
  117656. },
  117657. enumerable: true,
  117658. configurable: true
  117659. });
  117660. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  117661. /**
  117662. * Gets wether tonemapping is enabled or not.
  117663. */
  117664. get: function () {
  117665. return this._imageProcessingConfiguration.toneMappingEnabled;
  117666. },
  117667. /**
  117668. * Sets wether tonemapping is enabled or not
  117669. */
  117670. set: function (value) {
  117671. this._imageProcessingConfiguration.toneMappingEnabled = value;
  117672. },
  117673. enumerable: true,
  117674. configurable: true
  117675. });
  117676. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  117677. /**
  117678. * The camera exposure used on this material.
  117679. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117680. * This corresponds to a photographic exposure.
  117681. */
  117682. get: function () {
  117683. return this._imageProcessingConfiguration.exposure;
  117684. },
  117685. /**
  117686. * The camera exposure used on this material.
  117687. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117688. * This corresponds to a photographic exposure.
  117689. */
  117690. set: function (value) {
  117691. this._imageProcessingConfiguration.exposure = value;
  117692. },
  117693. enumerable: true,
  117694. configurable: true
  117695. });
  117696. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  117697. /**
  117698. * Gets The camera contrast used on this material.
  117699. */
  117700. get: function () {
  117701. return this._imageProcessingConfiguration.contrast;
  117702. },
  117703. /**
  117704. * Sets The camera contrast used on this material.
  117705. */
  117706. set: function (value) {
  117707. this._imageProcessingConfiguration.contrast = value;
  117708. },
  117709. enumerable: true,
  117710. configurable: true
  117711. });
  117712. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  117713. /**
  117714. * Gets the Color Grading 2D Lookup Texture.
  117715. */
  117716. get: function () {
  117717. return this._imageProcessingConfiguration.colorGradingTexture;
  117718. },
  117719. /**
  117720. * Sets the Color Grading 2D Lookup Texture.
  117721. */
  117722. set: function (value) {
  117723. this.imageProcessingConfiguration.colorGradingTexture = value;
  117724. },
  117725. enumerable: true,
  117726. configurable: true
  117727. });
  117728. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  117729. /**
  117730. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117731. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117732. * 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;
  117733. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117734. */
  117735. get: function () {
  117736. return this.imageProcessingConfiguration.colorCurves;
  117737. },
  117738. /**
  117739. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117740. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117741. * 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;
  117742. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117743. */
  117744. set: function (value) {
  117745. this.imageProcessingConfiguration.colorCurves = value;
  117746. },
  117747. enumerable: true,
  117748. configurable: true
  117749. });
  117750. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  117751. /**
  117752. * Gets a boolean indicating that current material needs to register RTT
  117753. */
  117754. get: function () {
  117755. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  117756. return true;
  117757. }
  117758. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  117759. return true;
  117760. }
  117761. return false;
  117762. },
  117763. enumerable: true,
  117764. configurable: true
  117765. });
  117766. /**
  117767. * The entire material has been created in order to prevent overdraw.
  117768. * @returns false
  117769. */
  117770. BackgroundMaterial.prototype.needAlphaTesting = function () {
  117771. return true;
  117772. };
  117773. /**
  117774. * The entire material has been created in order to prevent overdraw.
  117775. * @returns true if blending is enable
  117776. */
  117777. BackgroundMaterial.prototype.needAlphaBlending = function () {
  117778. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  117779. };
  117780. /**
  117781. * Checks wether the material is ready to be rendered for a given mesh.
  117782. * @param mesh The mesh to render
  117783. * @param subMesh The submesh to check against
  117784. * @param useInstances Specify wether or not the material is used with instances
  117785. * @returns true if all the dependencies are ready (Textures, Effects...)
  117786. */
  117787. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  117788. var _this = this;
  117789. if (useInstances === void 0) { useInstances = false; }
  117790. if (subMesh.effect && this.isFrozen) {
  117791. if (this._wasPreviouslyReady) {
  117792. return true;
  117793. }
  117794. }
  117795. if (!subMesh._materialDefines) {
  117796. subMesh._materialDefines = new BackgroundMaterialDefines();
  117797. }
  117798. var scene = this.getScene();
  117799. var defines = subMesh._materialDefines;
  117800. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  117801. if (defines._renderId === scene.getRenderId()) {
  117802. return true;
  117803. }
  117804. }
  117805. var engine = scene.getEngine();
  117806. // Lights
  117807. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  117808. defines._needNormals = true;
  117809. // Textures
  117810. if (defines._areTexturesDirty) {
  117811. defines._needUVs = false;
  117812. if (scene.texturesEnabled) {
  117813. if (scene.getEngine().getCaps().textureLOD) {
  117814. defines.TEXTURELODSUPPORT = true;
  117815. }
  117816. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117817. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  117818. return false;
  117819. }
  117820. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  117821. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  117822. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  117823. defines.OPACITYFRESNEL = this._opacityFresnel;
  117824. }
  117825. else {
  117826. defines.DIFFUSE = false;
  117827. defines.DIFFUSEHASALPHA = false;
  117828. defines.GAMMADIFFUSE = false;
  117829. defines.OPACITYFRESNEL = false;
  117830. }
  117831. var reflectionTexture = this._reflectionTexture;
  117832. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117833. if (!reflectionTexture.isReadyOrNotBlocking()) {
  117834. return false;
  117835. }
  117836. defines.REFLECTION = true;
  117837. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  117838. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  117839. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  117840. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  117841. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  117842. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  117843. defines.REFLECTIONBGR = this.switchToBGR;
  117844. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  117845. defines.INVERTCUBICMAP = true;
  117846. }
  117847. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  117848. switch (reflectionTexture.coordinatesMode) {
  117849. case BABYLON.Texture.EXPLICIT_MODE:
  117850. defines.REFLECTIONMAP_EXPLICIT = true;
  117851. break;
  117852. case BABYLON.Texture.PLANAR_MODE:
  117853. defines.REFLECTIONMAP_PLANAR = true;
  117854. break;
  117855. case BABYLON.Texture.PROJECTION_MODE:
  117856. defines.REFLECTIONMAP_PROJECTION = true;
  117857. break;
  117858. case BABYLON.Texture.SKYBOX_MODE:
  117859. defines.REFLECTIONMAP_SKYBOX = true;
  117860. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  117861. break;
  117862. case BABYLON.Texture.SPHERICAL_MODE:
  117863. defines.REFLECTIONMAP_SPHERICAL = true;
  117864. break;
  117865. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  117866. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  117867. break;
  117868. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  117869. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  117870. break;
  117871. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  117872. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  117873. break;
  117874. case BABYLON.Texture.CUBIC_MODE:
  117875. case BABYLON.Texture.INVCUBIC_MODE:
  117876. default:
  117877. defines.REFLECTIONMAP_CUBIC = true;
  117878. break;
  117879. }
  117880. if (this.reflectionFresnel) {
  117881. defines.REFLECTIONFRESNEL = true;
  117882. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  117883. this._reflectionControls.x = this.reflectionAmount;
  117884. this._reflectionControls.y = this.reflectionReflectance0;
  117885. this._reflectionControls.z = this.reflectionReflectance90;
  117886. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  117887. }
  117888. else {
  117889. defines.REFLECTIONFRESNEL = false;
  117890. defines.REFLECTIONFALLOFF = false;
  117891. }
  117892. }
  117893. else {
  117894. defines.REFLECTION = false;
  117895. defines.REFLECTIONFRESNEL = false;
  117896. defines.REFLECTIONFALLOFF = false;
  117897. defines.REFLECTIONBLUR = false;
  117898. defines.REFLECTIONMAP_3D = false;
  117899. defines.REFLECTIONMAP_SPHERICAL = false;
  117900. defines.REFLECTIONMAP_PLANAR = false;
  117901. defines.REFLECTIONMAP_CUBIC = false;
  117902. defines.REFLECTIONMAP_PROJECTION = false;
  117903. defines.REFLECTIONMAP_SKYBOX = false;
  117904. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  117905. defines.REFLECTIONMAP_EXPLICIT = false;
  117906. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  117907. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  117908. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  117909. defines.INVERTCUBICMAP = false;
  117910. defines.REFLECTIONMAP_OPPOSITEZ = false;
  117911. defines.LODINREFLECTIONALPHA = false;
  117912. defines.GAMMAREFLECTION = false;
  117913. defines.RGBDREFLECTION = false;
  117914. }
  117915. }
  117916. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  117917. defines.USERGBCOLOR = this._useRGBColor;
  117918. defines.NOISE = this._enableNoise;
  117919. }
  117920. if (defines._areLightsDirty) {
  117921. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  117922. }
  117923. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  117924. if (!this._imageProcessingConfiguration.isReady()) {
  117925. return false;
  117926. }
  117927. this._imageProcessingConfiguration.prepareDefines(defines);
  117928. }
  117929. // Misc.
  117930. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  117931. // Values that need to be evaluated on every frame
  117932. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  117933. // Attribs
  117934. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  117935. if (mesh) {
  117936. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  117937. mesh.createNormals(true);
  117938. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  117939. }
  117940. }
  117941. }
  117942. // Get correct effect
  117943. if (defines.isDirty) {
  117944. defines.markAsProcessed();
  117945. scene.resetCachedMaterial();
  117946. // Fallbacks
  117947. var fallbacks = new BABYLON.EffectFallbacks();
  117948. if (defines.FOG) {
  117949. fallbacks.addFallback(0, "FOG");
  117950. }
  117951. if (defines.POINTSIZE) {
  117952. fallbacks.addFallback(1, "POINTSIZE");
  117953. }
  117954. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  117955. if (defines.NUM_BONE_INFLUENCERS > 0) {
  117956. fallbacks.addCPUSkinningFallback(0, mesh);
  117957. }
  117958. //Attributes
  117959. var attribs = [BABYLON.VertexBuffer.PositionKind];
  117960. if (defines.NORMAL) {
  117961. attribs.push(BABYLON.VertexBuffer.NormalKind);
  117962. }
  117963. if (defines.UV1) {
  117964. attribs.push(BABYLON.VertexBuffer.UVKind);
  117965. }
  117966. if (defines.UV2) {
  117967. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  117968. }
  117969. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  117970. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  117971. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  117972. "vFogInfos", "vFogColor", "pointSize",
  117973. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  117974. "vPrimaryColor", "vPrimaryColorShadow",
  117975. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  117976. "shadowLevel", "alpha",
  117977. "vBackgroundCenter", "vReflectionControl",
  117978. "vDiffuseInfos", "diffuseMatrix",
  117979. ];
  117980. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  117981. var uniformBuffers = ["Material", "Scene"];
  117982. if (BABYLON.ImageProcessingConfiguration) {
  117983. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  117984. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  117985. }
  117986. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  117987. uniformsNames: uniforms,
  117988. uniformBuffersNames: uniformBuffers,
  117989. samplers: samplers,
  117990. defines: defines,
  117991. maxSimultaneousLights: this._maxSimultaneousLights
  117992. });
  117993. var onCompiled = function (effect) {
  117994. if (_this.onCompiled) {
  117995. _this.onCompiled(effect);
  117996. }
  117997. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  117998. };
  117999. var join = defines.toString();
  118000. subMesh.setEffect(scene.getEngine().createEffect("background", {
  118001. attributes: attribs,
  118002. uniformsNames: uniforms,
  118003. uniformBuffersNames: uniformBuffers,
  118004. samplers: samplers,
  118005. defines: join,
  118006. fallbacks: fallbacks,
  118007. onCompiled: onCompiled,
  118008. onError: this.onError,
  118009. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  118010. }, engine), defines);
  118011. this.buildUniformLayout();
  118012. }
  118013. if (!subMesh.effect || !subMesh.effect.isReady()) {
  118014. return false;
  118015. }
  118016. defines._renderId = scene.getRenderId();
  118017. this._wasPreviouslyReady = true;
  118018. return true;
  118019. };
  118020. /**
  118021. * Compute the primary color according to the chosen perceptual color.
  118022. */
  118023. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  118024. if (!this.__perceptualColor) {
  118025. return;
  118026. }
  118027. this._primaryColor.copyFrom(this.__perceptualColor);
  118028. // Revert gamma space.
  118029. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  118030. // Revert image processing configuration.
  118031. if (this._imageProcessingConfiguration) {
  118032. // Revert Exposure.
  118033. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  118034. }
  118035. this._computePrimaryColors();
  118036. };
  118037. /**
  118038. * Compute the highlights and shadow colors according to their chosen levels.
  118039. */
  118040. BackgroundMaterial.prototype._computePrimaryColors = function () {
  118041. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  118042. return;
  118043. }
  118044. // Find the highlight color based on the configuration.
  118045. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  118046. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  118047. // Find the shadow color based on the configuration.
  118048. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  118049. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  118050. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  118051. };
  118052. /**
  118053. * Build the uniform buffer used in the material.
  118054. */
  118055. BackgroundMaterial.prototype.buildUniformLayout = function () {
  118056. // Order is important !
  118057. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  118058. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  118059. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  118060. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  118061. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  118062. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  118063. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  118064. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  118065. this._uniformBuffer.addUniform("pointSize", 1);
  118066. this._uniformBuffer.addUniform("shadowLevel", 1);
  118067. this._uniformBuffer.addUniform("alpha", 1);
  118068. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  118069. this._uniformBuffer.addUniform("vReflectionControl", 4);
  118070. this._uniformBuffer.create();
  118071. };
  118072. /**
  118073. * Unbind the material.
  118074. */
  118075. BackgroundMaterial.prototype.unbind = function () {
  118076. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  118077. this._uniformBuffer.setTexture("diffuseSampler", null);
  118078. }
  118079. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  118080. this._uniformBuffer.setTexture("reflectionSampler", null);
  118081. }
  118082. _super.prototype.unbind.call(this);
  118083. };
  118084. /**
  118085. * Bind only the world matrix to the material.
  118086. * @param world The world matrix to bind.
  118087. */
  118088. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  118089. this._activeEffect.setMatrix("world", world);
  118090. };
  118091. /**
  118092. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  118093. * @param world The world matrix to bind.
  118094. * @param subMesh The submesh to bind for.
  118095. */
  118096. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  118097. var scene = this.getScene();
  118098. var defines = subMesh._materialDefines;
  118099. if (!defines) {
  118100. return;
  118101. }
  118102. var effect = subMesh.effect;
  118103. if (!effect) {
  118104. return;
  118105. }
  118106. this._activeEffect = effect;
  118107. // Matrices
  118108. this.bindOnlyWorldMatrix(world);
  118109. // Bones
  118110. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  118111. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  118112. if (mustRebind) {
  118113. this._uniformBuffer.bindToEffect(effect, "Material");
  118114. this.bindViewProjection(effect);
  118115. var reflectionTexture = this._reflectionTexture;
  118116. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  118117. // Texture uniforms
  118118. if (scene.texturesEnabled) {
  118119. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118120. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  118121. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  118122. }
  118123. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118124. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  118125. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  118126. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  118127. }
  118128. }
  118129. if (this.shadowLevel > 0) {
  118130. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  118131. }
  118132. this._uniformBuffer.updateFloat("alpha", this.alpha);
  118133. // Point size
  118134. if (this.pointsCloud) {
  118135. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  118136. }
  118137. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  118138. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  118139. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  118140. }
  118141. else {
  118142. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  118143. }
  118144. }
  118145. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  118146. // Textures
  118147. if (scene.texturesEnabled) {
  118148. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118149. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  118150. }
  118151. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118152. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  118153. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  118154. }
  118155. else if (!defines.REFLECTIONBLUR) {
  118156. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  118157. }
  118158. else {
  118159. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  118160. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  118161. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  118162. }
  118163. if (defines.REFLECTIONFRESNEL) {
  118164. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  118165. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  118166. }
  118167. }
  118168. }
  118169. // Clip plane
  118170. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  118171. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  118172. }
  118173. if (mustRebind || !this.isFrozen) {
  118174. if (scene.lightsEnabled) {
  118175. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  118176. }
  118177. // View
  118178. this.bindView(effect);
  118179. // Fog
  118180. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  118181. // image processing
  118182. if (this._imageProcessingConfiguration) {
  118183. this._imageProcessingConfiguration.bind(this._activeEffect);
  118184. }
  118185. }
  118186. this._uniformBuffer.update();
  118187. this._afterBind(mesh, this._activeEffect);
  118188. };
  118189. /**
  118190. * Dispose the material.
  118191. * @param forceDisposeEffect Force disposal of the associated effect.
  118192. * @param forceDisposeTextures Force disposal of the associated textures.
  118193. */
  118194. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  118195. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  118196. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  118197. if (forceDisposeTextures) {
  118198. if (this.diffuseTexture) {
  118199. this.diffuseTexture.dispose();
  118200. }
  118201. if (this.reflectionTexture) {
  118202. this.reflectionTexture.dispose();
  118203. }
  118204. }
  118205. this._renderTargets.dispose();
  118206. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  118207. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  118208. }
  118209. _super.prototype.dispose.call(this, forceDisposeEffect);
  118210. };
  118211. /**
  118212. * Clones the material.
  118213. * @param name The cloned name.
  118214. * @returns The cloned material.
  118215. */
  118216. BackgroundMaterial.prototype.clone = function (name) {
  118217. var _this = this;
  118218. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  118219. };
  118220. /**
  118221. * Serializes the current material to its JSON representation.
  118222. * @returns The JSON representation.
  118223. */
  118224. BackgroundMaterial.prototype.serialize = function () {
  118225. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  118226. serializationObject.customType = "BABYLON.BackgroundMaterial";
  118227. return serializationObject;
  118228. };
  118229. /**
  118230. * Gets the class name of the material
  118231. * @returns "BackgroundMaterial"
  118232. */
  118233. BackgroundMaterial.prototype.getClassName = function () {
  118234. return "BackgroundMaterial";
  118235. };
  118236. /**
  118237. * Parse a JSON input to create back a background material.
  118238. * @param source The JSON data to parse
  118239. * @param scene The scene to create the parsed material in
  118240. * @param rootUrl The root url of the assets the material depends upon
  118241. * @returns the instantiated BackgroundMaterial.
  118242. */
  118243. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  118244. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  118245. };
  118246. /**
  118247. * Standard reflectance value at parallel view angle.
  118248. */
  118249. BackgroundMaterial.StandardReflectance0 = 0.05;
  118250. /**
  118251. * Standard reflectance value at grazing angle.
  118252. */
  118253. BackgroundMaterial.StandardReflectance90 = 0.5;
  118254. __decorate([
  118255. BABYLON.serializeAsColor3()
  118256. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  118257. __decorate([
  118258. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  118259. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  118260. __decorate([
  118261. BABYLON.serializeAsColor3()
  118262. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  118263. __decorate([
  118264. BABYLON.serialize()
  118265. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  118266. __decorate([
  118267. BABYLON.serialize()
  118268. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  118269. __decorate([
  118270. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  118271. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  118272. __decorate([
  118273. BABYLON.serializeAsTexture()
  118274. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  118275. __decorate([
  118276. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118277. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  118278. __decorate([
  118279. BABYLON.serialize()
  118280. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  118281. __decorate([
  118282. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118283. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  118284. __decorate([
  118285. BABYLON.serializeAsTexture()
  118286. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  118287. __decorate([
  118288. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118289. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  118290. __decorate([
  118291. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118292. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  118293. __decorate([
  118294. BABYLON.serialize()
  118295. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  118296. __decorate([
  118297. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118298. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  118299. __decorate([
  118300. BABYLON.serializeAsVector3()
  118301. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  118302. __decorate([
  118303. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118304. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  118305. __decorate([
  118306. BABYLON.serialize()
  118307. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  118308. __decorate([
  118309. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118310. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  118311. __decorate([
  118312. BABYLON.serialize()
  118313. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  118314. __decorate([
  118315. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118316. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  118317. __decorate([
  118318. BABYLON.serialize()
  118319. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  118320. __decorate([
  118321. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118322. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  118323. __decorate([
  118324. BABYLON.serialize()
  118325. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  118326. __decorate([
  118327. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118328. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  118329. __decorate([
  118330. BABYLON.serialize()
  118331. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  118332. __decorate([
  118333. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118334. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  118335. __decorate([
  118336. BABYLON.serialize()
  118337. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  118338. __decorate([
  118339. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118340. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  118341. __decorate([
  118342. BABYLON.serialize()
  118343. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  118344. __decorate([
  118345. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118346. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  118347. __decorate([
  118348. BABYLON.serialize()
  118349. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  118350. __decorate([
  118351. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118352. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  118353. __decorate([
  118354. BABYLON.serialize()
  118355. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  118356. __decorate([
  118357. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118358. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  118359. __decorate([
  118360. BABYLON.serializeAsImageProcessingConfiguration()
  118361. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  118362. return BackgroundMaterial;
  118363. }(BABYLON.PushMaterial));
  118364. BABYLON.BackgroundMaterial = BackgroundMaterial;
  118365. })(BABYLON || (BABYLON = {}));
  118366. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  118367. var __assign = (this && this.__assign) || function () {
  118368. __assign = Object.assign || function(t) {
  118369. for (var s, i = 1, n = arguments.length; i < n; i++) {
  118370. s = arguments[i];
  118371. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  118372. t[p] = s[p];
  118373. }
  118374. return t;
  118375. };
  118376. return __assign.apply(this, arguments);
  118377. };
  118378. var BABYLON;
  118379. (function (BABYLON) {
  118380. /**
  118381. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  118382. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  118383. * It also helps with the default setup of your imageProcessing configuration.
  118384. */
  118385. var EnvironmentHelper = /** @class */ (function () {
  118386. /**
  118387. * constructor
  118388. * @param options
  118389. * @param scene The scene to add the material to
  118390. */
  118391. function EnvironmentHelper(options, scene) {
  118392. var _this = this;
  118393. this._errorHandler = function (message, exception) {
  118394. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  118395. };
  118396. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  118397. this._scene = scene;
  118398. this.onErrorObservable = new BABYLON.Observable();
  118399. this._setupBackground();
  118400. this._setupImageProcessing();
  118401. }
  118402. /**
  118403. * Creates the default options for the helper.
  118404. */
  118405. EnvironmentHelper._getDefaultOptions = function () {
  118406. return {
  118407. createGround: true,
  118408. groundSize: 15,
  118409. groundTexture: this._groundTextureCDNUrl,
  118410. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  118411. groundOpacity: 0.9,
  118412. enableGroundShadow: true,
  118413. groundShadowLevel: 0.5,
  118414. enableGroundMirror: false,
  118415. groundMirrorSizeRatio: 0.3,
  118416. groundMirrorBlurKernel: 64,
  118417. groundMirrorAmount: 1,
  118418. groundMirrorFresnelWeight: 1,
  118419. groundMirrorFallOffDistance: 0,
  118420. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  118421. groundYBias: 0.00001,
  118422. createSkybox: true,
  118423. skyboxSize: 20,
  118424. skyboxTexture: this._skyboxTextureCDNUrl,
  118425. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  118426. backgroundYRotation: 0,
  118427. sizeAuto: true,
  118428. rootPosition: BABYLON.Vector3.Zero(),
  118429. setupImageProcessing: true,
  118430. environmentTexture: this._environmentTextureCDNUrl,
  118431. cameraExposure: 0.8,
  118432. cameraContrast: 1.2,
  118433. toneMappingEnabled: true,
  118434. };
  118435. };
  118436. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  118437. /**
  118438. * Gets the root mesh created by the helper.
  118439. */
  118440. get: function () {
  118441. return this._rootMesh;
  118442. },
  118443. enumerable: true,
  118444. configurable: true
  118445. });
  118446. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  118447. /**
  118448. * Gets the skybox created by the helper.
  118449. */
  118450. get: function () {
  118451. return this._skybox;
  118452. },
  118453. enumerable: true,
  118454. configurable: true
  118455. });
  118456. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  118457. /**
  118458. * Gets the skybox texture created by the helper.
  118459. */
  118460. get: function () {
  118461. return this._skyboxTexture;
  118462. },
  118463. enumerable: true,
  118464. configurable: true
  118465. });
  118466. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  118467. /**
  118468. * Gets the skybox material created by the helper.
  118469. */
  118470. get: function () {
  118471. return this._skyboxMaterial;
  118472. },
  118473. enumerable: true,
  118474. configurable: true
  118475. });
  118476. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  118477. /**
  118478. * Gets the ground mesh created by the helper.
  118479. */
  118480. get: function () {
  118481. return this._ground;
  118482. },
  118483. enumerable: true,
  118484. configurable: true
  118485. });
  118486. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  118487. /**
  118488. * Gets the ground texture created by the helper.
  118489. */
  118490. get: function () {
  118491. return this._groundTexture;
  118492. },
  118493. enumerable: true,
  118494. configurable: true
  118495. });
  118496. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  118497. /**
  118498. * Gets the ground mirror created by the helper.
  118499. */
  118500. get: function () {
  118501. return this._groundMirror;
  118502. },
  118503. enumerable: true,
  118504. configurable: true
  118505. });
  118506. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  118507. /**
  118508. * Gets the ground mirror render list to helps pushing the meshes
  118509. * you wish in the ground reflection.
  118510. */
  118511. get: function () {
  118512. if (this._groundMirror) {
  118513. return this._groundMirror.renderList;
  118514. }
  118515. return null;
  118516. },
  118517. enumerable: true,
  118518. configurable: true
  118519. });
  118520. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  118521. /**
  118522. * Gets the ground material created by the helper.
  118523. */
  118524. get: function () {
  118525. return this._groundMaterial;
  118526. },
  118527. enumerable: true,
  118528. configurable: true
  118529. });
  118530. /**
  118531. * Updates the background according to the new options
  118532. * @param options
  118533. */
  118534. EnvironmentHelper.prototype.updateOptions = function (options) {
  118535. var newOptions = __assign({}, this._options, options);
  118536. if (this._ground && !newOptions.createGround) {
  118537. this._ground.dispose();
  118538. this._ground = null;
  118539. }
  118540. if (this._groundMaterial && !newOptions.createGround) {
  118541. this._groundMaterial.dispose();
  118542. this._groundMaterial = null;
  118543. }
  118544. if (this._groundTexture) {
  118545. if (this._options.groundTexture != newOptions.groundTexture) {
  118546. this._groundTexture.dispose();
  118547. this._groundTexture = null;
  118548. }
  118549. }
  118550. if (this._skybox && !newOptions.createSkybox) {
  118551. this._skybox.dispose();
  118552. this._skybox = null;
  118553. }
  118554. if (this._skyboxMaterial && !newOptions.createSkybox) {
  118555. this._skyboxMaterial.dispose();
  118556. this._skyboxMaterial = null;
  118557. }
  118558. if (this._skyboxTexture) {
  118559. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  118560. this._skyboxTexture.dispose();
  118561. this._skyboxTexture = null;
  118562. }
  118563. }
  118564. if (this._groundMirror && !newOptions.enableGroundMirror) {
  118565. this._groundMirror.dispose();
  118566. this._groundMirror = null;
  118567. }
  118568. if (this._scene.environmentTexture) {
  118569. if (this._options.environmentTexture != newOptions.environmentTexture) {
  118570. this._scene.environmentTexture.dispose();
  118571. }
  118572. }
  118573. this._options = newOptions;
  118574. this._setupBackground();
  118575. this._setupImageProcessing();
  118576. };
  118577. /**
  118578. * Sets the primary color of all the available elements.
  118579. * @param color the main color to affect to the ground and the background
  118580. */
  118581. EnvironmentHelper.prototype.setMainColor = function (color) {
  118582. if (this.groundMaterial) {
  118583. this.groundMaterial.primaryColor = color;
  118584. }
  118585. if (this.skyboxMaterial) {
  118586. this.skyboxMaterial.primaryColor = color;
  118587. }
  118588. if (this.groundMirror) {
  118589. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  118590. }
  118591. };
  118592. /**
  118593. * Setup the image processing according to the specified options.
  118594. */
  118595. EnvironmentHelper.prototype._setupImageProcessing = function () {
  118596. if (this._options.setupImageProcessing) {
  118597. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  118598. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  118599. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  118600. this._setupEnvironmentTexture();
  118601. }
  118602. };
  118603. /**
  118604. * Setup the environment texture according to the specified options.
  118605. */
  118606. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  118607. if (this._scene.environmentTexture) {
  118608. return;
  118609. }
  118610. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  118611. this._scene.environmentTexture = this._options.environmentTexture;
  118612. return;
  118613. }
  118614. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  118615. this._scene.environmentTexture = environmentTexture;
  118616. };
  118617. /**
  118618. * Setup the background according to the specified options.
  118619. */
  118620. EnvironmentHelper.prototype._setupBackground = function () {
  118621. if (!this._rootMesh) {
  118622. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  118623. }
  118624. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  118625. var sceneSize = this._getSceneSize();
  118626. if (this._options.createGround) {
  118627. this._setupGround(sceneSize);
  118628. this._setupGroundMaterial();
  118629. this._setupGroundDiffuseTexture();
  118630. if (this._options.enableGroundMirror) {
  118631. this._setupGroundMirrorTexture(sceneSize);
  118632. }
  118633. this._setupMirrorInGroundMaterial();
  118634. }
  118635. if (this._options.createSkybox) {
  118636. this._setupSkybox(sceneSize);
  118637. this._setupSkyboxMaterial();
  118638. this._setupSkyboxReflectionTexture();
  118639. }
  118640. this._rootMesh.position.x = sceneSize.rootPosition.x;
  118641. this._rootMesh.position.z = sceneSize.rootPosition.z;
  118642. this._rootMesh.position.y = sceneSize.rootPosition.y;
  118643. };
  118644. /**
  118645. * Get the scene sizes according to the setup.
  118646. */
  118647. EnvironmentHelper.prototype._getSceneSize = function () {
  118648. var _this = this;
  118649. var groundSize = this._options.groundSize;
  118650. var skyboxSize = this._options.skyboxSize;
  118651. var rootPosition = this._options.rootPosition;
  118652. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  118653. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118654. }
  118655. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  118656. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  118657. });
  118658. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  118659. if (this._options.sizeAuto) {
  118660. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  118661. this._scene.activeCamera.upperRadiusLimit) {
  118662. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  118663. skyboxSize = groundSize;
  118664. }
  118665. var sceneDiagonalLenght = sceneDiagonal.length();
  118666. if (sceneDiagonalLenght > groundSize) {
  118667. groundSize = sceneDiagonalLenght * 2;
  118668. skyboxSize = groundSize;
  118669. }
  118670. // 10 % bigger.
  118671. groundSize *= 1.1;
  118672. skyboxSize *= 1.5;
  118673. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  118674. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  118675. }
  118676. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118677. };
  118678. /**
  118679. * Setup the ground according to the specified options.
  118680. */
  118681. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  118682. var _this = this;
  118683. if (!this._ground || this._ground.isDisposed()) {
  118684. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  118685. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  118686. this._ground.parent = this._rootMesh;
  118687. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  118688. }
  118689. this._ground.receiveShadows = this._options.enableGroundShadow;
  118690. };
  118691. /**
  118692. * Setup the ground material according to the specified options.
  118693. */
  118694. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  118695. if (!this._groundMaterial) {
  118696. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  118697. }
  118698. this._groundMaterial.alpha = this._options.groundOpacity;
  118699. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  118700. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  118701. this._groundMaterial.primaryColor = this._options.groundColor;
  118702. this._groundMaterial.useRGBColor = false;
  118703. this._groundMaterial.enableNoise = true;
  118704. if (this._ground) {
  118705. this._ground.material = this._groundMaterial;
  118706. }
  118707. };
  118708. /**
  118709. * Setup the ground diffuse texture according to the specified options.
  118710. */
  118711. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  118712. if (!this._groundMaterial) {
  118713. return;
  118714. }
  118715. if (this._groundTexture) {
  118716. return;
  118717. }
  118718. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  118719. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  118720. return;
  118721. }
  118722. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118723. diffuseTexture.gammaSpace = false;
  118724. diffuseTexture.hasAlpha = true;
  118725. this._groundMaterial.diffuseTexture = diffuseTexture;
  118726. };
  118727. /**
  118728. * Setup the ground mirror texture according to the specified options.
  118729. */
  118730. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  118731. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118732. if (!this._groundMirror) {
  118733. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  118734. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  118735. this._groundMirror.anisotropicFilteringLevel = 1;
  118736. this._groundMirror.wrapU = wrapping;
  118737. this._groundMirror.wrapV = wrapping;
  118738. this._groundMirror.gammaSpace = false;
  118739. if (this._groundMirror.renderList) {
  118740. for (var i = 0; i < this._scene.meshes.length; i++) {
  118741. var mesh = this._scene.meshes[i];
  118742. if (mesh !== this._ground &&
  118743. mesh !== this._skybox &&
  118744. mesh !== this._rootMesh) {
  118745. this._groundMirror.renderList.push(mesh);
  118746. }
  118747. }
  118748. }
  118749. }
  118750. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  118751. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  118752. };
  118753. /**
  118754. * Setup the ground to receive the mirror texture.
  118755. */
  118756. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  118757. if (this._groundMaterial) {
  118758. this._groundMaterial.reflectionTexture = this._groundMirror;
  118759. this._groundMaterial.reflectionFresnel = true;
  118760. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  118761. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  118762. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  118763. }
  118764. };
  118765. /**
  118766. * Setup the skybox according to the specified options.
  118767. */
  118768. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  118769. var _this = this;
  118770. if (!this._skybox || this._skybox.isDisposed()) {
  118771. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  118772. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  118773. }
  118774. this._skybox.parent = this._rootMesh;
  118775. };
  118776. /**
  118777. * Setup the skybox material according to the specified options.
  118778. */
  118779. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  118780. if (!this._skybox) {
  118781. return;
  118782. }
  118783. if (!this._skyboxMaterial) {
  118784. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  118785. }
  118786. this._skyboxMaterial.useRGBColor = false;
  118787. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  118788. this._skyboxMaterial.enableNoise = true;
  118789. this._skybox.material = this._skyboxMaterial;
  118790. };
  118791. /**
  118792. * Setup the skybox reflection texture according to the specified options.
  118793. */
  118794. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  118795. if (!this._skyboxMaterial) {
  118796. return;
  118797. }
  118798. if (this._skyboxTexture) {
  118799. return;
  118800. }
  118801. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  118802. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  118803. return;
  118804. }
  118805. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118806. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118807. this._skyboxTexture.gammaSpace = false;
  118808. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  118809. };
  118810. /**
  118811. * Dispose all the elements created by the Helper.
  118812. */
  118813. EnvironmentHelper.prototype.dispose = function () {
  118814. if (this._groundMaterial) {
  118815. this._groundMaterial.dispose(true, true);
  118816. }
  118817. if (this._skyboxMaterial) {
  118818. this._skyboxMaterial.dispose(true, true);
  118819. }
  118820. this._rootMesh.dispose(false);
  118821. };
  118822. /**
  118823. * Default ground texture URL.
  118824. */
  118825. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  118826. /**
  118827. * Default skybox texture URL.
  118828. */
  118829. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  118830. /**
  118831. * Default environment texture URL.
  118832. */
  118833. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  118834. return EnvironmentHelper;
  118835. }());
  118836. BABYLON.EnvironmentHelper = EnvironmentHelper;
  118837. })(BABYLON || (BABYLON = {}));
  118838. //# sourceMappingURL=babylon.environmentHelper.js.map
  118839. var BABYLON;
  118840. (function (BABYLON) {
  118841. /** Internal class used to store shapes for emitters */
  118842. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  118843. function ParticleSystemSetEmitterCreationOptions() {
  118844. }
  118845. return ParticleSystemSetEmitterCreationOptions;
  118846. }());
  118847. /**
  118848. * Represents a set of particle systems working together to create a specific effect
  118849. */
  118850. var ParticleSystemSet = /** @class */ (function () {
  118851. function ParticleSystemSet() {
  118852. /**
  118853. * Gets the particle system list
  118854. */
  118855. this.systems = new Array();
  118856. }
  118857. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  118858. /**
  118859. * Gets the emitter node used with this set
  118860. */
  118861. get: function () {
  118862. return this._emitterNode;
  118863. },
  118864. enumerable: true,
  118865. configurable: true
  118866. });
  118867. /**
  118868. * Creates a new emitter mesh as a sphere
  118869. * @param options defines the options used to create the sphere
  118870. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  118871. * @param scene defines the hosting scene
  118872. */
  118873. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  118874. if (this._emitterNode) {
  118875. this._emitterNode.dispose();
  118876. }
  118877. this._emitterCreationOptions = {
  118878. kind: "Sphere",
  118879. options: options,
  118880. renderingGroupId: renderingGroupId
  118881. };
  118882. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  118883. emitterMesh.renderingGroupId = renderingGroupId;
  118884. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  118885. material.emissiveColor = options.color;
  118886. emitterMesh.material = material;
  118887. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118888. var system = _a[_i];
  118889. system.emitter = emitterMesh;
  118890. }
  118891. this._emitterNode = emitterMesh;
  118892. };
  118893. /**
  118894. * Starts all particle systems of the set
  118895. * @param emitter defines an optional mesh to use as emitter for the particle systems
  118896. */
  118897. ParticleSystemSet.prototype.start = function (emitter) {
  118898. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118899. var system = _a[_i];
  118900. if (emitter) {
  118901. system.emitter = emitter;
  118902. }
  118903. system.start();
  118904. }
  118905. };
  118906. /**
  118907. * Release all associated resources
  118908. */
  118909. ParticleSystemSet.prototype.dispose = function () {
  118910. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118911. var system = _a[_i];
  118912. system.dispose();
  118913. }
  118914. this.systems = [];
  118915. if (this._emitterNode) {
  118916. this._emitterNode.dispose();
  118917. this._emitterNode = null;
  118918. }
  118919. };
  118920. /**
  118921. * Serialize the set into a JSON compatible object
  118922. * @returns a JSON compatible representation of the set
  118923. */
  118924. ParticleSystemSet.prototype.serialize = function () {
  118925. var result = {};
  118926. result.systems = [];
  118927. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118928. var system = _a[_i];
  118929. result.systems.push(system.serialize());
  118930. }
  118931. if (this._emitterNode) {
  118932. result.emitter = this._emitterCreationOptions;
  118933. }
  118934. return result;
  118935. };
  118936. /**
  118937. * Parse a new ParticleSystemSet from a serialized source
  118938. * @param data defines a JSON compatible representation of the set
  118939. * @param scene defines the hosting scene
  118940. * @param gpu defines if we want GPU particles or CPU particles
  118941. * @returns a new ParticleSystemSet
  118942. */
  118943. ParticleSystemSet.Parse = function (data, scene, gpu) {
  118944. if (gpu === void 0) { gpu = false; }
  118945. var result = new ParticleSystemSet();
  118946. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  118947. scene = scene || BABYLON.Engine.LastCreatedScene;
  118948. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  118949. var system = _a[_i];
  118950. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  118951. }
  118952. if (data.emitter) {
  118953. var options = data.emitter.options;
  118954. switch (data.emitter.kind) {
  118955. case "Sphere":
  118956. result.setEmitterAsSphere({
  118957. diameter: options.diameter,
  118958. segments: options.segments,
  118959. color: BABYLON.Color3.FromArray(options.color)
  118960. }, data.emitter.renderingGroupId, scene);
  118961. break;
  118962. }
  118963. }
  118964. return result;
  118965. };
  118966. return ParticleSystemSet;
  118967. }());
  118968. BABYLON.ParticleSystemSet = ParticleSystemSet;
  118969. })(BABYLON || (BABYLON = {}));
  118970. //# sourceMappingURL=babylon.particleSystemSet.js.map
  118971. var BABYLON;
  118972. (function (BABYLON) {
  118973. /**
  118974. * This class is made for on one-liner static method to help creating particle system set.
  118975. */
  118976. var ParticleHelper = /** @class */ (function () {
  118977. function ParticleHelper() {
  118978. }
  118979. /**
  118980. * Create a default particle system that you can tweak
  118981. * @param emitter defines the emitter to use
  118982. * @param capacity defines the system capacity (default is 500 particles)
  118983. * @param scene defines the hosting scene
  118984. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  118985. * @returns the new Particle system
  118986. */
  118987. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  118988. if (capacity === void 0) { capacity = 500; }
  118989. if (useGPU === void 0) { useGPU = false; }
  118990. var system;
  118991. if (useGPU) {
  118992. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  118993. }
  118994. else {
  118995. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  118996. }
  118997. system.emitter = emitter;
  118998. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  118999. system.createConeEmitter(0.1, Math.PI / 4);
  119000. // Particle color
  119001. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  119002. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  119003. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  119004. // Particle Size
  119005. system.minSize = 0.1;
  119006. system.maxSize = 0.1;
  119007. // Emission speed
  119008. system.minEmitPower = 2;
  119009. system.maxEmitPower = 2;
  119010. // Update speed
  119011. system.updateSpeed = 1 / 60;
  119012. system.emitRate = 30;
  119013. return system;
  119014. };
  119015. /**
  119016. * This is the main static method (one-liner) of this helper to create different particle systems
  119017. * @param type This string represents the type to the particle system to create
  119018. * @param scene The scene where the particle system should live
  119019. * @param gpu If the system will use gpu
  119020. * @returns the ParticleSystemSet created
  119021. */
  119022. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  119023. if (gpu === void 0) { gpu = false; }
  119024. if (!scene) {
  119025. scene = BABYLON.Engine.LastCreatedScene;
  119026. }
  119027. var token = {};
  119028. scene._addPendingData(token);
  119029. return new Promise(function (resolve, reject) {
  119030. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  119031. scene._removePendingData(token);
  119032. return reject("Particle system with GPU is not supported.");
  119033. }
  119034. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  119035. scene._removePendingData(token);
  119036. var newData = JSON.parse(data.toString());
  119037. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  119038. }, undefined, undefined, undefined, function (req, exception) {
  119039. scene._removePendingData(token);
  119040. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  119041. });
  119042. });
  119043. };
  119044. /**
  119045. * Static function used to export a particle system to a ParticleSystemSet variable.
  119046. * Please note that the emitter shape is not exported
  119047. * @param systems defines the particle systems to export
  119048. * @returns the created particle system set
  119049. */
  119050. ParticleHelper.ExportSet = function (systems) {
  119051. var set = new BABYLON.ParticleSystemSet();
  119052. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  119053. var system = systems_1[_i];
  119054. set.systems.push(system);
  119055. }
  119056. return set;
  119057. };
  119058. /**
  119059. * Gets or sets base Assets URL
  119060. */
  119061. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  119062. return ParticleHelper;
  119063. }());
  119064. BABYLON.ParticleHelper = ParticleHelper;
  119065. })(BABYLON || (BABYLON = {}));
  119066. //# sourceMappingURL=babylon.particleHelper.js.map
  119067. var BABYLON;
  119068. (function (BABYLON) {
  119069. /**
  119070. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  119071. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  119072. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  119073. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  119074. */
  119075. var VideoDome = /** @class */ (function (_super) {
  119076. __extends(VideoDome, _super);
  119077. /**
  119078. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  119079. * @param name Element's name, child elements will append suffixes for their own names.
  119080. * @param urlsOrVideo defines the url(s) or the video element to use
  119081. * @param options An object containing optional or exposed sub element properties
  119082. */
  119083. function VideoDome(name, urlsOrVideo, options, scene) {
  119084. var _this = _super.call(this, name, scene) || this;
  119085. _this._useDirectMapping = false;
  119086. // set defaults and manage values
  119087. name = name || "videoDome";
  119088. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  119089. options.clickToPlay = Boolean(options.clickToPlay);
  119090. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  119091. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  119092. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  119093. if (options.useDirectMapping === undefined) {
  119094. _this._useDirectMapping = true;
  119095. }
  119096. else {
  119097. _this._useDirectMapping = options.useDirectMapping;
  119098. }
  119099. _this._setReady(false);
  119100. // create
  119101. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  119102. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  119103. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  119104. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  119105. texture.onLoadObservable.addOnce(function () {
  119106. _this._setReady(true);
  119107. });
  119108. // configure material
  119109. material.useEquirectangularFOV = true;
  119110. material.fovMultiplier = 1.0;
  119111. material.opacityFresnel = false;
  119112. if (_this._useDirectMapping) {
  119113. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119114. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119115. material.diffuseTexture = texture;
  119116. }
  119117. else {
  119118. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  119119. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119120. material.reflectionTexture = texture;
  119121. }
  119122. // configure mesh
  119123. _this._mesh.material = material;
  119124. _this._mesh.parent = _this;
  119125. // optional configuration
  119126. if (options.clickToPlay) {
  119127. scene.onPointerUp = function () {
  119128. _this._videoTexture.video.play();
  119129. };
  119130. }
  119131. return _this;
  119132. }
  119133. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  119134. /**
  119135. * Gets the video texture being displayed on the sphere
  119136. */
  119137. get: function () {
  119138. return this._videoTexture;
  119139. },
  119140. enumerable: true,
  119141. configurable: true
  119142. });
  119143. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  119144. /**
  119145. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  119146. * Also see the options.resolution property.
  119147. */
  119148. get: function () {
  119149. return this._material.fovMultiplier;
  119150. },
  119151. set: function (value) {
  119152. this._material.fovMultiplier = value;
  119153. },
  119154. enumerable: true,
  119155. configurable: true
  119156. });
  119157. /**
  119158. * Releases resources associated with this node.
  119159. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  119160. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  119161. */
  119162. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  119163. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  119164. this._videoTexture.dispose();
  119165. this._mesh.dispose();
  119166. this._material.dispose();
  119167. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  119168. };
  119169. return VideoDome;
  119170. }(BABYLON.TransformNode));
  119171. BABYLON.VideoDome = VideoDome;
  119172. })(BABYLON || (BABYLON = {}));
  119173. //# sourceMappingURL=babylon.videoDome.js.map
  119174. var BABYLON;
  119175. (function (BABYLON) {
  119176. /**
  119177. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  119178. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  119179. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  119180. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  119181. */
  119182. var PhotoDome = /** @class */ (function (_super) {
  119183. __extends(PhotoDome, _super);
  119184. /**
  119185. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  119186. * @param name Element's name, child elements will append suffixes for their own names.
  119187. * @param urlsOfPhoto defines the url of the photo to display
  119188. * @param options defines an object containing optional or exposed sub element properties
  119189. * @param onError defines a callback called when an error occured while loading the texture
  119190. */
  119191. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  119192. if (onError === void 0) { onError = null; }
  119193. var _this = _super.call(this, name, scene) || this;
  119194. _this._useDirectMapping = false;
  119195. /**
  119196. * Observable raised when an error occured while loading the 360 image
  119197. */
  119198. _this.onLoadErrorObservable = new BABYLON.Observable();
  119199. // set defaults and manage values
  119200. name = name || "photoDome";
  119201. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  119202. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  119203. if (options.useDirectMapping === undefined) {
  119204. _this._useDirectMapping = true;
  119205. }
  119206. else {
  119207. _this._useDirectMapping = options.useDirectMapping;
  119208. }
  119209. _this._setReady(false);
  119210. // create
  119211. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  119212. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  119213. // configure material
  119214. material.opacityFresnel = false;
  119215. material.useEquirectangularFOV = true;
  119216. material.fovMultiplier = 1.0;
  119217. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  119218. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  119219. if (onError) {
  119220. onError(message, exception);
  119221. }
  119222. });
  119223. _this.photoTexture.onLoadObservable.addOnce(function () {
  119224. _this._setReady(true);
  119225. });
  119226. // configure mesh
  119227. _this._mesh.material = material;
  119228. _this._mesh.parent = _this;
  119229. return _this;
  119230. }
  119231. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  119232. /**
  119233. * Gets or sets the texture being displayed on the sphere
  119234. */
  119235. get: function () {
  119236. return this._photoTexture;
  119237. },
  119238. set: function (value) {
  119239. if (this._photoTexture === value) {
  119240. return;
  119241. }
  119242. this._photoTexture = value;
  119243. if (this._useDirectMapping) {
  119244. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119245. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119246. this._material.diffuseTexture = this._photoTexture;
  119247. }
  119248. else {
  119249. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  119250. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119251. this._material.reflectionTexture = this._photoTexture;
  119252. }
  119253. },
  119254. enumerable: true,
  119255. configurable: true
  119256. });
  119257. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  119258. /**
  119259. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  119260. * Also see the options.resolution property.
  119261. */
  119262. get: function () {
  119263. return this._material.fovMultiplier;
  119264. },
  119265. set: function (value) {
  119266. this._material.fovMultiplier = value;
  119267. },
  119268. enumerable: true,
  119269. configurable: true
  119270. });
  119271. /**
  119272. * Releases resources associated with this node.
  119273. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  119274. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  119275. */
  119276. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  119277. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  119278. this._photoTexture.dispose();
  119279. this._mesh.dispose();
  119280. this._material.dispose();
  119281. this.onLoadErrorObservable.clear();
  119282. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  119283. };
  119284. return PhotoDome;
  119285. }(BABYLON.TransformNode));
  119286. BABYLON.PhotoDome = PhotoDome;
  119287. })(BABYLON || (BABYLON = {}));
  119288. //# sourceMappingURL=babylon.photoDome.js.map
  119289. var BABYLON;
  119290. (function (BABYLON) {
  119291. /** @hidden */
  119292. var _OcclusionDataStorage = /** @class */ (function () {
  119293. function _OcclusionDataStorage() {
  119294. /** @hidden */
  119295. this.occlusionInternalRetryCounter = 0;
  119296. /** @hidden */
  119297. this.isOcclusionQueryInProgress = false;
  119298. /** @hidden */
  119299. this.isOccluded = false;
  119300. /** @hidden */
  119301. this.occlusionRetryCount = -1;
  119302. /** @hidden */
  119303. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  119304. /** @hidden */
  119305. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  119306. }
  119307. return _OcclusionDataStorage;
  119308. }());
  119309. BABYLON.Engine.prototype.createQuery = function () {
  119310. return this._gl.createQuery();
  119311. };
  119312. BABYLON.Engine.prototype.deleteQuery = function (query) {
  119313. this._gl.deleteQuery(query);
  119314. return this;
  119315. };
  119316. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  119317. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  119318. };
  119319. BABYLON.Engine.prototype.getQueryResult = function (query) {
  119320. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  119321. };
  119322. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  119323. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  119324. this._gl.beginQuery(glAlgorithm, query);
  119325. return this;
  119326. };
  119327. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  119328. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  119329. this._gl.endQuery(glAlgorithm);
  119330. return this;
  119331. };
  119332. BABYLON.Engine.prototype._createTimeQuery = function () {
  119333. var timerQuery = this.getCaps().timerQuery;
  119334. if (timerQuery.createQueryEXT) {
  119335. return timerQuery.createQueryEXT();
  119336. }
  119337. return this.createQuery();
  119338. };
  119339. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  119340. var timerQuery = this.getCaps().timerQuery;
  119341. if (timerQuery.deleteQueryEXT) {
  119342. timerQuery.deleteQueryEXT(query);
  119343. return;
  119344. }
  119345. this.deleteQuery(query);
  119346. };
  119347. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  119348. var timerQuery = this.getCaps().timerQuery;
  119349. if (timerQuery.getQueryObjectEXT) {
  119350. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  119351. }
  119352. return this.getQueryResult(query);
  119353. };
  119354. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  119355. var timerQuery = this.getCaps().timerQuery;
  119356. if (timerQuery.getQueryObjectEXT) {
  119357. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  119358. }
  119359. return this.isQueryResultAvailable(query);
  119360. };
  119361. BABYLON.Engine.prototype.startTimeQuery = function () {
  119362. var caps = this.getCaps();
  119363. var timerQuery = caps.timerQuery;
  119364. if (!timerQuery) {
  119365. return null;
  119366. }
  119367. var token = new BABYLON._TimeToken();
  119368. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  119369. if (caps.canUseTimestampForTimerQuery) {
  119370. token._startTimeQuery = this._createTimeQuery();
  119371. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  119372. }
  119373. else {
  119374. if (this._currentNonTimestampToken) {
  119375. return this._currentNonTimestampToken;
  119376. }
  119377. token._timeElapsedQuery = this._createTimeQuery();
  119378. if (timerQuery.beginQueryEXT) {
  119379. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  119380. }
  119381. else {
  119382. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  119383. }
  119384. this._currentNonTimestampToken = token;
  119385. }
  119386. return token;
  119387. };
  119388. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  119389. var caps = this.getCaps();
  119390. var timerQuery = caps.timerQuery;
  119391. if (!timerQuery || !token) {
  119392. return -1;
  119393. }
  119394. if (caps.canUseTimestampForTimerQuery) {
  119395. if (!token._startTimeQuery) {
  119396. return -1;
  119397. }
  119398. if (!token._endTimeQuery) {
  119399. token._endTimeQuery = this._createTimeQuery();
  119400. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  119401. }
  119402. }
  119403. else if (!token._timeElapsedQueryEnded) {
  119404. if (!token._timeElapsedQuery) {
  119405. return -1;
  119406. }
  119407. if (timerQuery.endQueryEXT) {
  119408. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  119409. }
  119410. else {
  119411. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  119412. }
  119413. token._timeElapsedQueryEnded = true;
  119414. }
  119415. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  119416. var available = false;
  119417. if (token._endTimeQuery) {
  119418. available = this._getTimeQueryAvailability(token._endTimeQuery);
  119419. }
  119420. else if (token._timeElapsedQuery) {
  119421. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  119422. }
  119423. if (available && !disjoint) {
  119424. var result = 0;
  119425. if (caps.canUseTimestampForTimerQuery) {
  119426. if (!token._startTimeQuery || !token._endTimeQuery) {
  119427. return -1;
  119428. }
  119429. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  119430. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  119431. result = timeEnd - timeStart;
  119432. this._deleteTimeQuery(token._startTimeQuery);
  119433. this._deleteTimeQuery(token._endTimeQuery);
  119434. token._startTimeQuery = null;
  119435. token._endTimeQuery = null;
  119436. }
  119437. else {
  119438. if (!token._timeElapsedQuery) {
  119439. return -1;
  119440. }
  119441. result = this._getTimeQueryResult(token._timeElapsedQuery);
  119442. this._deleteTimeQuery(token._timeElapsedQuery);
  119443. token._timeElapsedQuery = null;
  119444. token._timeElapsedQueryEnded = false;
  119445. this._currentNonTimestampToken = null;
  119446. }
  119447. return result;
  119448. }
  119449. return -1;
  119450. };
  119451. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  119452. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  119453. };
  119454. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  119455. get: function () {
  119456. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  119457. },
  119458. enumerable: false,
  119459. configurable: true
  119460. });
  119461. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  119462. get: function () {
  119463. if (!this.__occlusionDataStorage) {
  119464. this.__occlusionDataStorage = new _OcclusionDataStorage();
  119465. }
  119466. return this.__occlusionDataStorage;
  119467. },
  119468. enumerable: false,
  119469. configurable: true
  119470. });
  119471. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  119472. get: function () {
  119473. return this._occlusionDataStorage.isOccluded;
  119474. },
  119475. set: function (value) {
  119476. this._occlusionDataStorage.isOccluded = value;
  119477. },
  119478. enumerable: true,
  119479. configurable: true
  119480. });
  119481. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  119482. get: function () {
  119483. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  119484. },
  119485. set: function (value) {
  119486. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  119487. },
  119488. enumerable: true,
  119489. configurable: true
  119490. });
  119491. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  119492. get: function () {
  119493. return this._occlusionDataStorage.occlusionType;
  119494. },
  119495. set: function (value) {
  119496. this._occlusionDataStorage.occlusionType = value;
  119497. },
  119498. enumerable: true,
  119499. configurable: true
  119500. });
  119501. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  119502. get: function () {
  119503. return this._occlusionDataStorage.occlusionRetryCount;
  119504. },
  119505. set: function (value) {
  119506. this._occlusionDataStorage.occlusionRetryCount = value;
  119507. },
  119508. enumerable: true,
  119509. configurable: true
  119510. });
  119511. // We also need to update AbstractMesh as there is a portion of the code there
  119512. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  119513. var dataStorage = this._occlusionDataStorage;
  119514. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  119515. dataStorage.isOccluded = false;
  119516. return false;
  119517. }
  119518. var engine = this.getEngine();
  119519. if (engine.webGLVersion < 2) {
  119520. dataStorage.isOccluded = false;
  119521. return false;
  119522. }
  119523. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  119524. dataStorage.isOccluded = false;
  119525. return false;
  119526. }
  119527. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  119528. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  119529. if (isOcclusionQueryAvailable) {
  119530. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  119531. dataStorage.isOcclusionQueryInProgress = false;
  119532. dataStorage.occlusionInternalRetryCounter = 0;
  119533. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  119534. }
  119535. else {
  119536. dataStorage.occlusionInternalRetryCounter++;
  119537. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  119538. dataStorage.isOcclusionQueryInProgress = false;
  119539. dataStorage.occlusionInternalRetryCounter = 0;
  119540. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  119541. // if strict continue the last state of the object.
  119542. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  119543. }
  119544. else {
  119545. return false;
  119546. }
  119547. }
  119548. }
  119549. var scene = this.getScene();
  119550. if (scene.getBoundingBoxRenderer) {
  119551. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  119552. if (!this._occlusionQuery) {
  119553. this._occlusionQuery = engine.createQuery();
  119554. }
  119555. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  119556. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  119557. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  119558. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  119559. }
  119560. return dataStorage.isOccluded;
  119561. };
  119562. })(BABYLON || (BABYLON = {}));
  119563. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  119564. var BABYLON;
  119565. (function (BABYLON) {
  119566. /**
  119567. * Class used to generate noise procedural textures
  119568. */
  119569. var NoiseProceduralTexture = /** @class */ (function (_super) {
  119570. __extends(NoiseProceduralTexture, _super);
  119571. /**
  119572. * Creates a new NoiseProceduralTexture
  119573. * @param name defines the name fo the texture
  119574. * @param size defines the size of the texture (default is 256)
  119575. * @param scene defines the hosting scene
  119576. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  119577. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  119578. */
  119579. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  119580. if (size === void 0) { size = 256; }
  119581. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  119582. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  119583. _this._time = 0;
  119584. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  119585. _this.brightness = 0.2;
  119586. /** Defines the number of octaves to process */
  119587. _this.octaves = 3;
  119588. /** Defines the level of persistence (0.8 by default) */
  119589. _this.persistence = 0.8;
  119590. /** Gets or sets animation speed factor (default is 1) */
  119591. _this.animationSpeedFactor = 1;
  119592. _this.autoClear = false;
  119593. _this._updateShaderUniforms();
  119594. return _this;
  119595. }
  119596. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  119597. var scene = this.getScene();
  119598. if (!scene) {
  119599. return;
  119600. }
  119601. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  119602. this.setFloat("brightness", this.brightness);
  119603. this.setFloat("persistence", this.persistence);
  119604. this.setFloat("timeScale", this._time);
  119605. };
  119606. NoiseProceduralTexture.prototype._getDefines = function () {
  119607. return "#define OCTAVES " + (this.octaves | 0);
  119608. };
  119609. /** Generate the current state of the procedural texture */
  119610. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  119611. this._updateShaderUniforms();
  119612. _super.prototype.render.call(this, useCameraPostProcess);
  119613. };
  119614. /**
  119615. * Serializes this noise procedural texture
  119616. * @returns a serialized noise procedural texture object
  119617. */
  119618. NoiseProceduralTexture.prototype.serialize = function () {
  119619. var serializationObject = {};
  119620. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  119621. serializationObject.brightness = this.brightness;
  119622. serializationObject.octaves = this.octaves;
  119623. serializationObject.persistence = this.persistence;
  119624. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  119625. serializationObject.size = this.getSize().width;
  119626. serializationObject.generateMipMaps = this._generateMipMaps;
  119627. return serializationObject;
  119628. };
  119629. /**
  119630. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  119631. * @param parsedTexture defines parsed texture data
  119632. * @param scene defines the current scene
  119633. * @param rootUrl defines the root URL containing noise procedural texture information
  119634. * @returns a parsed NoiseProceduralTexture
  119635. */
  119636. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  119637. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  119638. texture.brightness = parsedTexture.brightness;
  119639. texture.octaves = parsedTexture.octaves;
  119640. texture.persistence = parsedTexture.persistence;
  119641. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  119642. return texture;
  119643. };
  119644. return NoiseProceduralTexture;
  119645. }(BABYLON.ProceduralTexture));
  119646. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  119647. })(BABYLON || (BABYLON = {}));
  119648. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  119649. var __assign = (this && this.__assign) || function () {
  119650. __assign = Object.assign || function(t) {
  119651. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119652. s = arguments[i];
  119653. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119654. t[p] = s[p];
  119655. }
  119656. return t;
  119657. };
  119658. return __assign.apply(this, arguments);
  119659. };
  119660. var BABYLON;
  119661. (function (BABYLON) {
  119662. /**
  119663. * This can helps recording videos from BabylonJS.
  119664. * This is based on the available WebRTC functionalities of the browser.
  119665. *
  119666. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  119667. */
  119668. var VideoRecorder = /** @class */ (function () {
  119669. /**
  119670. * Create a new VideoCapture object which can help converting what you see in Babylon to
  119671. * a video file.
  119672. * @param engine Defines the BabylonJS Engine you wish to record
  119673. * @param options Defines options that can be used to customized the capture
  119674. */
  119675. function VideoRecorder(engine, options) {
  119676. if (options === void 0) { options = null; }
  119677. if (!VideoRecorder.IsSupported(engine)) {
  119678. throw "Your browser does not support recording so far.";
  119679. }
  119680. var canvas = engine.getRenderingCanvas();
  119681. if (!canvas) {
  119682. throw "The babylon engine must have a canvas to be recorded";
  119683. }
  119684. this._canvas = canvas;
  119685. this._canvas.isRecording = false;
  119686. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  119687. var stream = this._canvas.captureStream(this._options.fps);
  119688. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  119689. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  119690. this._mediaRecorder.onerror = this._handleError.bind(this);
  119691. this._mediaRecorder.onstop = this._handleStop.bind(this);
  119692. }
  119693. /**
  119694. * Returns wehther or not the VideoRecorder is available in your browser.
  119695. * @param engine Defines the Babylon Engine to check the support for
  119696. * @returns true if supported otherwise false
  119697. */
  119698. VideoRecorder.IsSupported = function (engine) {
  119699. var canvas = engine.getRenderingCanvas();
  119700. return (!!canvas && typeof canvas.captureStream === "function");
  119701. };
  119702. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  119703. /**
  119704. * True wether a recording is already in progress.
  119705. */
  119706. get: function () {
  119707. return !!this._canvas && this._canvas.isRecording;
  119708. },
  119709. enumerable: true,
  119710. configurable: true
  119711. });
  119712. /**
  119713. * Stops the current recording before the default capture timeout passed in the startRecording
  119714. * functions.
  119715. */
  119716. VideoRecorder.prototype.stopRecording = function () {
  119717. if (!this._canvas || !this._mediaRecorder) {
  119718. return;
  119719. }
  119720. if (!this.isRecording) {
  119721. return;
  119722. }
  119723. this._canvas.isRecording = false;
  119724. this._mediaRecorder.stop();
  119725. };
  119726. /**
  119727. * Starts recording the canvas for a max duration specified in parameters.
  119728. * @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.
  119729. * @param maxDuration Defines the maximum recording time in seconds.
  119730. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  119731. * @return a promise callback at the end of the recording with the video data in Blob.
  119732. */
  119733. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  119734. var _this = this;
  119735. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  119736. if (maxDuration === void 0) { maxDuration = 7; }
  119737. if (!this._canvas || !this._mediaRecorder) {
  119738. throw "Recorder has already been disposed";
  119739. }
  119740. if (this.isRecording) {
  119741. throw "Recording already in progress";
  119742. }
  119743. if (maxDuration > 0) {
  119744. setTimeout(function () {
  119745. _this.stopRecording();
  119746. }, maxDuration * 1000);
  119747. }
  119748. this._fileName = fileName;
  119749. this._recordedChunks = [];
  119750. this._resolve = null;
  119751. this._reject = null;
  119752. this._canvas.isRecording = true;
  119753. this._mediaRecorder.start(this._options.recordChunckSize);
  119754. return new Promise(function (resolve, reject) {
  119755. _this._resolve = resolve;
  119756. _this._reject = reject;
  119757. });
  119758. };
  119759. /**
  119760. * Releases internal resources used during the recording.
  119761. */
  119762. VideoRecorder.prototype.dispose = function () {
  119763. this._canvas = null;
  119764. this._mediaRecorder = null;
  119765. this._recordedChunks = [];
  119766. this._fileName = null;
  119767. this._resolve = null;
  119768. this._reject = null;
  119769. };
  119770. VideoRecorder.prototype._handleDataAvailable = function (event) {
  119771. if (event.data.size > 0) {
  119772. this._recordedChunks.push(event.data);
  119773. }
  119774. };
  119775. VideoRecorder.prototype._handleError = function (event) {
  119776. this.stopRecording();
  119777. if (this._reject) {
  119778. this._reject(event.error);
  119779. }
  119780. else {
  119781. throw new event.error();
  119782. }
  119783. };
  119784. VideoRecorder.prototype._handleStop = function () {
  119785. this.stopRecording();
  119786. var superBuffer = new Blob(this._recordedChunks);
  119787. if (this._resolve) {
  119788. this._resolve(superBuffer);
  119789. }
  119790. window.URL.createObjectURL(superBuffer);
  119791. if (this._fileName) {
  119792. BABYLON.Tools.Download(superBuffer, this._fileName);
  119793. }
  119794. };
  119795. VideoRecorder._defaultOptions = {
  119796. mimeType: "video/webm",
  119797. fps: 25,
  119798. recordChunckSize: 3000
  119799. };
  119800. return VideoRecorder;
  119801. }());
  119802. BABYLON.VideoRecorder = VideoRecorder;
  119803. })(BABYLON || (BABYLON = {}));
  119804. //# sourceMappingURL=babylon.videoRecorder.js.map
  119805. var BABYLON;
  119806. (function (BABYLON) {
  119807. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  119808. if (replace === void 0) { replace = false; }
  119809. // Dispose existing light in replace mode.
  119810. if (replace) {
  119811. if (this.lights) {
  119812. for (var i = 0; i < this.lights.length; i++) {
  119813. this.lights[i].dispose();
  119814. }
  119815. }
  119816. }
  119817. // Light
  119818. if (this.lights.length === 0) {
  119819. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  119820. }
  119821. };
  119822. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  119823. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119824. if (replace === void 0) { replace = false; }
  119825. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119826. // Dispose existing camera in replace mode.
  119827. if (replace) {
  119828. if (this.activeCamera) {
  119829. this.activeCamera.dispose();
  119830. this.activeCamera = null;
  119831. }
  119832. }
  119833. // Camera
  119834. if (!this.activeCamera) {
  119835. var worldExtends = this.getWorldExtends();
  119836. var worldSize = worldExtends.max.subtract(worldExtends.min);
  119837. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  119838. var camera;
  119839. var radius = worldSize.length() * 1.5;
  119840. // empty scene scenario!
  119841. if (!isFinite(radius)) {
  119842. radius = 1;
  119843. worldCenter.copyFromFloats(0, 0, 0);
  119844. }
  119845. if (createArcRotateCamera) {
  119846. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  119847. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  119848. arcRotateCamera.wheelPrecision = 100 / radius;
  119849. camera = arcRotateCamera;
  119850. }
  119851. else {
  119852. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  119853. freeCamera.setTarget(worldCenter);
  119854. camera = freeCamera;
  119855. }
  119856. camera.minZ = radius * 0.01;
  119857. camera.maxZ = radius * 1000;
  119858. camera.speed = radius * 0.2;
  119859. this.activeCamera = camera;
  119860. var canvas = this.getEngine().getRenderingCanvas();
  119861. if (attachCameraControls && canvas) {
  119862. camera.attachControl(canvas);
  119863. }
  119864. }
  119865. };
  119866. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  119867. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119868. if (replace === void 0) { replace = false; }
  119869. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119870. this.createDefaultLight(replace);
  119871. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  119872. };
  119873. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  119874. if (pbr === void 0) { pbr = false; }
  119875. if (scale === void 0) { scale = 1000; }
  119876. if (blur === void 0) { blur = 0; }
  119877. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  119878. if (!environmentTexture) {
  119879. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  119880. return null;
  119881. }
  119882. if (setGlobalEnvTexture) {
  119883. if (environmentTexture) {
  119884. this.environmentTexture = environmentTexture;
  119885. }
  119886. }
  119887. // Skybox
  119888. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  119889. if (pbr) {
  119890. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  119891. hdrSkyboxMaterial.backFaceCulling = false;
  119892. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  119893. if (hdrSkyboxMaterial.reflectionTexture) {
  119894. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119895. }
  119896. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  119897. hdrSkyboxMaterial.disableLighting = true;
  119898. hdrSkyboxMaterial.twoSidedLighting = true;
  119899. hdrSkybox.infiniteDistance = true;
  119900. hdrSkybox.material = hdrSkyboxMaterial;
  119901. }
  119902. else {
  119903. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  119904. skyboxMaterial.backFaceCulling = false;
  119905. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  119906. if (skyboxMaterial.reflectionTexture) {
  119907. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119908. }
  119909. skyboxMaterial.disableLighting = true;
  119910. hdrSkybox.infiniteDistance = true;
  119911. hdrSkybox.material = skyboxMaterial;
  119912. }
  119913. return hdrSkybox;
  119914. };
  119915. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  119916. if (BABYLON.EnvironmentHelper) {
  119917. return new BABYLON.EnvironmentHelper(options, this);
  119918. }
  119919. return null;
  119920. };
  119921. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  119922. if (webVROptions === void 0) { webVROptions = {}; }
  119923. return new BABYLON.VRExperienceHelper(this, webVROptions);
  119924. };
  119925. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  119926. var _this = this;
  119927. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  119928. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  119929. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  119930. .then(function (ui) {
  119931. new BABYLON.WebXRInput(helper);
  119932. return helper;
  119933. });
  119934. });
  119935. };
  119936. })(BABYLON || (BABYLON = {}));
  119937. //# sourceMappingURL=babylon.sceneHelpers.js.map
  119938. 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"};
  119939. 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};"};